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  • 學位論文

應用體感互動控制於虛擬實境之研究-以台南赤崁樓導覽為例

Applying Motion Sensing Control to Virtual Reality: Example on Tainan Chihkan Tower Navigation

指導教授 : 徐豐明

摘要


隨著體感式互動技術日新月異,市面上越來越多遊戲開發已朝著體感互動發展,漸漸成為新一代的多媒體互動焦點。故本研究探討使用者藉由身體姿態操控介面於數位多媒體之互動效果,使用微軟所推出的Kinect 感應器作為輸入設備,透過影像辨識技術,辨識身體姿態的變化,結合虛擬實境數位內容的人機互動方式,以直接操控的體感互動模式,應用於虛擬實境導覽。 普遍虛擬實境於數位導覽應用上,大部分都以鍵盤、滑鼠作為輸入設備,本研究以無穿戴任何設備的方式,藉由基於視覺偵測技術的體感控制結合台南赤崁樓虛擬實境導覽,目的為建構出不同於傳統以鍵盤和滑鼠方式來控制虛擬實境,賦予虛擬實境導覽不同的互動方式,使其更加具有互動體驗與使用者互動回饋的感受力。 整合建置完成後,進行前測使用者問卷調查,並定兩種控制方式進行比較,得到前測結果再進行系統修正,使用者測試後測問卷分為:體感控制部分、系統整體滿意度、SUS系統使用性評估,而問卷分析結果滿意度皆大於平均值,表示本系統是大部分使用者可接受的,而問卷結果也顯示大部分使用者對於此互動方式認為是創新的與有趣的。

並列摘要


The innovation of motion sensing interaction technology is more creative in nowadays. Game development had been using motion sensing interaction to become a new multimedia interaction spotlight. Therefore, our study is exploring the effect of control methods using users body pose to operate interface on multimedia. By using Microsoft’s new product “Kinect” as an input sensing device to identify body pose changing through image recognition. The virtual reality digital content combined with human-computer interaction and used motion sensing interaction of directing manipulation applying to virtual reality navigation. Most virtual reality digital navigation are using keyboard and mouse as input device in general. Our study featured that user do not wear any devices. Integration visual-based detection technology with Tainan Chihkan Tower navigation is our purpose. To build different from traditional way controls virtual reality by giving new virtual reality navigation interaction. User experience and user interactive feedback make much more effective. After integrating our system, we execute user questionnaire to know what body or gesture is better to navigate. Then, we define two control ways and adjust navigation details. After adjusting, we do the second user questionnaire into three parts, motion sensing, user satisfaction, and SUS evaluation. The results show that all of mean satisfactions are more than average value. That indicates our interaction navigation is accepted for users, most of these users considered our research is innovating and entertaining as well.

參考文獻


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被引用紀錄


張晉豪(2014)。無標記擴增實境結合手勢體感於家具擺設之研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2014.00113

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