透過您的圖書館登入
IP:18.222.163.31
  • 學位論文

虛擬環境中手部移動績效之研究

A Study of Hand Movement Performance in Virtual Environment

指導教授 : 林久翔
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


虛擬實境中使用者與虛擬物件進行互動時,視覺上不同的資訊會影響到互動時的真實感,由於察覺虛擬環境所提供的深度知覺十分的困難,而真實環境的空間尺寸又和虛擬環境不盡相同。為了讓虛擬實境的作業更加真實準確,建置一個真實與虛擬尺寸相當的環境進行深度知覺的探討是必須的。關於深度知覺如何影響手部移動作業,本研究歸納深度線索與觀測位置作為主要的因子考量,並且運用費茲定律及修改後之模擬器症問卷進行實驗的評量。實驗結果指出,觀測角度為俯視、光與陰影線索以及立體視覺的呈現皆能顯著的提升作業處理能力。不過空間中較多深度線索時,立體視覺將會逐漸地被其他的線索所替代。建議未來執行深度移動範圍較廣的研究時,必須將觀測距離所造成的大小知覺作為設計的考量。期望藉由本次研究的結果,對於未來虛擬介面的設計提供一個參考的依據。

並列摘要


During interaction with the virtual objects in the virtual reality environment, different visual information can affect the user’s performance, because it’s very difficult to be conscious of the depth perception in the virtual environment and the spatial size in real environment and virtual environment are not quite equal. This study explored the factors that affect depth perception in virtual reality by building a virtual environment in which the size was closely equal to the real environment. This study investigated how depth perception affected the hand movement performance. The Fitts’ task was used to test the hand movement performance. The Simulator Sickness Questionnaires were used to evaluate the user’s syndrome after immersing in the virtual environment. According to the result, viewing angle, shadow, and stereoscopic vision could promote the hand movement throughput significantly. However, if there were many depth cues in space, the help with stereoscopic vision would be replaced by other cues. This research further suggested when Fitts’ task was executed along the depth axis, one must consider the effect of depth or viewing distance on size perception because the farther object would look smaller. The result of this research provides a reference basis for virtual reality interaction design.

參考文獻


2. 鄭秉昀(民97)。虛擬實境下手部移動績效之探討(未出版之碩士論文)。中原大學,桃園縣。
1. Armbruster, C., Wolter, M., Kuhlen, T., Spijkers, W., & Fimm, B. (2008). Depth Perception in Virtual Reality: Distance Estimations in Peri- and Extrapersonal Space. Cyber Psychology & Behavior, 11(1), 9-15.
2. Barfield, W. & Rosenberg, C. (1995). Judgements of azimuth and elevation as a function of monoscopic and binocular depth cues using perspective display. Human Factors, 37, 173-181.
3. Burdea, G. & Coiffet, P. (2003). Virtual reality technology. (2nd ed.). NJ: John Wiley & Sons, Inc.
4. Dosher, B. A., Sperling, G., & Wurst, S. A. (1986). Tradeoffs between stereopsis and proximity luminance covariance as determinants of perceived 3D structure. Vision Research, 26(6), 973-990.

延伸閱讀