在眾多新型資訊科技的體感輸入裝置的出現,探討使用者認知與使用者內在動機對於操作新資訊科技體感輸入裝置已顯得更為得重要,本文目的在對於不同系統特徵所呈現的操作模式,在使用者面對不同任務時,瞭解調節焦點在有用性與兩種不同的行為傾向在於不同視角的影響,將透過文獻探討整理出使用者介面、科技接受模式理論、頭戴式顯示器與調節焦點理論中的促進焦點、預防焦點等相關背景資料,並依照文獻整理且建立研究架構與研究假說。 實驗設計採2x2x2混合因子設計,結合Unity 3D 與Microsoft Kinect ,開發一套體感控制作為輸入裝置且對應於3D虛擬實境環境,藉由在兩種表面特徵,分析使用者在3D虛擬實境系統對促進焦點與預防焦點之影響,為了瞭解使用者在對於不同的表面特徵對於調節焦點理論在有用性的影響、以及頭戴式顯示器對加入是否有顯著的差異。
In many new information technology somatosensory input device occurs, user awareness and explore intrinsic motivation for the user to operate the new IT somatosensory input device may have been even more important purpose of this paper presents the characteristics of the different systems operating mode when faced with different tasks the user to understand the usefulness and adjust the focus in two different behavioral tendencies that affect different perspectives, will explore the user interface sorted out through literature, technology acceptance model theory, head-mounted display and adjustment focus theory promote focus, focus and other relevant background information on prevention and follow the literature review and research framework and establish hypotheses. Experimental design was used 2x2x2 mixed factorial design, combined with Unity 3D and Microsoft Kinect, to develop a sense of body control as an input device and corresponding to the 3D virtual reality environment, with the two types of surface features, analyze user 3D virtual reality system impact on the promotion focus and prevention focus, the focal point for the regulation in order to understand the usefulness of the impact theory, as well as head-mounted displays are significant differences in the surface characteristics for different users to join.
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