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  • 學位論文

一個具有觸覺力回饋的虛擬實境鍵盤

A Virtual Reality Keyboard with Tactile Haptic Feedback

指導教授 : 陳湘鳳

摘要


虛擬實境是一個非常重要的技術,不論是用來做產品展示、產品設計、模擬訓練等,都能透過虛擬實境實現。觸覺力回饋可用於增進虛擬實境系統的力回饋裝置的回饋,也可用來改善電子裝置的觸控面板的回饋。然而電子裝置的觸控面板仍比電腦鍵盤有諸多限制。觸控面板的觸覺力回饋並不會與電腦鍵盤的回饋一樣。因此本研究開發一個具有觸覺力回饋的虛擬實境鍵盤。虛擬實境鍵盤能產生與真實鍵盤相仿的觸覺力回饋。李(2011) 發展一個產生擬真觸覺力回饋的方法。本研究利用李(2011) 的理論創造出具有觸覺力回饋的虛擬實境鍵盤。此虛擬實境鍵盤利用數據手套、客製化軟體,以及微型喇叭產生相仿於真實鍵盤的觸覺力回饋。本研究使用虛擬實境鍵盤進行了人因測試,以測試結果來評斷使用者對虛擬鍵盤的感受,而結果顯示對於虛擬實境環境的使用者評價,虛擬鍵盤可產生正面的影響。

並列摘要


Virtual reality (VR) is a very important technology. Virtual reality is used for product design, virtual prototyping, and training. Tactile haptic feedback is used to improve feedback in haptic devices for virtual reality systems. Tactile haptic feedback is also used to improve feedback in touch panels for electronic devices. However, touch panels for electronic devices are still more limited than keyboards for computers. Tactile haptic feedback in touch panels for electronic devices is not as strong of natural as tactile haptic feedback in keyboards for computers. Therefore, this thesis develops a virtual reality keyboard with tactile haptic feedback. The virtual reality keyboard creates tactile haptic feedback that is similar to tactile haptic feedback from a real keyboard. Lee (2011) developed a method for creating realistic tactile haptic feedback. This thesis uses the method in Lee’s (2011) thesis to create a virtual reality keyboard with tactile haptic feedback. The virtual reality keyboard uses a data glove, custom software, and micro-speakers to create tactile haptic feedback that is similar to a real keyboard. This thesis uses the virtual keyboard to conduct a user test, uses user test results to determine user response to the virtual keyboard, and shows that the virtual keyboard has a positive effect on user evaluations of a virtual reality environment.

參考文獻


Aoki Takafumi ,Mitake Hironori ,Keoki Danial ,Hasegawa ShoichiSato Makoto, (2009), Wearable haptic device to present contact sensation based on cutaneous sensation using thin wire, paper presented at the International Conference on Advances in Computer Entertainment Technology, ACE 2009, October 29, 2009 - October 31, 2009, Athens, Greece.
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