近年來隨著Wii的出現,利用肢體動作做為指令的人機互動形式越來越受重視,帶動了未來人機互動發展的新方向。在自然使用者介面的設計潮流下,使現今互動產品設計夠呈現出更多元、直接的互動,讓使用者能以自然、流暢、直覺的動作來與生活週遭的多媒體產品互動。 本研究主要目的是探討如何直覺、自然地利用動作指令於未來人機互動介面操作。因此以多媒體影音播放之人機互動為範疇,利用拉邦動作分析(Laban Movement Analysis)理論與感性工學(Kansei Engineering)為基礎,探索使用者執行不同的肢體動作時,他們對於這些動作可以傳達的功能意義與感受為何,進而解析動作構成要素與其功能語意或感性訊息之關連性。本研究為動作應用於多媒體影音操作進行設計與評估,研究過程分為三階段進行:第一階段為「動作、指令與情緒形容詞彙整」;第二階段透過實驗設計以「建立使用者對動作語意及情緒之共同感受度」;第三階段為「使用者之共同感受分析與動作設計規則評估」,使用數量化Ⅰ類和因素分析來分析受測者的感受度,並設計動作規則,讓使用者評估動作應用於多媒體影音操作之使用性。 本研究歸納出下列幾項動作規則設計之要點:1、選擇使用者共同感受較高的動作,因動作認知跟指令相近,直覺不需多思考。2、動作方向與指令要有所對應。3、動作與指令有聯想性。4、兩個相互相反的指令,動作也應設計成相反對應。5、使用者的情緒會受動作本身的使用性所影響。6、動作與指令的關連性要高,才會顯出動作的辨識度;若不高,反而會對動作有陌生感。
With the advent of Wii, using body movements as commands in nowaday interactive system becomes more and more important, and it points to a new direction for the future human-computer interaction. The main purpose of this study is to investigate how users’ daily body movements can be used as commands in future multimedia players for a more effective and intuitive user experience. Experiments based on Laban Movement Analysis (LMA) and Kansei Engineering were conducted to explore how users’ movements could convey meanings, and what elements or attributes in movements would affect users’ semantic and emotional interpretation on these movements. The study consists of three stages: first, to collect and sort movement samples, commands for multimedia players, and emotional adjectives for Kansei approach by KJ method and cluster analysis; secondly, to obtain users’ semantic and affective responses of these gestural command samples through experimental design; thirdly, through Quantification theory type I and factor analysis to establish relation between users’ responses and the attributes in gestural command. To conclude this study, guidelines for gestural command design are proposed for future multimedia systems.