政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/125908
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文筆數/總筆數 : 113822/144841 (79%)
造訪人次 : 51773381      線上人數 : 512
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜尋範圍 查詢小技巧:
  • 您可在西文檢索詞彙前後加上"雙引號",以獲取較精準的檢索結果
  • 若欲以作者姓名搜尋,建議至進階搜尋限定作者欄位,可獲得較完整資料
  • 進階搜尋
    請使用永久網址來引用或連結此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/125908


    題名: 虛擬實境介面設計之研究
    Research on virtual reality interface design
    作者: 張鈺佳
    Chang, Yu-Chia
    貢獻者: 余能豪
    陳宜秀

    Yu, Neng-Hao
    Chen, Yi-Hsiu

    張鈺佳
    Chang, Yu-Chia
    關鍵詞: 虛擬實境
    使用者經驗
    介面設計
    Virtual Reality
    User Experience
    Interface Design
    日期: 2018
    上傳時間: 2019-09-05 17:27:20 (UTC+8)
    摘要: 近年來,以頭載顯示器(HMD)為主的虛擬實境技術逐漸成熟並為市場帶來新的熱潮。然而,目前各個主力開發廠商除輸出方式皆採以頭戴式裝置顯示外,輸入方法與互動設計皆有相當的差異,對於跨平台開發者與使用者而言易造成困擾與混淆,導致學習門檻提高,影響內容開發效率與虛擬實境之易用性。有鑑於此,本研究之目的在於解決VR設計者未有一致規範之問題,藉由評估各家VR現有設計原則與互動案例來擬定一套具泛用性的VR互動設計指南。同時,利用分析之設計規範,架設VR互動設計指南網站供國內外之內容開發者查詢與檢索以期未來提供給VR內容製作者、開發人員參考與應用,創造友善易用的虛擬實境應用服務,提昇用戶體驗。
    本研究自人因設計要素(ergonomic issues)、既有介面原則之文獻探討出發,依據此理論基礎分析應用案例、統整相關設計模式。接著利用結果發現將VR介面分為螢幕導向介面(Screen-based UI)與物件導向介面(Object-based UI)兩大類,並將介面組成解構為空間配置(position)與互動(interaction)兩項設計環節,其中互動包含召喚(summoning)、瀏覽(browsing)與選擇(selection)與其對應的回饋(feedback)。最後,以此為基底將原則、設計模式依據情境、目的收納進此分類體系,發展專屬VR介面的互動設計指南,說明對應的設計原則與建議。
    In recent years, virtual reality has opened a world of possibilities by creating the sensation of being entirely transported into a three-dimensional virtual world. However, except hardware devices, design principles and input methods of VR still have great variety between VR companies, which make difficulty and confusion for users and developers to use and decrease the accessibility of VR. As a result, this paper aims to propose a complete VR design guideline to help designers planning interfaces better in the virtual world by reviewing existing interfaces. The guideline contains the principles and design patterns about how to make the best possible experiences for users. Beyond that, based on the design guideline, a VR guideline website is published for developers and designers.
    This paper begins by providing a literature review of the design principles and patterns in terms of ergonomic issues and input method on virtual reality. Next, consolidating valuable design pattern from existing applications. Detailed design of virtual reality interfaces presents along with a proposed taxonomy: Screen-based UI and Object-based UI, which categories from the perspective of context, purpose, and vital elements of interfaces found in case studies.
    參考文獻: 陳建雄. (2006). 互動設計: 跨越人-電腦互動. 台北: 全華.
    葉謹睿. (2010). 互動設計概論: 後數位時代的網站, 介面. 產品及軟體設計的原則, 藝術家出版社. 台北, 台灣.
    Norman, D. A., & 陳宜秀. (2014). 設計的心理學: 人性化的產品設計如何改變世界. 台北市: 遠流.
    Rosenfeld, R., Morville, P., & 陳建勳. (2004). 資訊架構學. 台北市: 歐萊禮.(原作 2003 年出版).
    Alger, M. (2015). Visual Design Methods for Virtual Reality. Personal Website, (September), 98. Retrieved from http://aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdf
    Ankrum, D. R. (1999). Monitor Placement and Lighting Visual Ergonomics in the Office Summary : Guidelines for monitor placement and lighting EYE-TO-SCREEN DISTANCE.
    Argelaguet, F., & Andujar, C. (2013). A survey of 3D object selection techniques for virtual environments. Computers and Graphics (Pergamon), 37(3), 121–136. https://doi.org/10.1016/j.cag.2012.12.003
    Blokša, J. (2017). Design Guidelines for User Interface for Augmented Reality, 67. Retrieved from https://is.muni.cz/th/410072/fi_m/
    Bowman Doug A. (2002). Principles for the design of performance-oriented interaction techniques. Handbook of Virtual Environments, 277.
    Bowman, D. A., Coquillart, S., Froehlich, B., Hirose, M., Kitamura, Y., Kiyokawa, K., & Stuerzlinger, W. (2008). 3D User Interfaces: New Directions and New Perspectives Doug A. Bowman , Sabine Coquillart , Bernd Froehlich, Michitaka Hirose, Yoshifumi Kitamura, Kiyoshi Kiyokawa, Wolfgang Stuerzlinger. IEEE Computer Graphics and Applications, 28(6), 1–19. https://doi.org/10.1109/MCG.2008.109
    Bowman, D. A., & Hodges, L. F. (2004). An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments, (January 2013), 35-ff. https://doi.org/10.1145/253284.253301
    Bowman, D. A., McMahan, R. P., & Ragan, E. D. (2012). Questioning naturalism in 3D user interfaces. Communications of the ACM, 55(9), 78. https://doi.org/10.1145/2330667.2330687
    Callahan, J., Hopkins, D., Weiser, M., & Shneiderman, B. (1988). An empirical comparison of pie vs. linear menus, 95–100. https://doi.org/10.1145/57167.57182
    Caputo, F. M., & Giachetti, A. (2015). Evaluation of basic object manipulation modes for low-cost immersive Virtual Reality. Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter - CHItaly 2015, 74–77. https://doi.org/10.1145/2808435.2808439
    Chaffin, D. B., Andersson, G., & Martin, B. J. (1999). Occupational biomechanics. Wiley New York.
    Chu, A. (2014). VR Design: Transitioning from a 2D to 3D Design Paradigm[Presitation]. Retrieved from https://blog.marvelapp.com/designing-vr-beginners-guide/
    Cleworth, T. W., Horslen, B. C., & Carpenter, M. G. (2012). Influence of real and virtual heights on standing balance. Gait and Posture, 36(2), 172–176. https://doi.org/10.1016/j.gaitpost.2012.02.010
    Davis, B. (2016). Integrating 2D UI with VR Environments[Presitation]. Retrieved from https://www.youtube.com/watch?v=78F_HNWuqbw
    Ens, B., Byagowi, A., Han, T., Hincapié-Ramos, J. D., & Irani, P. (2016). Combining Ring Input with Hand Tracking for Precise, Natural Interaction with Spatial Analytic Interfaces. Proceedings of the 2016 Symposium on Spatial User Interaction - SUI ’16, 99–102. https://doi.org/10.1145/2983310.2985757
    Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion.
    Fernandes, A. S., & Feiner, S. K. (2016). Combating VR sickness through subtle dynamic field-of-view modification. In 2016 IEEE Symposium on 3D User Interfaces, 3DUI 2016 - Proceedings (pp. 201–210). https://doi.org/10.1109/3DUI.2016.7460053
    Forsberg, A., Herndon, K., & Zeleznik, R. (n.d.). Aperture Immersive. Psychology, 95–96.
    Fröjdman, S. (2016). USER EXPERIENCE GUIDELINES FOR DESIGN OF VIRTUAL REALITY GRAPHICAL USER INTERFACES controlled by head orientation input. Retrieved from https://www.diva-portal.org/smash/get/diva2:939381/FULLTEXT01.pdf
    Gerber, D., & Bechmann, D. (2004). Design and evaluation of the ring menu in virtual environments. Immersive Projection Technologies. Retrieved from http://liris.cnrs.fr/sylvain.brandel/old_site/en/research/VR/ipt_gb04_web.pdf
    Gerber, D., & Bechmann, D. (2016). The spin menu: a menu system for virtual environments. IEEE Proceedings. VR 2005. Virtual Reality, 2005., (January), 271–272. https://doi.org/10.1109/VR.2005.1492790
    Goldstein, E. B. (2009). Sensation and Perception. Perception. Retrieved from http://www.amazon.com/dp/0495601497
    Google. (2017). Designing for Google Cardboard. Retrieved from https://designguidelines.withgoogle.com/cardboard/designing-for-google-cardboard/a-new-dimension.html#
    Grechkin, T. Y., Plumert, J. M., & Kearney, J. K. (2014). Dynamic affordances in embodied interactive systems: The role of display and mode of locomotion. IEEE Transactions on Visualization and Computer Graphics, 20(4), 596–605. https://doi.org/10.1109/TVCG.2014.18
    Gu, X., Zhang, Y., Sun, W., Bian, Y., Zhou, D., & Kristensson, P. O. (2016). Dexmo: An Inexpensive and Lightweight Mechanical Exoskeleton for Motion Capture and Force Feedback in VR. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI ’16, 1991–1995. https://doi.org/10.1145/2858036.2858487
    Haan, G. De, Koutek, M., & Post, F. H. (2005). IntenSelect: Using Dynamic Object Rating for Assisting 3D Object Selection. In Virtual Environments 2005, (January), 201–209. https://doi.org/10.1.1.134.2264
    Hinckley, K. (2012). Input technologies and techniques. The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, 151–168. https://doi.org/10.1201/b11963-9
    Hoffman, D. M., Girshick, A. R., & Banks, M. S. (2015). Vergence – accommodation con fl icts hinder visual performance and cause visual fatigue. Journal of Vision, 8(2008), 1–30. https://doi.org/10.1167/8.3.33.Introduction
    Hudelson, B. (n.d.). Designing for VR: A Beginners Guide.
    Intel Software. (2017). Guidelines for Immersive Virtual Reality Experiences. Retrieved from https://software.intel.com/en-us/articles/guidelines-for-immersive-virtual-reality-experiences
    Jacob, R. J. K. (1991). The use of eye movements in human-computer interaction techniques: what you look at is what you get. ACM Transactions on Information Systems, 9, 152–169. https://doi.org/10.1145/123078.128728
    Jerald, J. (2016). The VR Book: human-centered design for Virtual Reality (ACM Books). ACM Books. https://doi.org/10.1145/2792790
    Joseph J. LaViola Jr., Ernst Kruijff, Ryan P. McMahan, Doug Bowman, I. P. P. (2017). 3D User Interfaces: Theory and Practice.
    Kelly S. Hale, K. M. S., & Boca. (2015). Handbook of Virtual Environment [Second Edition], 2.
    Kramida, G., & Varshney, A. (2015). Resolving the Vergence-Accommodation Conflict in Head Mounted Displays. IEEE Transactions on Visualization and Computer Graphics, 22(7), 1–16. https://doi.org/10.1109/TVCG.2015.2473855
    Leap Motion. (2017). Design Sprints at Leap Motion: A Playground of 3D User Interfaces. Retrieved from http://blog.leapmotion.com/design-playground-3d-user-interfaces/
    Leap Motion. (2018). Ergonomics in VR Design. Retrieved from http://blog.leapmotion.com/ergonomics-vr-design/
    Liang, J., & Green, M. (1994). JDCAD : A H I G H L Y INTERACTIVE 3D M O D E L I N G SYSTEM, 18(4), 499–506.
    Lin, J., & Schulze, J. P. (2016). Towards Naturally Grabbing and Moving Objects in VR. Electronic Imaging, 2016(4), 1–6. https://doi.org/10.2352/issn.2470-1173.2016.4.ervr-415
    Lundberg, D. E. (2006). Psychology and life. Psychological Bulletin (Vol. 46). https://doi.org/10.1037/h0053244
    McKay, E. N. (2013). UI is communication: How to design intuitive, user centered interfaces by focusing on effective communication. Newnes.
    McKenzie, C. (2017). Designing Screen Interfaces for VR (Google I/O ’17) [Presitation].
    Microsoft Mixed Reality. (2018). Microsoft Mixed Reality Guidance. Retrieved from https://docs.microsoft.com/en-us/windows/mixed-reality/design
    Mine, M. R., Brooks, J., & Sequin, C. (1997). Moving Objects in Space : Exploiting Proprioception In Virtual-Environment Interaction 1 MANIPULATION IN A VIRTUAL WORLD : WHY IS IT HARD ? 24th Annual Conference on Computer Graphics and Interactive Techniques, 19–26. https://doi.org/10.1145/258734.258747
    Nabioyuni, M., & Bowman, D. A. (2015). An Evaluation of the Effects of Hyper-natural Components of Interaction Fidelity on Locomotion Performance in Virtual Reality. Proceedings of the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments, 167–174. https://doi.org/10.2312/egve.20151325
    Nabiyouni, M., Saktheeswaran, A., Bowman, D. A., & Karanth, A. (2015). Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality. In 2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings (pp. 243–244). https://doi.org/10.1109/VR.2015.7223386
    Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems Empowering People - CHI ’90, (April), 249–256. https://doi.org/10.1145/97243.97281
    O’Connell, K. (2016). Designing for Mixed Reality. O’Reilly Media. https://doi.org/10.1017/CBO9781107415324.004
    Oculus. (2016). Oculus Best Practices. Oculus Documentation, Introduction to Best Practices. Retrieved from http://static.oculus.com/documentation/pdfs/intro-vr/latest/bp.pdf
    Oculus. (2015). Navigating New Worlds: Designing UI and UX in VR[Presentation]. Retrieved from https://www.youtube.com/watch?v=braV_c4M8oI
    Pierce, J. S., Forsberg, A. S., Conway, M. J., Hong, S., Zeleznik, R. C., & Mine, M. R. (2004). Image plane interaction techniques in 3D immersive environments, 39-ff. https://doi.org/10.1145/253284.253303
    Poupyrev, I., & Billinghurst, M. (1996). The go-go interaction technique: non-linear mapping for direct manipulation in VR. …of the 9th Annual ACM …, 79–80. https://doi.org/10.1145/237091.237102
    Renner, R. S., Velichkovsky, B. M., & Helmert, J. R. (2013). The perception of egocentric distances in virtual environments - A review. ACM Computing Surveys, 46(2), 1–40. https://doi.org/10.1145/2543581.2543590
    Riecke, B. E., LaViola, J. J., & Kruijff, E. (2018). 3D user interfaces for virtual reality and games, (August), 1–94. https://doi.org/10.1145/3214834.3214869
    Riege, K., Holtkämper, T., Wesche, G., & Fröhlich, B. (2006). The bent pick ray: An extended pointing technique for multi-user interaction. 3DUI 2006: IEEE Symposium on 3D User Interfaces 2006 - Proceedings, 2006, 62–65. https://doi.org/10.1109/VR.2006.127
    S., G., S., P., F., L., B., H., & T., K. (2013). Extended pie menus for immersive virtual environments. IEEE Transactions on Visualization and Computer Graphics, 19(4), 644–651. Retrieved from http://www.embase.com/search/results?subaction=viewrecord&from=export&id=L369740607%5Cnhttp://sfx.bibl.ulaval.ca:9003/sfx_local?sid=EMBASE&issn=19410506&id=doi:&atitle=Extended+pie+menus+for+immersive+virtual+environments.&stitle=IEEE+Trans+Vis+Comput+Gra
    Seth, A., Vance, J. M., & Oliver, J. H. (2011). Virtual reality for assembly methods prototyping: A review. Virtual Reality, 15(1), 5–20. https://doi.org/10.1007/s10055-009-0153-y
    Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 11–11. https://doi.org/10.1167/11.8.11
    Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557. https://doi.org/10.1098/rstb.2009.0138
    Slater, M., Usoh, M., & Steed, A. (1995). Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction, 2(3), 201–219. https://doi.org/10.1145/210079.210084
    Tang, M., Chou, S.-C., & Dong, J.-X. (2009). Virtual Environment Interaction Techniques, 120. https://doi.org/10.1145/1044588.1044610
    Turunen, J. (2017). the Good , the Bad and the Unpleasant – a Study of Graphical User Interfaces in Video Games.
    Validating, V. (2005). Visual Ergonomics.
    Vanacken, L., Grossman, T., & Coninx, K. (2007). Exploring the effects of environment density and target visibility on object selection in 3D virtual environments. IEEE Symposium on 3D User Interfaces 2007 - Proceedings, 3DUI 2007, 115–122. https://doi.org/10.1109/3DUI.2007.340783
    Weinschenk, S. (2011). 100 things every designer needs to know about people. Pearson Education.
    描述: 碩士
    國立政治大學
    數位內容碩士學位學程
    105462008
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G1054620083
    資料類型: thesis
    DOI: 10.6814/NCCU201901075
    顯示於類別:[數位內容碩士學位學程] 學位論文

    文件中的檔案:

    檔案 大小格式瀏覽次數
    008301.pdf60879KbAdobe PDF2554檢視/開啟


    在政大典藏中所有的資料項目都受到原著作權保護.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回饋