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運用三軸陀螺儀感測器之手機音樂遊戲研究與設計

Research and Design of Moblie Rhythm Game Based on Three-Axis Gyroscope Sensing Technology Mobile Phones

摘要


三軸陀螺儀感應技術在行動裝置遊戲上的應用已經相當普及,然而在行動裝置音樂遊戲市場中,結合陀螺儀感應技術的玩法仍然相當少見,市面上的行動音樂遊戲主要透過觸控螢幕進行遊玩,少有例外。因此,本研究將透過文獻回顧與相關案例分析,探討音樂節奏遊戲的可玩性因素,再歸納出三軸陀螺儀與數位行動遊戲結合之方法,期望能將音樂節奏遊戲與體感做結合,以有趣的體感互動機制達成玩法上的創新,並提升可玩性。本研究之創作《基音實驗室》讓玩家扮演生物實驗室實習生,玩家依據遊戲指示與規則,點擊、長按及旋轉代表節奏拍點的色塊以獲得分數。當達到指定分數時則能「取得基因的關鍵要素」,藉以破關並更新曲目,以進行下一輪的節奏遊戲。在此款遊戲的操作機制評估上,本研究以Sweetser與Wyeth所提出的遊戲心流作為設計之評估考量,透過使用者實際操作測試,了解受測者之使用情形,再以可玩性之滿意度調查問卷加以驗證遊戲的可玩性,最後針對相關成果進行探討,以瞭解三軸陀螺儀體感要素融入行動音樂遊戲的可能性。

並列摘要


The use of three-axis gyroscope sensing technology in mobile gaming applications has become quite common. However, the combination of gyroscope sensing technology with gameplay in mobile music games is still relatively rare. Most music games available in the market primarily rely on touch screen interaction for visual and audio engagement. However, this study aims to explore the playability factors of music rhythm games through literature review and case analysis. It will then summarize the methods of integrating threeaxis gyroscope with digital mobile games, with the hope of combining music rhythm games with motion sensing to achieve innovative gameplay and enhanced playability through engaging motion interaction mechanisms. The newly designed game entitled "Genetic Laboratory" in this study combines media visuals, sound effects, and human-computer interaction with elements of biology laboratory. Players act as laboratory interns and are required to click, hold, and rotate colored stripes that represent notes to be matched while playing songs in this game to earn points. When a specified score is reached, players can "obtain key genetic elements" to progress to the next level and to unlock new tracks for the rhythm game. This study uses the game flow proposed by Sweetser and Wyeth as a design evaluation consideration. Regarding the game evaluation, this study will summarize the opinions and suggestions provided by experts on the game. It will also conduct actual user testing to understand the tester’s gaming experience. Finally, this study will verify the playability of the game through a satisfaction survey on playability, followed by discussions on the related results. In addition, the potentials of incorporating three-axis gyroscope sensor into mobile music games are explored.

參考文獻


Denis, G., & Jouvelot, P. (2005, June). Motivation-Driven Educational Game Design: Applying Best Practices to Music Education. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (pp. 462-465). Valencia, Spain. doi: 10.1145/1178477.1178581
Korhonen, H., & Koivisto, E. M. I. (2006). Playability Heuristics for Mobile Games. In M. Nieminen & M. Röykkee (Eds.), In Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services (pp. 9-16). New York: ACM Press. doi: 10.1145/1152215.1152218
Micheloni, E., Tramarin, M., Rodà, A., & Chiaravalli, F. (2019). Playing to Play: A Piano-Based User Interface for Music Education Video-Games. Multimedia Tools and Applications, 78, 13713-13730. doi: 10.1007/s11042-018-6917-1
Csikszentmihalyi, M. (2000). Beyond Boredom and Anxiety. Jossey-Bass.
Dittmar, C., Cano, E., Abeßer, J., & Grollmisch, S. (2012). Music Information Retrieval Meets Music Education. In Dagstuhl Follow-Ups, Vol.3. Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik.

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