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    Title: 立體顯像對使用者心流經驗之探究-以環形互動空間的數位遊戲為例
    A Research of User`s Flow Experience for Stereoscopics: A Case Study on Interactive Digital Game Using Circular Projection.
    Authors: 任偉強
    Jen, Wei Chiang
    Contributors: 黃心健
    張寶芳

    Huang, Hsin Chien
    Chang, Pao Fang

    任偉強
    Jen, Wei Chiang
    Keywords: 心流經驗
    立體顯像
    遊戲心流
    數位遊戲
    主動式快門立體眼鏡ㄑ
    flow experience
    stereoscopic
    gameflow
    digital game
    active shutter 3D glasses
    Date: 2015
    Issue Date: 2015-07-27 11:37:27 (UTC+8)
    Abstract: 隨著數位內容的發展,電腦視覺與圖學這兩大領域正進行技術上的整合。遊戲不斷追求畫質與效能突破的同時,顯像設備擔任的角色更顯為重要,以輔助使用者的角度出發,營造數位遊戲中的深度感,探討立體顯像技術如何對使用者的心流經驗中的心流特徵三項構面,樂趣感、控制感與投入感產生影響。此外,設計符合遊戲心流的數位遊戲,並於環形互動空間中,讓使用者穿戴主動式快門立體眼鏡來體驗遊戲。

    本研究包含五個階段,依序為分析規劃、設計開發、前測評估、遊戲評估、歸納結論。在分析規劃階段中,透過文獻探討歸納出立體顯像的視覺原理與心流經驗的研究方法,並在設計開發階段中,以Unity 3D引擎作為遊戲開發環境,以Kinect體感感測器作為使用者的操作介面,立體顯像設備則以主動式快門立體眼鏡與三台短焦型立體投影機做環形投影融接,期望達到更好的評估結果。於前測評估階段中,請10位受測者做遊戲立體顯像的影像錯位設定,以及使用者與環形螢幕距離的評估與測試,得到結果後再進行相關遊戲數據的修改。遊戲評估階段,以參與活動調查法並使用問券與訪談,對12位受測者進行研究。最後在歸納結論階段,根據遊戲評估階段所得到的結果做分析,整理並歸納結論。

    本研究結果發現,立體顯像能帶給使用者更多的樂趣感與投入感,但在控制感方面研究結果並不顯著。另外在立體顯像的遊戲建構設計,遊戲物件透過明確的位置設計安排,可以讓使用者能感受到更明確的層次感。以及藉由環形互動空間能夠給予使用者包覆感、遊戲的臨場感,以及舞台感。最後,期望本研究的遊戲設計過程與環形互動空間實作經驗,能提供建議給未來研究做參考。
    With the development of digital content, computer vision and computer graphics are going through the technical integration. While people keep working on improving picture quality and efficiency of video games, it shows the importance of display device. From user’s perspective, it creates a sense of depth in digital game and find out how stereoscopic influences user’s flow experience of enjoyment, control and engagement. In addition, I designed the digital game in accordance with gameflow model and let users wear active shutter 3D glasses to experience the game in immersive projection wall.

    This research includes 5 phases: Planning and Analyzing, Designing and Developing, Pretesting, Assess game and Conclusion. During planning and analyzing phase, I discover the visual principle of designing the stereo images of the game and the research method of flow experience by literature review. Furthermore, during designing and developing phase, I use Unity 3D engine as games developing environment and Kinect sensor as user operation interface. Also, I use NVIDIA 3D Vision active shutter 3D glasses and 3 short throw stereo projectors as a stereo display equipment to do the circular projection blend / warp so that it could reach a better result. During pretesting, I invited 10 users to execute 5 levels of stereoscopic and determine the distance between the user and the screen. Finally, I obtained user feedback to improve the digital game. During assess game phase, I use participatory active survey, questionnaires and interviews to research on 12 users. Lastly, during conclusion phase, I analyze it according to the result from assess game phase, organizing it and make the conclusion.

    This study found that stereoscopic can bring more enjoyment and engagement to users but it’s not that distinctive when it comes to control. Moreover, the concept about the stereoscopic of the spatial construction, the direct design and the suitable arrangement of the game objects may make the users feel the different space hierarchy. By using circular projection, users could immerse themselves in the game, experience more scene feeling and the sense of being on the stage. Finally, I hope my study of the process of game design and practical experience of circular projection could provide an important reference for future research.
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    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    1004620003
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0100462003
    Data Type: thesis
    Appears in Collections:[Master`s Program in Digital Content and Technologies] Theses

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