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  • 學位論文

互動虛擬實境中的視覺引導

Visual Guidance in Interactive Virtual Reality

指導教授 : 洪一平

摘要


互動式虛擬實境允許用戶在虛擬環境中自由移動,並使用控制器與一些虛擬物品進行互動以觸發一些劇情或事件。在某些情況下,例如展覽中的互動式VR作品,使用者體驗VR作品的時間是有限的,因此需要放入一些引導來幫助使用者順暢的體驗VR作品。在本文中,我們展示了一個設計空間,用以下兩個維度來描述互動式VR中的視覺引導: "引導渲染的位置"以及"引導的行為"。並且我們進行了一項用戶研究,以比較IVR中不同引導方法的有效性。 結果表明,"User-Target-Linked + Adaptive"中的方法在大多數情況下表現最佳,而其他方法在特定情況下可能表現不佳。最後,我們得出了一些結論,並為設計互動式虛擬實境中的引導提供了一些觀點。

並列摘要


Interactive virtual reality (IVR) allows users to move freely in the virtual environment and use the controller to interact with virtual objects to trigger plots or events. In some situations, such as interactive VR in an exhibition, the time for users to experience the VR work is limited. Therefore, some guidance is needed to help users experience the VR work smoothly. In this paper, we present a design space that describes the visual guidance with the following two dimensions: "where the guidance is rendered" and "how the guidance behaves." Then we conducted a user study to compare the effectiveness of different guidance designs in IVR. The results show that the design of "User-Target-Linked + Adaptive" performs best in most situations, while other designs may perform poorly in certain situations. Finally, we give some conclusions and provide perspective for guidance design in interactive virtual reality.

並列關鍵字

Virtual Reality Visual Guidance User Study

參考文獻


[1] Lionhead Studios. Fable III, 2010.
[2] Ubisoft Montreal. Assassin’s Creed IV, 2013.
[3] Ubisoft Annecy. Steep, 2016.
[4] Epic Games. Fortnite, 2017.
[5] Monolith Soft. The Legend of Zelda: Breath of the Wild, 2017.

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