透過您的圖書館登入
IP:3.137.173.168
  • 學位論文

搖桿與遊戲手把的操作績效差異研究-以迷宮遊戲中障礙物閃避任務為例

A Differential Study on the Control Performance of Joysticks and Game Pads Using Obstacle Dodge in Labyrinth Games as an Example

指導教授 : 陳立杰
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


自電玩遊戲主機正式商業化生產之後,電玩遊戲開始步入人類的生活之中,扮演著休閒生活的重要角色,並產生了遊戲中常用的操作介面Game Pad與Joystick。本研究之目的為運用兩種介面於迷宮中的障礙閃躲的遊戲類型,比較出兩種操作介面的差異性以及介面與障礙閃避類型遊戲中的因子的關連性的探討與研究。 在本論文中,運用Maya 6.0軟體來建構實驗所需的遊戲場景,再由Virtools Dev3.0來進行遊戲程式部分的設計編輯。實驗的任務由本實驗的實驗因子,兩項主要的控制介面Joystick及Game Pad與三種屬性的遊戲關卡,定點靜態類關卡、定點動態類關卡以及隨機移動類關卡互相搭配而成。過程中紀錄本實驗的兩項客觀效標,任務完成時間與障礙的碰撞次數。並在完成實驗任務之後進行主觀評量的問卷調查,以六項指標,學習性、挑戰性、成就感、操作壓力、疲勞度以及娛樂性作為本實驗的主觀效標。 本實驗的結果,當遊戲的目的為追求難度與娛樂效果時,選擇飛行搖桿Joystick來操控人物的動作可以得到比Game Pad更好的娛樂效果表現。但當遊戲設計是要追求不同遊戲目標時,如針對年齡層較低的玩家而提高遊戲的學習性,對於不追求難度只求輕鬆玩遊戲的玩家而減少遊戲操作上的疲勞以及遊戲的目標是為了時間上的競爭需要時,以Game Pad為遊戲介面有較好的操作表現。

並列摘要


Since the video-game host is put into commercial production, video games have stepped into people’s life, played an important role in the leisure life, and produced the operating interface – Game Pad, commonly used in games. With the progress of the era, a variety of games are derived, and operating interfaces are also diversified continuously. Despite of the diversification of operating interfaces, the manipulation of games often relies on one or two regular interfaces. Considering the fact that there are many studies on extended applications of Joystick in other fields and there is no comparison between studies on Game Pad and Joystick, this paper hopes to apply the two interfaces to the dodge type game of labyrinth obstacle, compares the difference between the two operations and probes the interdependence between interfaces and factors in the obstacle dodge type game. In this paper, Maya 6.0 software is employed to construct a game required in the experiment, and Virtools Dev3.0 used to design and edit game programs. By means of a questionnaire, gather game background information of subjects, and select appropriate subjects to carry out the experiment game mission. The experiment mission is composed of the experimental factors – two major control interfaces Joystick and Game Pad, and three attribute game gates – action gate, Opportunity gate and dodge gate, which are mutually cooperated. To prevent the influence on learning effect, the subjects are divided into two groups, and the experiment carried out by using the sequence of different interfaces and game gates. During the experiment mission, record the two objective criteria of this experiment, time of mission completion and number of obstacle collision. Upon completion of the experiment, carry out questionnaire investigation into subjective assessment, and regard six indexes as the objective criteria of this experiment, namely, learnability, challenge, achievement, controlling pressure, fatigue and entertainment. After analysis of the objective and subjective criterion data obtained in this experiment on the basis of the dependent double factor variance and the dependent specimen T verification, we have attained several major findings from the game design and operating interfaces. Firstly, the obstacle gate, action gate, Opportunity gate and dodge gate, which are classified according to the three design principles, show to users the different eases. Therefore, when designing ease of gates, we can understand what principle should be used to design obstacle for the enhancement of game difficulty or what obstacle should be used to design a scenario gate to be passed through more easily, and this can act as a reference for the same type of game design. Secondly, when a game is designed to seek after difficulty and entertainment effect, better entertainment effect can be obtained by selecting Joystick than by selecting Game Pad to manipulate a character’s action. Thirdly, when a game is designed to pursue different game goals, for example, to boost up learnability in respect of young gamers but to reduce operation fatigue and to seek for performance in time competition in respect of gamers who focus on leisure game play rather than difficulty, Game Pad acting as a game interface can achieve better operation representation. Through such research and analysis, this paper is expected to provide game designers with reference for designing games of the same kind and related operating interfaces, bringing more entertainment and more definite reference indexes to games.

並列關鍵字

Game Pad Joystick Obstacle dodge User interface

參考文獻


2. Zhao, Peng, Michiel van de Panne, 2005, “User Interfaces for Interactive Control of Physics-based 3D Characters,” Proceedings of the 2005 symposium on Interactive 3D graphics and games, pp. 87 – 94, NY, USA
4. Ouhyoung, Ming, Tsai, Wu-Nan, Tsai, Ming-Chang, Wu, Jiann-Rong , Hunag, Chung-his and Yang, Tzong-Jer., 1995, “A Low-Cost Force Feedback Joystick and Its Use in PC Video Games” IEEE Transactions on Consumer Electronics, Volume: 41, Issue: 3, pp. 787 – 794, ROC
5. Baumann, Konrad and Thomas, Bruce, 2001,User Interface Design for Electronic, Taylor & Francis, Landon
6. Preece, Jennifer, Rogers, Yvonne, Sharp, Helen, 2002, Interaction Design beyond Human-Computer Interaction, John Wiley & Sons, USA
7. Shneiderman, Ben, Plaisant, Catherine, 2004, Designing the User Interfac, Pearson Education, USA

被引用紀錄


鄭宇翔(2010)。光點與Wii控制器操控介面對遊戲經驗之比較研究〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://doi.org/10.6841/NTUT.2010.00305
李智仁(2007)。日文遊戲對玩家在日本文化偏好與認同之相關性探討〔碩士論文,亞洲大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0118-0807200916284319

延伸閱讀