研究生: |
郭佩璇 Kuo, Pei-Hsuan |
---|---|
論文名稱: |
觸發空間人文情意之擴增實境遊戲介面與使用者經驗研究 A Study of User Experiences and Augmented Reality Game Interface for Triggering the Spatial Humanistic Feelings |
指導教授: |
廖冠智
Liao, Guan-Ze |
口試委員: |
邱富源
Chiu, Fu-Yuan 梁容輝 Liang, Rung-Huei |
學位類別: |
碩士 Master |
系所名稱: |
竹師教育學院 - 學習科學與科技研究所 Institute of Learning Sciences and Technologies |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 140 |
中文關鍵詞: | 行動擴增實境 、空間人文情意遊戲 、介面易用性 、使用者經驗 、情感設計 |
外文關鍵詞: | Mobile Augmented Reality, Game of Triggering the Spatial Humanistic Feelings, Usability, User Experience, Emotional Design |
相關次數: | 點閱:1 下載:0 |
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行動擴增實境(MAR)以行動裝置作為載具整合擴增實境技術,使擴增實境更便利且貼近生活,為近年之發展趨勢,而此技術能與使用者互動並產生數位經驗,更易於人與空間之間進行交流,使兩者間的關係更具體、更易被探索,可作為情意傳遞及表現的媒介,但目前題材多以娛樂、教育、模擬用途為大宗,較缺乏運用擴增實境作為觸發情感體驗並產生文化體驗交流的案例。
故本研究以觸發空間人文情意為概念,運用Unity之Vuforia套件實作一款「數位瓶中信」行動應用程式,汲取瓶中信個人抒發創作、無法預測、時間延遲的概念進行設計。以清華大學校園景點為主要設計題材,引導使用者實地前往特定場域,掃描特定標記了解該處文化訊息,藉文字搭配靜態影像投出瓶中信以進行情意書寫及情意交流,抒發當下沉浸感受。
透過IMI、SUS與QUIS框架進行問卷調查及半結構式訪談,探討如何運用擴增實境結合觸發情意之線索,串聯使用者與空間之間的虛實情意、如何以Unity實踐MAR應用程式並以Google雲端試算表作為資料庫,及此機制下介面易用性與使用者互動體驗感受。研究結果透過Google表單可簡易形成試算表並與Unity連結運用,但會因為網路品質影響資料寫入及讀取;使用遊戲化機制及介面設計表現空間人文情意能讓使用者感到趣味,使其在遊戲中閱讀空間並表達情意;實際前往地點確實會影響情意觸發,但仍會受個人背景、天氣、興趣話題、他人書寫內容而受影響;景點資訊對於個人的價值程度、連結關係,會連帶影響情感觸發深度的不同;SUS及QUIS實驗數據結果分別為79.3(滿分100)、193.6(滿分225),具良好易用性及互動滿意度,並根據訪談結果針對「數位瓶中信」系統提出了系統機制及介面的設計框架、應用場域供未來設計者參考。
Mobile Augmented Reality (MAR) makes augmented reality more convenient and closer to life. It is a rising trend in recent years, making it easier to communicate between human and spatial, making the relationship more specific and easier to be explored, and can be used as a transfer and expression of affection. However, the current themes are mostly for entertainment, education, and simulation purposes, and there is a lack of cases where augmented reality is used to trigger emotional experience and generate cultural experience exchanges.
"Digital Message In A Bottle" mobile application was created by using the Unity Vuforia Engine based on the concept of triggering the humanistic meaning of the spatial and design the concept of personal expression, unpredictability, and time delay. Taking Tsinghua University’s campus attractions as the main design theme, which consists of four functions: introduction, make a message in a bottle, history, and exploration. It guides users to go to a specific field on the spot, scan a specific image target to understand the cultural information of that place, by sending the message in a bottle to express affection through text and picture, to gamify the process of triggering, creating, and interacting with cultural messages.
It is used questionnaire surveys and semi-structured interviews conducted through the IMI, SUS, and QUIS framework to explore how to use augmented reality to combine the clues that trigger affection, connect the virtual and actual affection between users and space, and how to implement MAR applications with Unity and Google Cloud The spreadsheet serves as a database, usability, and user experience, and creates a design guideline for future designers' reference.
The results of the study showed that Google Forms can be easily used to form a spreadsheet and to connect to Unity, but the quality of the network affects the data writing and reading; the use of gamification mechanism and interface design to express the human emotion of space can make users feel interested and make them read the space and express emotion in the game; the actual place of visit does affect the emotion trigger, but it is still affected by personal background, weather, topics of interest, and other people's written content. The results of SUS and QUIS experiments are 79.3 (Full score 100) and 193.6 (Full score 225) respectively, which have good usability and interactive satisfaction. The results of the interview suggest the design framework and application fields of the system mechanism and interface for future designers' reference.
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