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  • 學位論文

探討AR結合臉部偵測應用於桌上遊戲之研究-以Central America為例

A Study on Augmented Reality with Face Detection Functionality Applied to Board Games

指導教授 : 吳崇榮

摘要


本研究以擴增實境(Augmented Reality),以下簡稱AR,臉部偵測技術為基礎,探討該技術如何與桌上遊戲進行整合,由傳統桌遊的靜態卡牌轉為互動取向的設計。讓媒體的演進帶給玩家感官經驗的改變,提高玩家在虛擬場景的沈浸度。本研究將以文獻探討的方式對目前桌上遊戲之發展與設計歷程做分析,以質化研究方法對遊戲開發者及店家經營者進行專家訪談,再透過問卷調查法分析玩家對本創作之評估與態度分析。探討數位技術為傳統卡牌所帶來之不同體驗與改變,並分析三方關係者之相互影響及本創作的之發展性。 研究結果顯示: 1.本創作與兩大數位技術的應用與結合目前是創新新穎的,具有前瞻性。 2.透過問卷調查得知本研究玩家多偏好遊玩數位卡牌遊戲,在遊戲體驗的發展性、想像空間及互動性均是數位可發展之優勢。 3.數位卡牌遊戲的開發須考慮設備硬體的成本、易用性及輕便性,在遊戲內容上可藉由增加遊戲附加條件及提升遊戲策略的難度提高玩家間的互動性與沈浸度。 4.建議日後研究者若要開發數位卡牌桌遊,在數位技術層面上須提高虛擬與真實環境的結合度,並透過不同玩家客群設計遊戲策略,以玩家的沈浸度與易用性為設計基礎。

並列摘要


This research is based on augmented reality applied in face detection technology in order to create interactive board games instead of traditional static ones. The progressive technology has changed the sensory experience and enhanced the immersive perception in players. Through exploring and analyzing literature reviews, the researcher discusses contemporary board game development and design. The methodology adopts qualitative interviews from game developers and store operators. And questionnaire interviews test users to access evaluations and attitudes analysis. The influential factors include the following: (1) This combined study of the application and integration of digital technology is innovative and forward-looking. (2) After questionnaire testing, most of the players prefer digital card games. The development, imagination, and interaction possess are the advantages of progression. (3) The developer of digital card games should consider the cost of equipment, usability, and lightweight. The game content should include the additional functions and strategies to enhance interactivity and immersion. (4) The recommendations include advancing the integration of virtuality and reality environment as well as the strategy of different player groups, in addition, the design base of users' immersion and usability.

參考文獻


Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in human behavior, 9(4), 411-426.
中文部分
白益欣. (2006). 運用擴增實境於多人互動情境之研究-以遊戲式學習為例. 元智大學資訊傳播學系學位論文, 1-146.
行動裝置數位遊戲設計要素之分析與探討. 2013. PhD Thesis.
吳承翰. (2011). 桌上遊戲參與型態對人際溝通改善之研究-以臺北地區桌上遊戲專賣店顧客為例. 臺灣師範大學運動與休閒管理研究所學位論文, 1-139.

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