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  • 學位論文

虛擬實境共感覺場景中自發性知覺經絡反應聲音設計之研究

The Research of Autonomous Sensory Meridian Response Sound Design in Virtual Reality Synestesia Scene.

指導教授 : 巫俊采

摘要


本研究為提升虛擬實境中虛擬物件之真實度,探討以ASMR音效將共同感官相互聯動以此提升虛擬物件的真實性。ASMR之特性可於視、聽覺觸發觸覺增強感官間的聯繫,因此本研究設計建置一款虛擬實境場景,分為ASMR音效及一般立體音效兩種聲音配置版本。研究方法採用實驗研究法之單組前後測設計,以ITQ沉浸經驗為測量工具,研究對象為大三學生共53位於體驗虛擬實境場景後立即填寫問卷,以SPSS為統計工具,以相依樣本t檢定進行兩種音效配置版本的差異性比較。研究結果發現兩種版本音效對虛擬認知、感官聯動、虛擬真實度、自我探索並無顯著差異。ASMR音效置入虛擬實境中,正向體驗及沉浸感略優於一般立體音效。探究可能的原因為:(1)本次實驗以現有的錄音設備收錄的兩種音效差異性不高,可利用更好的設備及軟體外掛插件去做調整。(2)實驗後測受測者的感官聯動及虛擬真實度略有提高,可能為記憶印象導致。(3)製作虛擬實境時輸出及輸入音源須有「絕對位置」。(4)使用虛擬實境時應不受時長、互動、移動限制才能使體驗者更容易進入沉浸狀態。建議日後施測能隨機安排兩種版本,避免因施測順序影響感受。

並列摘要


In order to improve the authenticity of virtual objects in virtual reality, this study explores the use of ASMR sound to link the common senses and enhance the authenticity of virtual objects. It improves the connection between senses with ASMR characteristics in visual and auditory trigger haptic. This study designed a virtual reality scene which divided into two sound configuration versions: ASMR and general stereo sound. The single group pre- and post-measurement design of experimental research method was applied in the research. It took ITQ immersion experience as the measurement tool, and the research object was a total amount of 53 college students in the junior year to fill out a questionnaire immediately after experiencing the virtual reality scene. and to It used SPSS as a statistical tool to compare the differences between the two sound configuration versions according to the sample t verification. The results showed that there is no significant difference between the two versions of sound effects in virtual cognition, sensory linkage, virtual reality, and self-exploration. The positive experience and immersion were slightly better in ASMR sound effects placed in virtual reality than general stereo sound. This research explored possible reasons for: (1) In this experiment, the difference between the two sound effects recorded by the existing recording equipment is not high. The better equipment and software plug-ins can be used to make adjustments. (2) After the experiment, the test subjects’ sensory linkage and virtual reality are slightly improved, which may be caused by memory impressions. (3) The output and input audio sources must have “absolute position” when making virtual reality. (4) The use of virtual reality should not be limited by length, interaction, and movement in order to make it easier for the experiencer to enter the immersive state. It is recommended that the two versions of the test can be randomly arranged in the future to avoid affecting the feeling due to the order of the test.

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