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  • 學位論文

數位遊戲互動介面對使用者影響之研究

Research on the Interactive Interface of Digital Game for The User Impact

指導教授 : 張世熙

摘要


全球遊戲產業在宅經濟的帶動下,歷經金融海嘯時逆勢成長,如何從現在的使用者經驗找出未來的發展方向,是互動介面的重要課題。互動介面從單鍵操作演變到體感操作,數位遊戲主機也從8位元進步到64位元。本研究預計透由資料的收集、整理、問卷發放及問卷分析等方式,來探討現在主流體感遊戲機使用者在使用上的問題及使用者對未來發展的期望。 研究結果顯示:(一)現在主流體感遊戲機皆以新奇、健康及同享歡樂這三種訴求,成功的吸引了許多人使用體感裝置;(二)使用上有誤判及失手損壞的問題尚待改進;(三)未來結合3D影像技術、立體投影、聲光、五官感覺及更自然的操作方式來操作遊戲是最受使用者期待;(四)使用體感裝置從事運動能健身,但和實際運動技巧沒有太大的幫助;(五)應用方面則以操作電視及學習舞蹈最受使用者喜歡。 最後希望能藉由本研究結果,提供未來整合互動多媒體時介面設計的參考依據,期望將使用者經驗的延伸,讓互動裝置能更廣泛應用在生活上,操作方式達到更人性化的目標。

關鍵字

Kinect Wii PS3 人機介面 互動多媒體

並列摘要


After the financial crisis, the global game industry has been stimulated by the so called “Otaku Economy”. How to find out the future direction of development from current users’ experience is an important topic of the interactive interface. The interactive interface has evolved from the one-touch operation to the kinetic interaction operation system; in addition, the digital game console CPU has also progressed from 8-bit to 64-bit. The study aims to explore the problem in the use and the expectation of future development from the users of main stream kinetic interactive game through data collection, collation, questionnaires using and analyzing. The study results show: (a) Nowadays, the mainstream kinetic interactive games which feature novelty, health and sharing with joy, have successfully attracted many people to use kinetic interactive devices; (b) the false usage and the accidental damage are still needed to be improved; (c) the combination of 3D imaging technology, stereoscopic projection, sound and light, the five senses and a more natural mode of operation of the game in the future are the most anticipated for all users; (d) The kinetic interactive devices can be used for physical fitness, but they are not really helpful in the actual sports skills; (e) In the applications aspect, most users prefer the interface with television operating and with dance learning. Hopefully, the results of this study could be the reference of integration of future interactive multimedia interface design. Furthermore, by the extension of the users’ experience, interactive installation could be widely applied in our life and the mode of operation could be improved to be more humanized.

並列關鍵字

Kinect Wii PS3 Human–Computer Interaction multimedia

參考文獻


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[1] http://www.gartner.com/technology/home.jsp ,高德納IT研究與顧問諮詢公司
[2] 聯合新聞網-全球觀查

被引用紀錄


謝佩涓(2013)。Xbox360 Kinect對國中智能障礙學生休閒技能學習成效之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2013.01013
王思涵(2013)。數位遊戲式學習對中小學學生學習成效影響之後設分析〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-0801201418033090

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