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2D楔形設計輔助虛擬環境中之尋路體驗

Wayfinding Experience in a Virtual Environment with 2D Wedge Design Supports

摘要


自從智慧化的行動裝置來臨後,虛擬活動愈來愈融入我們的日常生活。而利用智慧型的行動裝置協助使用者進行虛擬環境中的尋路行為也日益增多,而在資訊量有限的螢幕尺寸下,有關智慧型行動裝置如何配合使用者感官功能與限制的尋路輔助設計更顯重要,目前國內外關於個人使用智慧型行動裝置在尋路方面的研究仍顯缺乏。本研究目的主要是在探討虛擬環境中有關使用者尋路之輔助設計,研究變數分別為互動型式、楔形設計與性別等三項因子,用以探討變數之間對於使用者的尋路績效與主觀偏好。研究結果發現:1.有關客觀操作績效,在虛擬環境中較困難的任務下,受測者體感的操作模式績效優於觸控的操作模式。2.而關於主觀偏好結果,受測者認為體感操作模式是偏向有趣的、生動的,並且也喜歡此種操作的模式。3.系統易用性量表總分評價中,50%透明度填滿楔形設計之整體評分優於線框楔形設計,此乃因50%透明度填滿楔形設計能夠幫助增加呈現空間的資訊,受測者容易了解目標物與環境之間相對應的關係。

關鍵字

尋路 互動模式 楔形 性別 虛擬環境

並列摘要


With the development of smart mobile devices, the way of virtual activity has been integrating in our daily lives. The chance of using smart mobile devices to help our wayfinding behavior in a virtual environment is increasing as well. Nonetheless, the amount of information displayed on the device is limited because of the screen size. The design of wayfinding support for a smart mobile device to fit in to users' perceptual functions and limitations is even more important. Currently, there exist only few research studies related to users' wayfinding behavior by adopting smart mobile devices. The purpose of this study is to investigate users' wayfinding support design in a virtual environment. The independent variables are interaction mode, wedge design, and gender. The users' wayfinding performance and subjective preference are explored in this study. The research results revealed that: (1) In terms of objective task performance in a virtual environment, participants perform better by adopting body movement mode than the touch sensitive mode when facing a more difficult wayfinding task. (2) For subjective preference, participants thought the body movement mode tended to be interesting and vivid, and they enjoyed this type of interaction mode. (3) The results from the system usability scale (SUS) indicated that the 50% transparent wedge design was better than the line type wedge design. This is because the 50% transparent wedge design can help increase the display of spatial information. Participants could easily understand the relevant relationship between that wayfinding target and its environment.

並列關鍵字

Wayfinding Interaction Mode Wedge Gender Virtual Environment

參考文獻


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