Z世代對手機交友軟體的使用日益普遍,預見未來這將可能成為交友的主流方式。然而,儘管大部分的交友軟體都聲稱能提供用戶高效的交友體驗,但實際情況卻並非如此。本研究推測,問題可能出在這些軟體的內建互動機制尚待改善。另一方面,疫情對全球帶來劇變,促使線上教學和遠距互動的需求激增,也引發了人們對虛擬實境的關注。多家公司推出虛擬實境會議軟體,這個現象引發了本研究推測:是否能透過虛擬實境的互動來豐富交友軟體過於單一的文字交流,進而提高用戶的互動效率和改善聊天體驗。 本研究透過對手機交友軟體和虛擬實境互動應用的案例分析,並結合對交友軟體使用者的訪談,我們依據人際互動相關理論,如電腦中介、社會臨場感、媒體豐富度、自我揭露、社會滲透等,構建了能在虛擬實境中提升互動體驗和效率的功能。關鍵功能包括:1.兩分鐘限時聊天室2.個人資訊與興趣標籤3.問題卡與心理測驗4.遊戲與互動物件5.共享資料6.多元化的聊天環境7.非語言聊天渠道8.聊天筆記與回饋系統。 本研究透過梳理人際互動理論,為虛擬實境聊天室的設計提供了實用的參考。期待未來的研究能將這些結果應用到虛擬實境和混合實境的開發中,從而提升使用者在這些平台上的社交體驗。
The growing use of mobile dating apps among Generation Z suggests that this mode of social interaction may become mainstream in the future. However, despite claims by most dating apps to provide an efficient dating experience, this is often not the case. This study hypothesizes that the issue may lie in the inadequate built-in interaction mechanisms of these apps. Meanwhile, the global pandemic has led to a dramatic increase in the demand for online teaching and remote interactions, spurring interest in virtual reality (VR). Several companies have launched VR conferencing software, prompting this study to explore whether VR interactions can enhance the predominantly text-based communication in dating apps, thereby improving user interaction efficiency and chat experience. By conducting case studies of mobile dating apps and VR interactive applications, and through interviews with dating app users, we constructed features designed to enhance interactive experiences and efficiency in VR. These features are based on theories of human interaction such as computer-mediated communication, social presence, media richness, self-disclosure, and social penetration. Key features include: 1) two-minute time-limited chat rooms, 2) personal information and interest tags, 3) question cards and psychometric tests, 4) games and interactive objects, 5) shared data, 6) diverse chat environments, 7) non-verbal chat channels, and 8) chat notes and feedback systems. This study offers practical insights for the design of VR chat rooms by synthesizing human interaction theories. Future research is expected to apply these findings to the development of VR and mixed reality platforms, enhancing the social experience for users.