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  • 學位論文

擴增實境行動遊戲設計研究─以古蹟寺廟導覽為例

A Study on the Design of Mobile Augmented Reality Games─A Case Study of Navigation Aids in Heritage Temples

指導教授 : 陳立杰
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摘要


台灣的寺廟對於不同年齡層與不同職業階級的人來說,都能發揮其潛在的教育功能。行動學習的發展中,以個人數位助理(PDA)、筆記型電腦做為學習輔具居多,主要以文字圖片傳達資訊,互動形式單一。且在使用的過程中,注意力容易分散於數位內容、其他人物、以及寺廟場景,降低學習成效。許多研究指出,以遊戲的方式來學習更能夠有效增進使用者的興趣及成效;而擴增實境技術可增強真實世界裡的資訊顯示與互動經驗,讓使用者在進行遊戲時更有新鮮感及參與感。本研究即是要探討如何運用擴增實境的技術配合遊戲元素,讓參訪者可以藉由行動裝置即時看到遊戲內容與寺廟現場疊合後的影像,減少注意力的分散,提升愉悅感,進而加強行動學習的效果。 本研究的實驗進行主要分為三個階段:第一階段主要的重點在於分析寺廟導覽的現況與互動,了解使用者感興趣的內容以及對於擴增實境的觀感、希望它在遊戲當中扮演甚麼角色。第二階段則是以模擬的擴增實境遊戲來探討使用者比較喜好哪一類的遊戲方式,同時詢問使用者對於介面設計上的意見。第三階段依據上述兩階段的分析結果,進行本研究擴增實境導覽遊戲的原型介面設計、測試與實驗。探討在寺廟中使用UMPC進行擴增實境遊戲與使用紙本遊戲的方式對受測者操作及感受上的影響。受測者需執行四項任務並填寫問卷。 經由實驗可得以下結論: 1.擴增實境的技術容易引起視覺上的刺激,可同時看見虛擬物件與實境畫面,讓人無形中會更專注,增強學習動機中的注意力反應。一般大眾較少有如此的遊戲體驗,進而提升使用興趣。 2.擴增實境遊戲過程中,提問的方式會使他們更仔細觀察現場;遊戲最後以提問、回答的方式能加強對相關知識的吸收。 3.AR系統中的提示與地圖資訊應該在一個頁面內出現不應有捲軸。 4.AR系統之行動平台(UMPC架上webcam)雖然不算重,但長時間手持此系統在寺廟內走動,會感到疲累。而且電池會發熱,可能造成使用上的困擾。 5.若是擴增實境遊戲行動平台的觸控介面不夠良好,或是執行時有遲緩的現象,使用上會產生挫折感。 本研究所提出的設計原則和所遭遇的問題,可作為設計師往後在設計擴增實境行動介面或是遊戲設計上的一個重要參考。

並列摘要


Temples in Taiwan have played different educational functions to different age groups and to different vocational classes. In the development of mobile learning, the PDA and notebook computers are often used as the learning accessories mainly to convey information via text and graphics, and interaction is one way. Moreover, in the course of use, attention is easily distracted by digital content, other figures and temple scenes, which lowers the learning effect. Many researches have pointed out that using games to learn can more effectively enhance the user’s interest and effect; and augmented reality technology can reinforce the information display and interaction experience of the real world so that the user has a sense of freshness and participation throughout the course of playing the game. This research is to explore how to employ the augmented reality technology with game elements to allow visitors see the game content in real time with a mobile device, and the overlapped images of the temple scenes to reduce distraction of attention and increase delight to reinforce the effect of mobile learning. The experiment of this research is being carried out in three stages: The first stage primarily focuses on the current status and interaction on the analysis of temple touring guide. The researcher tries to understand the user’s interest for the content and his/her impression for the augmented reality, and the role he/she hopes to play in the game. The second stage uses simulated augmented reality game to explore what type of game the user prefers, and simultaneously solicits the user’s opinions for the interface design. Based on the analysis results of the aforementioned stages, the third stage carries out prototype interface design, testing and experiment of this research on augmented reality game. It explores the effect of the participant in operation and feeling in using UMPC to carry out augmented reality game and paper-based game in temples. The participant should carry out four tasks and fill out the questionnaire. Following conclusions are drawn from the experiment: 1.Augmented reality technology easily causes stimulation in vision and permits simultaneous viewing of virtual objects and a real scene so that the viewer can be more focused, and therefore enhances attention response in learning motive. Generally, the public has comparatively less such game experience, thereby elevates interest in use. 2.Throughout the course of augmented reality game, the way of asking questions would enable them more carefully observe the scene. At the end of the game the way of asking and fielding questions would enhance absorption of relevant knowledge. 3.There should not be scroll bar in the appearance of hints in the AR system and atlas information. 4.Though the AR system mobile device is not heavy, prolonged use of this hand-held system would feel tiresome while moving back and forth in the temple. And the battery heat would also cause hassle in use. 5.If the touch interface of the augmented reality game mobile platform is not good enough, the phenomenon of delay in execution would cause frustration in using. The design principles proposed by this research and the problems encountered are important references for designers in future design of augmented reality mobile interface or game design.

參考文獻


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被引用紀錄


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林春沂(2012)。行動導引裝置應用之研究-以台北植物園為例〔碩士論文,大同大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0081-3001201315113695
賴星宏(2014)。支援大學生體驗學習的擴增實境學習 系統之設計-以頂菜園農村體驗活動為例〔碩士論文,國立中正大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0033-2110201614000605

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