| 研究生: |
李修亦 Lee, Hsiu-I |
|---|---|
| 論文名稱: |
以虛擬實境帶入設計流程之結果探討及研究 Exploration and research on the results of bringing virtual reality into the design process |
| 指導教授: |
蕭世文
Hsiao, Shih-Wen |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 工業設計學系 Department of Industrial Design |
| 論文出版年: | 2023 |
| 畢業學年度: | 111 |
| 語文別: | 英文 |
| 論文頁數: | 65 |
| 中文關鍵詞: | 虛擬實境 、設計思考 、層級分析法 、模糊理論 |
| 外文關鍵詞: | Virtual Reality, Design Thinking, Analytic Hierarchy Process, Fuzzy Theory |
| 相關次數: | 點閱:114 下載:9 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
設計是來自人的需求,於現今物質生活提升的時代,設計尤為重要,而影響設計一個很重要的指標為創造力。虛擬實境以其令人身歷其境的體驗近年被許多領域導入使用,本文欲利用此特性,將虛擬實境帶入設計流程之中,此處設計流程為常見的設計思考(Design-thinking)為例,另設計者可以感受到眼疾問題帶來的影響,並設計產品,並以產出來評估是否有因為體驗過後有新想法或點子而導致產出評價提升。
本研究企圖以創意產品分析矩陣(Creative Product Analysis Matrix, CPAM)來評估產出產品,產出標準為兩組擁有相同設計經驗年份的設計者,一組將導入VR另一組則沒有,進行設計後得出產品構想。計算分數方式為先以層級分析法(Analytic Hierarchy Process, AHP)分析出CPAM中的評價標準權重,並將設計產出交由有教育經驗專家進行評分,最後再以模糊分析來得出最終分數,藉由比較兩組得分來探討是否有幫助。
這項研究深入探討了將虛擬現實技術融入到設計過程中,以模擬視力受損的體驗。 雖然設計分數沒有直接提高,但 VR 沉浸式特性為設計師帶來了新體驗,特別是在創意生成和初始草圖領域。 精通CAD軟件的設計師並沒有從VR建模中獲得明顯的好處,這表明VR的優勢主要在於快速生成概念而不是細緻的細化。研究引入了CPAM模型,並輔以模糊理論,作為一種客觀的評估手段設計創造力,可用於未來的評估。 該研究利用 Blender 軟件成功製作了一個模仿視障的 VR 環境,展示了其構建沉浸式場景的潛力。
Design originates from human needs, and in this era of elevated material living standards, design plays an increasingly vital role. Creativity serves as a crucial indicator influencing the process of design. In recent years, virtual reality, with its immersive experiences, has been adopted across various fields. This paper aims to leverage this attribute by integrating virtual reality into the design process, taking the widely recognized design thinking methodology as an example. Designers can empathize with visual impairment issues, conceptualize products, and assess whether exposure to this experience yields novel ideas or enhancements in output evaluation.
This study endeavors to employ the Creative Product Analysis Matrix (CPAM) to evaluate the resulting products. Two groups of designers, with identical years of design experience, partake in the design process: one group incorporates virtual reality (VR), while the other does not. Design concepts are derived from this process. The scoring methodology involves an Analytic Hierarchy Process (AHP) to determine the weights of evaluation criteria within CPAM initially. Educated experts then assess the design outcomes, and a final score is subsequently derived through fuzzy analysis. By comparing the scores of the two groups, the study seeks to investigate the effectiveness of this approach.
This study delved into incorporating virtual reality (VR) technology into the design process to replicate the experience of impaired vision. While there wasn't a direct improvement in design scores, the VR immersion yielded insights for designers, especially in the realms of idea generation and initial sketching. Designers proficient in CAD software didn't experience significant benefits from VR modeling, indicating that VR's strength primarily lies in quickly generating concepts rather than in meticulous refinement.The research introduced the CPAM model, complemented by fuzzy theory, as a less subjective means of evaluating design creativity, which could use in future assessments. Utilizing Blender software, the study successfully crafted a VR environment mimicking impaired vision, showcasing its potential for constructing immersive scenes.
Besemer, S. P. (2000). Creative Product Analysis to Foster Innovation. Design Management Journal (Former Series), 11(4), 59–64. https://doi.org/10.1111/j.1948-7169.2000.tb00150.x
Besemer, S. P., & O’Quin, K. (1999). Confirming the Three-Factor Creative Product Analysis Matrix Model in an American Sample. Creativity Research Journal, 12(4), 287–296. https://doi.org/10.1207/s15326934crj1204_6
Besemer, S. P., & Treffinger, D. J. (1981). Analysis of Creative Products: Review and Synthesis*. The Journal of Creative Behavior, 15(3), 158–178. https://doi.org/10.1002/j.2162-6057.1981.tb00287.x
BOptom, R. Q. I., Cumming, R. G., Mitchell, P., & Attebo, K. (1998). Visual Impairment and Falls in Older Adults: The Blue Mountains Eye Study. Journal of the American Geriatrics Society, 46(1), 58–64. https://doi.org/10.1111/j.1532-5415.1998.tb01014.x
Cross, N. (1982). Designerly ways of knowing. Design Studies, 3(4), 221–227. https://doi.org/10.1016/0142-694X(82)90040-0
Evans, J. R., Fletcher, A. E., & Wormald, R. P. L. (2007). Depression and Anxiety in Visually Impaired Older People. Ophthalmology, 114(2), 283–288. https://doi.org/10.1016/j.ophtha.2006.10.006
Fast Facts of Common Eye Disorders | CDC. (2022, December 14). https://www.cdc.gov/visionhealth/basics/ced/fastfacts.htm
Gonçalves, R., Pedrozo, A. L., Coutinho, E. S. F., Figueira, I., & Ventura, P. (2012). Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review. PLoS ONE, 7(12), e48469. https://doi.org/10.1371/journal.pone.0048469
Harvey, P. T. (2003). Common eye diseases of elderly people: Identifying and treating causes of vision loss. Gerontology, 49(1), 1–11. https://doi.org/10.1159/000066507
Hsiao, S.-W., Wang, M.-F., & Chen, C.-W. (2017). Time pressure and creativity in industrial design. International Journal of Technology and Design Education, 27(2), 271–289. https://doi.org/10.1007/s10798-015-9343-y
Hubail, D., Mondal, A., Al Jabir, A., & Patel, B. (2022). Comparison of a virtual reality compression-only Cardiopulmonary Resuscitation (CPR) course to the traditional course with content validation of the VR course – A randomized control pilot study. Annals of Medicine and Surgery, 73, 103241. https://doi.org/10.1016/j.amsu.2022.103241
Jiao, J., Commuri, S., Panchal, J., Milisavljevic-Syed, J., Allen, J., Mistree, F., & Schaefer, D. (2021). Design Engineering in the Age of Industry 4.0. Journal of Mechanical Design, 143, 1–44. https://doi.org/10.1115/1.4051041
Kamińska, M. S., Miller, A., Rotter, I., Szylińska, A., & Grochans, E. (2018). The effectiveness of virtual reality training in reducing the risk of falls among elderly people. Clinical Interventions in Aging, 13, 2329–2338. https://doi.org/10.2147/CIA.S183502
Kaye, H. S., Kang, T., & LaPlante, M. P. (2000). Mobility Device Use in the United States. Disability Statistics Report 14. Disability Statistics Center, University of California, San Francisco, 3333 California St.
Kumawat, V., Dhaked, R., Sharma, L., & Jain, S. (2020). Evolution of Immersive Technology: Journey of Computational Reality,6(2), 37–47.
Lee, M., Lee, S. A., Jeong, M., & Oh, H. (2020). Quality of virtual reality and its impacts on behavioral intention. International Journal of Hospitality Management, 90, 102595. https://doi.org/10.1016/j.ijhm.2020.102595
Loewe, S. (2019). Toward a Critical Design Thinking: Propositions to Rewrite the Design Thinking Process. Dialectic, 2(2). https://doi.org/10.3998/dialectic.14932326.0002.208
McCarthy, A. (2017). Design Thinking. Wirtschaftsinformatik & Management, 9, 84–92. https://doi.org/10.1007/s35764-017-0017-2
Milgram, P., & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE Trans. Information Systems, E77-D,12, 1321–1329.
Rodgers, P. A., Innella, G., & Bremner, C. (2017). Paradoxes in Design Thinking. The Design Journal, 20(sup1), S4444–S4458. https://doi.org/10.1080/14606925.2017.1352941
Runco, M. A. (2010). Divergent Thinking, Creativity, and Ideation. J. C. Kaufman & R. J. Sternberg, The Cambridge Handbook of Creativity ( 413–446). Cambridge University Press. https://doi.org/10.1017/CBO9780511763205.026
Saaty, T. L. (1990). How to make a decision: The analytic hierarchy process. European Journal of Operational Research, 48(1), 9–26. https://doi.org/10.1016/0377-2217(90)90057-I
Saaty, T. L., & Vargas, L. G. (1982). The Logic of Priorities. Springer Netherlands. https://doi.org/10.1007/978-94-017-3383-0
Sutherland, I. E. (1968). A head-mounted three dimensional display. Proceedings of the December 9-11, 1968, fall joint computer conference, part I, 757–764. https://doi.org/10.1145/1476589.1476686
Tan, C. L., & Vonderembse, M. A. (2006). Mediating effects of computer-aided design usage: From concurrent engineering to product development performance. Journal of Operations Management, 24(5), 494–510. https://doi.org/10.1016/j.jom.2005.11.007
Vargas, L. G. (1990). An overview of the analytic hierarchy process and its applications. European Journal of Operational Research, 48(1), 2–8. https://doi.org/10.1016/0377-22–0056-H
World Health Organization. (2019). World report on vision. World Health Organization. https://apps.who.int/iris/handle/10665/328717
Wrigley, C., & Straker, K. (2017). Design Thinking pedagogy: The Educational Design Ladder. Innovations in Education and Teaching International, 54(4), 374–385. https://doi.org/10.1080/14703297.2015.1108214
Yang, E. K., & Lee, J. H. (2020). Cognitive impact of virtual reality sketching on designers’ concept generation. Digital Creativity, 31(2), 82–97. https://doi.org/10.1080/14626268.2020.1726964
Zhang, F., Xu, Z., Yang, Y., Qi, M., & Zhang, H. (2021). Virtual reality-based evaluation of indoor earthquake safety actions for occupants. Advanced Engineering Informatics, 49, 101351. https://doi.org/10.1016/j.aei.2021.101351
陳冠傑. (2004). 應用近似最佳解績效排序法於多目標設計決策之研究, 國立成功大學工業設計系。[Kuan-Chieh Chen. (2004). A study on applying TOPSIS method to multiple object design decision making. Department of Industrial Design Cheng Kung University, Taiwan, ROC.]
蕭世文, & 鄭佳靈. (2010). 同步設計策略於保溫瓶設計之應用研究. 工業設計, 122, 1–6. https://doi.org/10.29918/ID.201005.0001 [Shih-Wen Hsiao & Jia-Ling Zheng. (2010). Application Research of Simultaneous Design Strategy in Water Bottle Design. Industrial Design, 122, 1–6.]
張春興. (2007). 教育心理學-三化取向的理論與實踐. 台北市:東華. [Chun-Hsing Chang. (1996). Educational Psychology: Theory and Practice of the Tripartite Approach. Taipei City, Taiwan, ROC: Tunghua.]
闕頌廉. (1994). 應用模糊數學. 台北市:科技圖書股份有限公司。[Chueh, Sung-Lien, Fuzzy Theory, Taipei City, Taiwan, ROC: SCIENTIFIC & TECHNICAL PUBLISHING CO.
郭伯賢. (2022). 整合通用設計與易用性及應用 ISM 於助行手杖設計之研究, 國立成功大學工業設計系[Kuo, P.-H. (2022). Combining Universal Design With Usability and Using ISM in Walking Cane Design. Department of Industrial Design Cheng Kung University, Taiwan, ROC.]