透過您的圖書館登入
IP:3.17.150.163
  • 學位論文

臨場感與促進焦點在有用性對動作訓練之影響

The Effect of Presence and Promotion Focus on Usability for Motion Learning

指導教授 : 孫惠民

摘要


隨著人機介面技術的提升,在虛擬實境中的臨場感議題是值得探索的,尤其是在全身控制的裝置,本文目的在對於體感控制的虛擬環境下,瞭解臨場感和促進焦點在有用性的影響。我們透過文獻回顧調查臨場感的專注性和沉浸感以及調節理論中的促進焦點,並建立研究架構與假說。 在實驗設計中,我們結合微軟發行的Xbox 360 Kinect和物件導向式的繪圖渲染引擎(OGRE 3D)開發虛擬實境學習系統。藉由3D動畫建構一個涉及促進焦點的任務內容,並在這系統中發展一個新的全身控制介面。根據臨場感和調節焦點理論,臨場感包含有涉入性專注和沉浸感,而來自調節焦點理論的促進焦點是具有關注、希望、和正面結果的感受。在這個研究架構之中探討使用者面對促進焦點的動作訓練任務內容,了解使用者對於臨場感在有用性有什麼樣的影響。

並列摘要


With the technology of human computer interaction on the rise, the issue of presence for interacting in virtual environment is worth exploring, especially for the device of full-body control. The purpose of this proposal is to understand the effect of presence and promotion focus on usability for full body interacting in virtual environment. We examined the involvement and immersion of presence through literature review and the promotion focus from the regulatory focus theory. In the experiment design, we developed the virtual reality learning system combined the Microsoft released Xbox 360’s Kinect with the Object-Oriented Graphics Rendering Engine (OGRE) 3D. We built a task context referred to promotion focus by the 3D animation and a new full body control interface onto an avatar for 3D virtual reality environment. According to the presence and the regulatory focus theory, the presence includes involvement and immersion, while the promotion focus from the regulatory focus theory is concerned with hopes, aspirations, and positive outcomes. Under users facing the task context with promotion focus, we explore how users have the effect of the presence on usability.

並列關鍵字

OGRE 3D Usability Regulatory focus theory Presence

參考文獻


1.曾瑞譙2009,『電腦輔助教學軟體使用後之效益分析-科技接受模式的觀點與應用』,新竹教育大學教育學報,第二十六卷,第二期,頁127-163。
1.Aaker, J.L. & Lee, A.Y. (2006),’Understanding regulatory fit.’, Journal of Marketing Reaearch, Vol.43, No.1, pp.15-19.
2.Arbaugh, J.B. (2000),’Virtual Classroom versus Physical Classroom: An Exploratory Study of Class Discussion Patterns and Student Learning in Asynchronous Internet Based MBA Course.’, SAGE Journals of Management, Vol. 24, pp.213-233.
3.Baker, L. & Wigfield, A. (1999),’Dimensions of children’s motivation for reading and their relations to reading activity and reading achievement.’, Reading Research Quarterly, Vol.34, No.4, pp.452–477.
4.Baas, M., De Dreu, C.K.W. & Nijstad, B.A.(2008),’ A meta-analysis of 25 years of mood-creativity research: Hedonic tone, activation, or regulatory focus?’, Psychological Bulletin, Vol.134, No.6, pp.779-806.

被引用紀錄


黃仁政(2013)。高中生上網時間對運動狀況及體適能的影響〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/CYCU.2013.00325
莊康軍(2014)。以3D虛擬實境探討調節焦點與表面特徵對有用性之影響〔碩士論文,長榮大學〕。華藝線上圖書館。https://doi.org/10.6833/CJCU.2014.00205
郭山本(2014)。我國青少年橄欖球選手運動傷害調查研究〔碩士論文,長榮大學〕。華藝線上圖書館。https://doi.org/10.6833/CJCU.2014.00118
黃勝盟(2012)。體操技術報告-以101年全國大專校院運動會黃勝盟選手吊環項目為例〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315291213

延伸閱讀