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  • 學位論文

虛擬實境節奏遊戲之注意力引導研究

Study of Attention Guidance in VR Rhythm Games

指導教授 : 洪一平
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摘要


在虛擬實境開始蓬勃發展之前, 節奏(音樂)遊戲畫面呈現皆在單一螢幕上,而玩家的視野也理所當然集中在該螢幕上。而在虛擬實境興起之後,雖然玩家的視野從單一螢幕拓展到了三百六十度全方位的視野,然而目前所有虛擬實境節奏遊戲大多仍只在特定視野區域中顯示遊戲畫面。這樣固然能使玩家容易遊玩,但其他可以做為顯示效果的區域其實是被閒置的。當我們嘗試在虛擬實境節奏遊戲增加玩家可以觀看的視野,首當其衝的問題是玩家往往沒能在特定時間點注意到遊戲的節奏提示而忽略節奏遊戲的部分。因此適當引導使用者的注意力將會是虛擬實境節奏遊戲拓寬視野的關鍵。本篇論文提出五種不同的引導方式,並透過實驗研究不同媒介的引導方式對於使用者在虛擬實境節奏遊戲中視野引導之成效以及體驗之影響。

並列摘要


Before the virtual reality era blooming, the display of rhythm games (music games) is restricted by the single display screen, so the user just needs to pay attention to it obviously. Although the coming virtual reality era makes the users’ field of view extended from one direction to 360 degrees, most of VR rhythm games still display their content in a specified narrow direction of the virtual environment. This tradeoff makes user can play the rhythm game easily, but it also wastes the rest of displaying direction in the virtual environment. When we try to increase the content displaying direction in the VR rhythm games, the first encountered issue is that the user neglects the rhythm hint of the rhythm games and lead to bad performance and poor immersive experience. Appropriate attention guidance plays a key role in extending user’s view in this type of VR games. In this study, we designed 5 different attention guidance and performed an experiment to evaluate the performance and the experience influence of different attention guidance of user in the VR rhythm games.

參考文獻


1 J. Ridley Stroop. 1935. Studies of Interference in Serial Verbal Reaction. First published in Journal of Experimental Psychology, 18, 643-662.
2 Wikipedia, “PaRappa the Rapper”, January 2019,
https://en.wikipedia.org/wiki/PaRappa_the_Rapper
3 Konami Amusement, “Dance Dance Revolution”, January 2019.
https://p.eagate.573.jp/game/ddr/ddra

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