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  • 學位論文

體感互動影音裝置之魅力因子探討

Exploring Attractive Factors of Somatosensory Interactive Media Device

指導教授 : 蔡子瑋

摘要


近年來國內、外逐漸開始使用體感互動影音技術來增加節慶表演的娛樂性,更是許多創作者在展覽中傳達理念的其中一種形式。因體感互動影音裝置的規模可大可小,且設備發展迅速,體感互動影音技術所展現的形式更加精細、精緻,因此本研究目的為探討體感互動影音裝置如何吸引觀眾,尋找設計因素的品質屬性及魅力因素,並了解參與者對不同類型的體感互動影音裝置的感性心理評價。 本研究挑選代表性創作作品來做為本研究專家訪談的影片樣本,邀請具互動設計及投影實務相關經驗之專家進行訪談,以紮根理論了解體感互動影音之設計具體因素及其情緒感受因素,並使其客觀化後作範疇,將其作為KANO雙向設計問卷之依據,再根據訪談結果之情緒感受部份發展SD語意量表,作為體感互動影音裝置之感性評價量測。研究結果發現在設計要素中魅力因素為:「互動細節」、「體驗自由度」、「互動結果」、「故事性」、「故事發展」、「知識性」、「裝置投影面」、「裝置外觀造型」、「情境塑造」、「藝術感」、「空間感」共11項,並透過KANO品質模型的分析和SD之平均數分析,搭配滿意度係數、專家訪談法的結果,比較在不同體感互動影音裝置在類型上的差異性,了解體感互動影音裝置給予觀眾的感受程度及各項設計及感性要素品質分類,本研究所探討體感互動影音裝置感受之魅力品質要素能提供給未來相關領域創作人員及研究者做為參考依據。

並列摘要


Over the years, interactive media technology has been gradually used domestically and broadly to increase the entertainment of festival performances. It is also one of the forms in which many creators convey ideas in the exhibition. The size of the interactive media device can be large or small, and devices is developing rapidly. The form of somatosensory interactive media technology is more refined. Thus, it is the primary issue to artists and multimedia companies how interactive media devices attract audience. The aim of the study is to explore the quality element of somatosensory interactive media devices and the participants' psychological evaluation toward various types of somatosensory interactive media devices. Some representative video samples were selected for this study’s expert interview. The interview verbal prescription was analyzed based on grounded theory to classify the design factors and the emotional factors of somatosensory interactive media devices. Then, the design factors are used to develop KANO questionnaire; the emotional factors are used to develop SD scale. The result yields the main 11 attractive quality: interactive details, experience freedom, interactive results, story, story development, knowledge, plane of projection, device appearance, atmosphere shaping, sense of artistic, sense of space. Besides, the satisfaction coefficient of design and kansei factors are analyzed to classify the quality attribution of somatosensory interactive media devices The research concludes that the somatosensory interactive media devices attraction factors and users perceptual feedbacks. Some design suggestions could provide the reference for the related researchers or industries.

參考文獻


英文文獻
1. Baudrillard, J. (1983). Simulation. New York: Semiotext.
2. Boulding, K. E. (1965). The Image: Knowledge in Life and Society. Ann Arbor: University of Michigan Press.
3. Borsook, T. K. & Higginbotham-Wheat, N. (1991),Interactivity: What is it and what can it do for computer-based instruction? ,Educational Technology
4. Bruce Wands.(2006).Art of Digital Age. UK:Thames & Hudson.

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