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  • 學位論文

應用穿戴式與體感技術研發二胡演奏姿勢矯正系統及其可用性評估

Usability Evaluation of Using Wearable and Somatosensory Technologies in Developing an Erhu Playing Posture Correcting System

指導教授 : 李琛瑜

摘要


本研究利用穿戴裝置及體感設備之特性,偵測二胡學習者在演奏時運弓、持琴姿勢及手腕放鬆的正確性,以導正二胡學習者的演奏姿勢。首先我們設計了一套「二胡專家演奏姿勢數據收集系統」,利用它來收集5位二胡演奏專家的運弓相關數據並建立「二胡專家演奏姿勢模型」,接著依此模型完成一套「二胡演奏姿勢矯正系統」,透過穿戴與體感硬體設備及軟體架構之輔助,讓使用者在學習的過程能隨時自我修正二胡演奏姿勢之便利性。為了驗證此系統的可用性,本研究也進行了可用性評估的實驗,邀請了34位二胡學習者進行系統的操作體驗,探討年齡、先備知識、教育程度、學習二胡的時間等人因對於可用性評估的影響。實驗結果發現,先備知識與教育程度對此系統的可用性評估無顯著差異,年齡會影響使用此系統的滿意度,年紀輕的學習者在「系統狀態的可見性」、「系統與真實世界之間的匹配」、「錯誤預防」、「認識而非回想」與「幫助使用者認識、診斷和從錯誤中恢復」比年紀長的學習者滿意,表示年紀長的學習者對此系統在此五個構面有更高的期望。學習二胡的時間對此系統的可用性評估在「美化與簡化設計」構面有顯著差異,學習時間較久的學習者較滿意系統的排版與美觀。

並列摘要


The characteristics of wearable devices and somatosensory technology are used in this study to detect erhu learners’ playing posture of pulling bow, pushing bow, holding an erhu and wrist relaxation so as to adjust to correct playing posture. Firstly, a data-collecting system of five erhu experts’ playing posture was designed, and it was used to establish the model of erhu experts’ playing posture. According to the established model, an erhu playing posture correcting system was developed. Assisted by the proposed system which includes the hardware of wearable devices and somatosensory technology as well as the software architecture, it allows learners to adjust to correct erhu playing posture by themselves at any time during the learning process. Moreover, in order to verify the interface design of system, an experiment for usability evaluation is conducted in this study by inviting 34 erhu learners to experience this system. It aims to discuss the impact of age, prior knowledge, education level, and the period of learning erhu on the usability evaluation. The results show that prior knowledge and education level have no significant differences for the usability evaluation of system. Age can affect learners' satisfaction when using the system. The satisfaction of younger learners is higher than the satisfaction of elder learners on “visibility of system status”, “match between system and the real world”, “error prevention”, “recognition rather than recall”, “help users recognize, diagnose, and recover from errors”. It means that elder learners have higher expectation for the above five heuristics. There are significant differences for the period of learning erhu on the heuristic of “Aesthetic and minimalist design”. Learners for a longer period of time are more satisfied with the layout and aesthetics of the system.

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