簡易檢索 / 詳目顯示

研究生: 馮雅珊
Fong, Ya-San
論文名稱: 以手勢動作輔以視覺回饋介面之兒童數位繪圖系統設計與評估
Design and Assessment of Digital Drawing System for Children Gesture Movement with Visual Interface Feedback
指導教授: 吳豐光
Wu, Fong-Gong
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: 2010
畢業學年度: 98
語文別: 中文
論文頁數: 98
中文關鍵詞: 直覺繪圖指向設備使用性工程手勢動作
外文關鍵詞: intuition, drawing, pointing device, Usability Engineering, gesture movement
相關次數: 點閱:92下載:0
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
  • 在這二十一世紀的時代,資訊科技的進步,已經使得電腦成為許多人日常生活的一部份,人們利用電腦來進行各種活動的頻率也大大提高,資訊科技融入各科教學將是時代所趨,相對的藝術教育也必然會受到影響。
    本研究以直覺創作為出發點,首先調查目前兒童使用傳統工具繪圖時之情形,根據實地觀察、問卷訪談、專業教師意見,定義兒童速寫數位繪圖系統之功能;並利用使用性工程,探討兒童操作不同指向設備進行繪圖作業時之操作需求,以發展對應之控制機制,得知利用五指進行手勢的變換與移動,以達成功能的轉換,將指向設備的控制面無形化此方案為最適案;再者運用專家討論的方式建構出手勢動作圖像,結合視覺符號法則與手語產生手勢符號,以手勢動作配合視覺回饋介面進行繪圖系統之操作,以實驗方法驗證系統績效,並找尋系統設計規範與修正方向,更深入探討受測者主觀操作感受,藉以提供未來開發兒童數位繪圖系統設計時的參考依據。
    系統功能直覺式實驗結果顯示,一、手勢控制介面之操作績效,優於視覺圖示介面之操作績效,主要原因為手勢控制介面可節省使用者之視覺游移時間、減少視覺搜尋和轉移,可專心於繪圖畫面,以達操作之直覺性。二、在使用者主觀量表方面顯示,相對於視覺圖示介面,手勢控制介面更具辨識性、趣味性,與流暢度,並能達到快速控制之目的,故以此繪圖系統用於兒童速寫繪圖階段之預設是可行的。

    In the 21st century, because of the technology progression, the computer has become a part of most people daily life. People use computer to carry on each kind of activity frequently. In the future, the information technology will integrate into school teaching, so art education will be influenced definitely.
    We take the intuition creation as a starting point in this research. First, the situation was investigated when child use traditional tools to draw pictures. The function of drawing system for children was defined according to spot observation, questionnaire interviews, opinions of specialized teachers. Second, by using the Usability Engineering the children’s demand was discussed when they operate different pointing devices. In order to control drawing function, the result from transformation and movement by the hand signal makes the invisible control interface of pointing device the most suitable document. Third, combination of vision sign rule and sign language and discussion with experts construct the gesture movement image. Finally, carrying on operation of drawing system by gesture movement and visual interface feedback and using technique of experiment confirm the system performance criteria. Also, we look for system design specifications and the correcting directions. At the same time, the subjective feeling of participants was thoroughly investigated. In the future, we provide the reference for company to develop the children drawing system.
    The experiment results show that the Gesture Movement Drawing system performance is superior to Graphical User Interface (GUI) system. The decrease in the time of moving, visual searching and transferring results in intuitive control setting. On the other hand, the result of participants’ subjective scale indicates that the Gesture Movement Drawing system is more recognizable, intuitive and interesting, and could be more rapidly controlled than GUI. Therefore, it illustrates the feasibility to use Gesture Movement Drawing system in the child drawing stage.

    摘要...............I Abstract...............II 誌謝...............III 目錄...............IV 表目錄...............VIII 圖目錄...............IX 第一章、 緒論...............1 1-1研究動機...............1 1-2研究背景...............2 1-2.1兒童繪畫發展與心智活動...............2 1-2.2電腦繪圖發展...............5 1-3研究目的...............7 1-4研究架構...............8 1-5研究範圍...............9 第二章、 文獻探討...............10 2-1繪畫行為與創意思考...............10 2-1.1繪畫行為表現...............10 2-1.2創造思考的過程...............10 2-2知覺與注意力...............11 2-2.1知覺...............11 2-2.2預期知覺...............11 2-2.3空間經驗...............12 2-2.4注意力...............12 2-2.5視覺注意力...............13 2-3實體控制介面(TUI)...............14 2-3.1觸覺(Tactile sensation)...............15 2-3.2控制器之相容性...............15 2-3.3控制-反應比(C/R)...............15 2-4圖形符號相關研究...............16 2-4.1圖形符號的定義...............16 2-4.2圖形符號的類別...............17 2-4.3圖形符號設計原則...............17 2-5手勢輸入辨識相關研究...............18 2-5.1手勢符號運用範圍...............19 2-5.2手部結構分析...............20 2-5.2.1 手部構造...............20 2-5.2.2 手部動作型態...............20 2-6現有繪圖系統相關研究...............21 2-6.1繪圖介面程式創新之研究...............21 2-6.2硬體使用方式創新之研究...............23 2-7相關研究方法...............24 2-7.1 使用性工程(Usability Engineering)...............24 2-7.1.1 訪談法(Interview)...............24 2-7.1.2 觀察法(Observation)...............24 2-7.1.3回溯法(retrospective method)...............25 2-7.2 ISM 工法(Interpretive Structural Modeling)...............25 2-8小結...............26 第三章、 研究方法與分析...............27 3-1數位繪圖與傳統繪圖之態度...............27 3-1.1 問卷調查...............27 3-1.1.1問卷內容...............27 3-1.1.2問卷結果分析...............27 3-1.2數位繪圖實驗...............29 3-1.2.1問卷訪談內容...............30 3-1.3傳統繪圖實地觀察...............31 3-2使用性工程設定...............31 3-2.1實驗結果與資料分析...............32 3-3設計要素建立及發展定案...............35 3-3.1設計準則...............35 3-3.2設計及構想發展...............37 3-3.3設計評估選擇...............40 3-4系統功能定義...............41 第四章、 實驗設計與規劃...............42 4-1實驗設計...............42 4-1.1實驗架構...............42 4-2實驗階段一...............44 4-2.1手勢動作圖像設計與分類...............44 4-3實驗階段二...............49 4-3.1手勢動作最終樣本選擇...............49 4-4實驗階段三...............54 4-4.1手勢控制繪圖系統介紹...............54 4-4.1.1color tracking與flash溝通...............55 4-4.1.2視覺回饋介面...............56 4-4.1.3手勢控制繪圖系統試驗...............58 4-4.2功能操作直覺性實驗...............59 4-4.3實驗流程...............60 4-4.4實驗規劃...............61 4-4.4.1實驗設定...............61 4-4.4.2實驗內容與目標...............61 第五章、 實驗結果與分析...............66 5-1功能操作直覺性績效實驗...............66 5-1.1錯誤率評估...............68 5-2系統評價使用者主觀量表...............70 5-2.1主觀量表製作...............70 5-2.2主觀量表內容...............70 5-2.3生理指標量表結果...............71 5-2.3主觀反應量表結果...............73 5-3討論...............77 第六章、 結論與建議...............79 6-1結論...............79 6-2後續研究與建議...............80 6-3研究限制...............81  參考文獻...............82  附錄...............86

    【外文文獻】
    Alonso, M. B., & Keyson, D. V. (2005). MusicCube: making digital music tangible. Paper presented at the CHI '05 extended abstracts on Human factors in computing systems.
    Block, F., Haller, M., Gellersen, H., Gutwin, C., & Billinghurst, M. (2008). VoodooSketch: extending interactive surfaces with adaptable interface palettes. Paper presented at the Proceedings of the 2nd international conference on Tangible and embedded interaction.
    Byong, K.K., & Hyun, S, Y. (1997). Finger Mouse and Gesture Recognition System as a New Human Computer Interface, Comput. & Craphics21(5), 555-561.
    Chen, A. S. a. B. (2004). SMARTPAPER: An Interactive and User Friendly Sketching System. EUROGRAPHICS, vol.23(Num. 3).
    Chen, Y, T., & Dengchuan, C., &Huang, H, F., &Jane,K. (2002). An Evaluation Model for Graphic Design Works, Department of Industrial Design, National Yunlin University of Science and Technology, Doului, Yunlin, Taiwan 640, R.O.C.
    Egloff, T. H. (2004). Edutainment: a case study of interactive cd-rom playsets. Comput. Entertain., 2(1), 13-13.
    Eisenberg, M., Elumeze, N., MacFerrin, M., & Buechley, L. (2009). Children's programming, reconsidered: settings, stuff, and surfaces. Paper presented at the Proceedings of the 8th International Conference on Interaction Design and Children.
    Eisner, E. W. (1972). Educating artistic vision. NYC:Harper & Row.
    Fiske, J. (1995). Introduction to Communication Studies, ISBN 9573225204.
    Gagne', R.M. (1974). Essentials of learning for instruction. New York: Dryden press.
    Haller, M., Leithinger, D., Leitner, J., & Seifried, T. (2005). An augmented surface environment for storyboard presentations. Paper presented at the ACM SIGGRAPH 2005 Posters.
    Hengeveld, B., Voort, R., Balkom, H. v., Hummels, C., & Moor, J. d. (2007). Designing for diversity: developing complex adaptive tangible products. Paper presented at the Proceedings of the 1st international conference on Tangible and embedded interaction.
    Hinske, S., Langheinrich, M., & Lampe, M. (2008). Towards guidelines for designing augmented toy environments. Paper presented at the Proceedings of the 7th ACM conference on Designing interactive systems.
    Hofmann, H. (1967). Terms. In S. T. Weeks & B. H. Hayes Jr.(Eds.).Search for the real. Cambridge,MA: M. I. T. Press.
    Horton,W. (1994). The Icon Book Visual Symbols for Computer Systems and Documentation, John Wiley& sons,Inc,ISBN0-471-59901-8.
    Hummels, C., Overbeeke, K. C., & Klooster, S. (2007). Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction. Personal Ubiquitous Comput., 11(8), 677-690.
    Hunt,J.M. (1990). The Rehabilitation of the hand,3rd.ed,St Louis Mosby, ISBN080162472X.
    Ishii, H., & Ullmer, B. (1997). Tangible bits: towards seamless interfaces between people, bits and atoms. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
    Kang,H., & Lee,W.C., & Jung, K. (2004). Recognition-based Gesture Spotting in Video Games, Pattern Recognition Letters25,1701-1714.
    Kromer,K. (1986). Couping the hand with the human handle, Human Factor 28,337-339.
    Leonid,V.T. (2002). Gesture-Tracking in Real Time with Dynamic Regional Range Computation, Real-Time Imaging, Elsevier Science,115–126.
    Nielsen, J. (1993). Usability Engineering.
    Norman, D. A. (1988). The Psychology of Everyday Things Basic Books.
    Oka,K., & Sato,Y., & Koike, H. (2002). Real-Time Fingertip Tracking and Gesture Recognition, University of Tokyo Hideki Koike, University of Electro-Communications, Tokyo.
    Palmer, J., C. T. Ames and D. T. Lindsey (1993). MEASURING THE EFFECT OF ATTENTION ON SIMPLE VISUAL-SEARCH. Journal of Experimental Psychology-Human Perception and Performance Vol. 19 (No. 1), pp.108-130.
    Peter Brandl Clifton Forlines, D. W., Michael Haller, Chia Shen. (2008). Combining and Measuring the Benefits of Bimanual Pen and Direct-Touch Interaction on Horizontal Interfaces.
    Raffle, H., Vaucelle, C., Wang, R., & Ishii, H. (2007). Jabberstamp: embedding sound and voice in traditional drawings. Paper presented at the Proceedings of the 6th international conference on Interaction design and children.
    Ryokai, K., Raffle, H., & Brooks, A. (2009). Tangible message bubbles for children's communication and play. Paper presented at the Proceedings of the 27th international conference extended abstracts on Human factors in computing systems.
    Sanders, M. S. a. E. J. M. (1992). Human Factors in Engineering and Design McGraw-Hill Publishing Company.
    Segen,J., & Kumar S. (1998). Bell Laboratories, Holmdel, Fast and Accurate 3D Gesture Recognition Interface.
    Schon, D. A. a. G. W. (1992). Kinds of seeing and their functions in designing Design Studies Vol. 13 (No. 2), pp.135-156.
    Shaw, C. D. a. M. G. (1997). THRED: A two-handed design system Multimedia Systems Vol. 5 (No. 2), pp.126-139.
    Spalter, A. M. (1999). The Computer in The Visual Arts. MA: Addison Wesley Longman.
    Takeo Igarashi, J. A. J. (2005). Sketch-based Segmentation of Scanned Outdoor Environment Models. Eurographics Workshop on Sketch-Based Interfaces and Modeling.
    Vaucelle, C., & Ishii, H. (2008). Picture this!: film assembly using toy gestures. Paper presented at the Proceedings of the 10th international conference on Ubiquitous computing.
    Villar, N., & Gellersen, H. (2007). A malleable control structure for softwired user interfaces. Paper presented at the Proceedings of the 1st international conference on Tangible and embedded interaction.
    Weiss, M., Wagner, J., Jansen, Y., Jennings, R., Khoshabeh, R., Hollan, J. D., et al. (2009). SLAP widgets: bridging the gap between virtual and physical controls on tabletops. Paper presented at the Proceedings of the 27th international conference on Human factors in computing systems.
    Westeyn, T. L., Kientz, J. A., Starner, T. E., & Abowd, G. D. (2008). Designing toys with automatic play characterization for supporting the assessment of a child's development. Paper presented at the Proceedings of the 7th international conference on Interaction design and children.

    【中文文獻】
    一色八郎 (民84). 智能開發, 從手開始: 臺北市 :台灣英文雜誌社.
    李江山, 孫., 陳一平, 陳建中, 黃淑麗, 黃榮村, 葉素玲, 襲充文 and 櫻井正二郎 (民88 ). 視覺與認知-視覺知覺與視覺運動系統: 遠流出版社.
    胡寶林 (民75). 繪畫與視覺想像力: 臺北市 :遠流.
    孫心瑜 (1993). 電腦圖像新美學.
    恩田彰 (1986). Creativeness Psychology 創造性心理學: 文笙書局.
    張恬君 (2000). 電腦媒體之於藝術創作的變與不變性 (Vol. 115): 美育月刊.
    教育部 (2001). 國民中小學九年一貫課程暫行綱要: 台北: 教育部.
    陳朝平、黃壬來 (1995). 國小美勞科教材教法(初版四刷): 台北:五南.
    劉振源 (2005). 通過美術的兒童教育: 台北: 藝術家出版.
    Vernon, 衛. M. D. (民60). 知覺心理學: 臺北巿 :臺灣商務.

    無法下載圖示 校內:2020-01-01公開
    校外:不公開
    電子論文尚未授權公開,紙本請查館藏目錄
    QR CODE