隨著人機互動科技的提升,在互動式的虛擬環境下臨場感研究一直是人機互動研究的重要議題,特別是針對體感控制裝置界面的影響。本研究企圖暸解在虛擬環境中以體感控制裝置對臨場感的影響,並調查體感控制因素中的互動、控制、好玩性、感官四構面,以及對臨場感所包含的涉入專注和沉浸兩個構面之影響如何。 在實驗設計則規劃受測者體驗Xbox360的體感遊戲”Kinet大冒險”、”Kinect運動大會”、”水果忍者”這三類不同任務。實驗結果可得這六個構面的效度與信度,屬於高效度與信度的範圍(coefficient <0.85 and Cronbach’s α>0.7);統計分析檢定可得知控制性、感官、好玩性、控制這四個構面對於涉入專注是有顯著(P<0.05)的影響。在不分大小螢幕只對好玩性有顯著影響,經過螢幕的分群後, 互動性、好玩性、控制性三個因子在大螢幕呈現顯著影響而且臨場感有明顯的上升;小螢幕的結果和不分螢幕大小一樣,只有好玩性有顯著影響,而且對臨場感的影響卻是下降。在臨場感分析中對於大螢幕是比較有顯著影響,四個因子的影響依序是控制性>好玩性>互動性>感官性。
With the technology of human computer interaction on the rise, the issue of presence for interacting in virtual environment is worth exploring, especially for the device of full-body control. In this paper, we expect to understand the effect of body-controlling factors on presence for interacting in virtual environment. We examined four possible factors through literature review including control, sensory, interactivity, and playfulness. In addition, we explored the component of presence such as involvement and immersion. In the experiment design, seventy-five participants were asked for filling the questionnaire after they made three kinds of task experiment. The test of validity and reliability for the constructs presented highly acceptance. Experimental results showed that playfulness had a significant effect on presence. When we considered task characteristic as display size (large display vs. desktop monitor), the result was significantly different. Furthermore, we focused on the large display and find that control, interactivity, and playfulness had significant effects on presence. Moreover, the order of influenced level is control, playfulness, interactivity, and sensory.