透過您的圖書館登入
IP:18.216.190.167
  • 學位論文

觸碰式擴增實境應用在無人店舖自動販賣機操作面板設計的可行性之研究

The Possibility of Tangible Augmented Reality in the Application of Panel Design for Non-Store Vending Machine

指導教授 : 黃雅玲 陳連福

摘要


自動販售機最早始於1820年英國人所開發,但近代之自動販售機則是1925年在美國所發明,目前就數量而言,美、日兩國都已達數百萬台;以密度而言,日本更已達平均20餘人即擁有一台之成果。在生活步調快速的今天,無人店舖除了提供消費者極大便利之外,也節省商家人力物力之成本支出;其中,自動販賣機扮演頗為重要的角色。自動販賣機在先進國家已普行多年,台灣亦不例外;遺憾的是有關消費者如何方便有效操作自動販賣機的相關研究却鳳毛麟角。 人機互動介面的發展隨著科技進步一日千里;傳統輸入介面因其先天上的限制,無法達到快速傳遞與交換資訊的目的,面臨被淘汰的宿命。資訊產品興起後,使用非鍵盤、非滑鼠的輸入方式,將大量取代人與資訊設備舊有的溝通方式;其中,目前發展最成熟的技術應屬觸控面板介面。本研究旨在探討如何結合擴增實境,設計符合人因工程的自動販賣機操作面板;即,改善面板在使用上的方便性、效率性及親和性。 擴增實境是虛擬實境的延伸,可以說是在虛擬跟真實之間的建構,隨著科技的進步,多人群體互動使用的考量漸漸取代個人沈浸式的效果,運用呈現的方式不再是單純的電腦與頭戴式顯示器的配合,結合手機、PDA或是投影機的運用及多元化的介面操作已經是現代的趨勢走向。針對擴增實境發展至今的應用四大類型之一,以觸碰式擴增實境結合無人店舖之自動販賣機操作面板設計,探討觸碰式擴增實境在無人店舖之自動販賣機應用中,界面與操作互動發展上的可行性之研究,在研究上依據觸碰式原理與設計法則來進行觸碰式擴增實境系統的建構,採用圖形使用者界面理論進行圖像視覺與介面的設計,進行系統模擬與驗證並應用可用性工程尺度法則進行介面的評估。整體而言,本研究係藉由觸碰式擴增實境系統建構及模擬驗證等步驟,來提升自動販賣機操作模式與流程的互動性,並達到人機系統感知、資訊、儲存、決策及行動功能上的回饋,以提供日後自動販賣機製造商介面設計執行的參考。

並列摘要


Early Vending Machine was developed by English from 1820, but the modern vending machine was invented in America in 1925. According to the quantity, there are achieved millions both in America and Japan; according to the density, there is one vending machine per average 20 people in Japan. In nowadays with speedy life steps, Employee-Free Shops not only provide consumer’s greatly convenience, but also save suppliers the cost of labors and material resources; vending machine plays much more important role inside. The vending machine is popular in developed countries for many years, and there is included Taiwan. Unfortunately, there is fewer relative research of how to operate vending machine conveniently and effectively for consumers. The growth of Human-Machine Interface is with giant strides by the progress of science and technology; traditional input interface can’t achieve the aim of speedy transportation and information exchange because of congenital limit, and have to face the destiny of elimination. After the raise of electronic information products, using the non-keyboard, and non-pointer input method could to instead of the communication method between people and computer before. Now, the technology, which is most mature, is touch panel interface. It could improve the convenience, efficiency, and appetence in usage of panel. Augmented Reality is the extension of Virtual Reality. It’s the instruction between virtual and reality. Following the improvement of technology, the consideration of colony interaction usage is gradually instead of individual immersive effect. The method of display is not only showing on the computer or Head-Mounted Display but also indicating the trend nowadays of integrating application of cell phone, PDA, projector andlor diversified interface operation. In accordance with one of four kinds of the application type for Augmented Reality development till now, it’s that Tangible Augmented Reality integrates Non-store Vending Machine display panel design. We discussed the research of Tangible Augmented Reality which possibility of interface and operation interaction development in the application of Non-store vending machine. In this research, we stood on tangible principle and rule of design to process the instruction of Tangible Augmented Reality, and adopted the theory of User Graphics Interface to process the design of Graphic vision and interface, simulation and testing of the system, and evaluation of the interface by scale rule of Usability Engineering. This research is by the coustruction of Tangible Augmented Reality system and simulative testing to improve the interaction of operation model and procedure in vending machine and enhance the feedback and controe of the Man-Machine System in terms of perception、information、storage strategy and maniputution. The results of the research could be the reference of panel design for the vending machine supplier in the future.

參考文獻


[1]徐重仁、黃淑麗(1985),無店舖販賣,聯經出版公司。
[17]陳文剛(2002),網站之文化使用性研究-以華文入口網站為例,元智大學資訊傳播學系碩士論文。
[23]潘采穎(2003),電子商務平台之互動虛擬化介面研究。國立成功大學工業設計研究所碩士論文,未出版,台南市。
[2]L.C. Hsu, H.M. Peng and F.R. Chang,(1997)“Computation of Transfer Function Matrices of Generalized State-Space Systems,” Journal of Chinese Institute of Engineer, Vol. 20, No. 4, pp. 471-479, Jul.
[4]Laurel, B. (1986). Interface as Mimesis. In Norman, D. A. and draper, S.(eds.). User Centered System Design: New Perspectives on Human-Computer Interaction. Hillsdale, NJ: Lawrence Erlbaum.

被引用紀錄


廖怡萱(2012)。建構適用於觸碰式教學平台之啟發式評鑑量表〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2012.00609
羅賴煊(2016)。國小數學擴增實境輔助教學之研究〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201600465
陳楚穎(2011)。擴增實境應用於旅遊規劃系統之開發與評估〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2011.00047
葉伃珈(2007)。大專院校校內設立無人服務餐廳可行性之研究-以南部地區為例〔碩士論文,國立高雄餐旅大學〕。華藝線上圖書館。https://doi.org/10.6825/NKUHT.2007.00008
詹政達(2009)。應用擴增實境於兒童繪本之探究─以創意生活產業故事屋為例〔碩士論文,國立屏東科技大學〕。華藝線上圖書館。https://doi.org/10.6346/NPUST.2009.00259

延伸閱讀