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  • 學位論文

虛擬實境於室內設計產業之溝通應用

Discussion on the Application of Virtual Reality in Interior Design Branch Regarding Client Communication

指導教授 : 倪晶瑋

摘要


近年來,臺灣室內設計產業年產值達1,300億,卻有300多件的消費糾紛。而四種室內裝修糾紛類型中的「合約圖面糾紛」,常因室內設計業者與消費者間,存在專業知識與經驗累積上的差異而起。即使如此,卻少有室內設計業者檢討與消費者間的設計溝通模式。而今,「虛擬實境」技術日益成熟,能否運用在室內設計產業,以改善設計溝通問題,是本研究之主要目的。本研究透過問卷調查,以實際案例做為問卷內容依據,對114名受測者進行「傳統圖說」與「虛擬實境」兩種模式進行調查。主要結果為:透過「虛擬實境」溝通模式,確實能明顯提升不同背景經驗與性別受測者對設計內容的了解,尤其對「材料質感」、「色彩計畫」、「整體氛圍」等三項,有明顯的提升。其次,在「空間佈局」、「空間動線」與「空間機能」等項中,「傳統圖說」則比「虛擬實境」更能讓受測者有空間感及方向感。最後,因本研究受測者中91%為大專以上學歷,故無法客觀証實原假設「虛擬實境」能彌平不同學歷對設計了解的落差。後繼者可深入探討:1)不同背景族群、不同消費族群的差異;2)「虛擬實境」應用於大型消費空間與3)「動態虛擬實境」之研擬。

並列摘要


In recent years, Taiwan’s interior design industry has reached an annual output value of 130 billion NT dollars, but it has also received more than 300 consumer complaints. The contractual disputes, one of the four types of interior design and decoration disputes, often arise due to differences in the accumulation of professional knowledge and experience between interior designers and consumers. Even so, only a few interior designers take the time to review their model of communicating their designs to consumers. Nowadays, virtual reality technology is becoming increasingly more advanced. The main aim of this research is to examine whether virtual reality can be used in the interior design industry to improve design communication. This study applies a questionnaire survey with a case study as its basis. A total of 114 subjects are surveyed using traditional pictures and virtual reality. The main result shows that virtual reality models of communication can significantly improve the understanding of design content among subjects of different experiences and gender. The improvement is the most obvious in understanding material texture, color planning, and overall atmosphere. Secondly, in spatial layout, route, and function, traditional drawings and pictures are able to provide the subject with a greater sense of space and direction as compared to virtual reality. Finally, since 91% of the subjects surveyed in this study have educational levels of college graduate or above, it is impossible to objectively confirm that virtual reality can bridge the gap between the understanding of design and differences in academic qualifications. Subsequent studies may explore more in depth the following: 1) differences between groups of different backgrounds and consumer habits, 2) application of “virtual reality” in large-scale consumption spaces, and 3) “dynamic virtual reality.”

參考文獻


中文部分
1.才華有限實驗室(2016)。VR來了!第一本「虛擬實境」專書。台北市:寫樂文化。
2.田中正明(1988)。視覺傳達設計(蘇守正譯)。台北市:六合出版社。
3.李朝昇(2005)。住宅室內裝修消費前期之消費者決策行為模式。台北市:台灣科技大學。
4.林秀珍(2001)。室內裝修業務糾紛初探。桃園市:中原大學。

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