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  • 學位論文

虛擬實境下手部移動控制之研究

The Investigation of Hand Movement Control in Virtual Reality

指導教授 : 項衛中
共同指導教授 : 林久翔(Chiuhsiang-Joe Lin)

摘要


虛擬實境中使用者與虛擬物件進行互動時,視覺資訊上與知覺上的不同資訊會影響到互動時的真實感,由於察覺虛擬環境所提供的深度知覺十分的困難,而真實環境的空間尺寸又和虛擬環境不盡相同。本研究為了讓虛擬實境的作業更加真實準確,建置一個真實與虛擬尺寸相當的環境進行研究探討。本研究將調查及探討虛擬環境中有無立體視覺狀態下,手部遠距指向立體目標物位置的移動時間為依變項,本研究採用不同深度距離、目標物位置、有無立體視覺,主要在於測量總移動時間(total movement time)、移動軌跡策略透過移動速度參數計算評估紀錄與繪製與手部在虛擬空間中移動策略。 本研究結果指出目標物無立體視覺且目標物深度為60cm的實驗條件下,其移動時間平均為7.4sec,最長移動時間為8.64s出現在方位1350,其次為上方900位置的移動時間表現8.54。右半邊的移動時間5.58小於左半邊移動時間6.21,目標物在上半部總移動時間6.29s大於目標物在下半部且無深度的總移動時間5.76s。發現在斜向座標系上分別為45∘、135∘、225及315∘之軌跡表現,大部分的受試者採取軸向移動,且都為第一優先移動Y軸,且移動方向為下方目標物Y軸會垂直移動,對斜角的移動 (45°,135°,225°,315°)小於水垂直移動。軌跡表現,大部分的受試者採取軸向移動,且都為第一優先移動Y軸,之後再移動Z軸,直接到達目標物。研究發現虛擬環境中使用無穿戴互動介面徒手移動或互動虛擬物件時無手指移動視覺提示將減少提升使用者移動績效,甚至無法完成任務,增加指移動視覺提示可以快速完成任務。 本研究結果建議能在深度知覺、目標物位置等因素中,提供未來無穿戴互動介面及投影螢幕中,執行沉靜式互動投影的人機介面設計幫助,創造更直覺且人性化的互動設計。期望藉由本次研究的結果,對於未來虛擬介面的設計提供一個參考的依據。

並列摘要


When users interact with virtual objects in Virtual Reality, the inputs of different visual and perceptual information will affect the real feeling. However, It is difficult to perceive the depth perception in the virtual environment, and the virtual space also would not be the same as the real one. This study built up a lab environment which could match the environmental size of the real space and virtual one, therefore the testing result would be more accurate. Utilizing the moving time of the hand pointing to the position of the stereo target objects is a dependent variable, this study measures the total movement time, and propose the movement trajectory strategy. Which calculates and evaluates the record of hand movement through setting different parameter of movement velocity in the experimental Virtual Reality with different depth distances, target positions and presence or absence of stereo vision. The study found that the trajectory performance of 45∘, 135∘, 225 and 315∘ respectively in the oblique coordinate, most of the subjects adopt axial movement, and all are the first priority to move the Y axis, and the movement direction is downward The Y axis of the target will move vertically, and the movement of the oblique angle (45°, 135°, 225°, 315°) is less than the vertical movement of water. Trajectory performance, most subjects adopt axial movement, and the first priority is to move the Y axis, and then move the Z axis to reach the target directly. Results from these studies show that participants move the hand movements in virtual environments using both straight line moving strategy and seem to wander on an erratic path around the virtual object. Real-life applications of the proposed method include interface design for hand movements in virtual environments and transparent displays.

參考文獻


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