| 研究生: |
呂岳潾 Lu, Yueh-Lin |
|---|---|
| 論文名稱: |
互動式虛擬實境遊戲與肌肉舒適度之人因分析 The Ergonomics Analysis of Muscle Comfort on Interactive Virtual Reality Entertainment System |
| 指導教授: |
賴新喜
Lai, Hsin-Hsi |
| 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: | 2011 |
| 畢業學年度: | 99 |
| 語文別: | 中文 |
| 論文頁數: | 85 |
| 中文關鍵詞: | 互動式虛擬實境遊戲 、肌電儀 、人因工程 |
| 外文關鍵詞: | Interactive Virtual Reality Game, EMG, Ergonomics |
| 相關次數: | 點閱:100 下載:1 |
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電玩遊戲產業隨著電腦及網際網路的快速發展而興起,遊戲也不斷地改良創新,從靜態休閒的線上遊戲到動態活動的運動型遊戲機都是消費者喜愛的休閒活動,但線上遊戲無法滿足消費者達到健康、互動的需求,因此業者重新設計互動式虛擬實境遊戲,使消費者在享受電玩時,可以同時兼具運動和體驗虛擬實境之感受。不過,醫師卻發現,這種高擬真宛如真實運動的互動式虛擬實境遊戲,卻讓運動傷害悄悄的附身,尤其是延遲性肌肉酸痛與肌腱炎最為常見。因此以人因工程方法進行互動式虛擬實境遊戲造型介面的改善與設計有其必要性。
本研究主要目的在於探討使用者參與互動式虛擬實境遊戲後所產生的疲勞、舒適及運動傷害與遊戲之間的關係與分析。人因實驗設計採用肌電儀(EMG)測量人體操作遊戲主要會使用到的四條肌肉,分別為:頸部夾肌(Splenius capitis)、肩部三角肌前側(Deltoid)、背部斜方肌下側(Trapezius)、手前臂尺側曲肌,遊戲三十分鐘後紀錄並計算其IEMG值即此肌肉單位時間內之作功。實驗採三個品牌的不同系統產品(Microsoft X-BOX360, Nintendo Wii, Sony PS3)以相似的操作遊戲軟體進行比較,並以平均作功數值與單因子變異數分析不同遊戲對於肌肉作功程度之影響,再針對個別遊戲系統之介面做實驗分析。
In the recent years, because of the fast development of the computer and internet, the computer games industry raises. The innovation of the computer games also improves unceasingly from the static leisure on-line games to the dynamic motion mechanical games. But on-line games are unable to satisfy the consumer to achieve the health, and the interactive demand. Therefore, the entrepreneurs redesign the interactive virtual reality entertainment system to simultaneously satisfy the both feelings of the activity and the experience of virtual reality. However, doctors discovered that these kinds of interactive virtual reality games actually let the movement injury taking possession quietly, particularly the delayed onset muscle soreness (DOMS) and tendonitis are the most common. Therefore, it has the necessity to improve and redesign the form and interface of the interactive virtual reality entertainment system with the ergonomic methods.
In the experiment, electromyography (EMG) has been performed to measure how four main muscles’ function as three different system of interactive virtual reality games are set for people to use for ten minutes and calculate its integrated electromyography (IEMG) that shows the work (W) of these muscles performance in every time unit of ten minutes to do factional analysis of variation(One-way ANOVA) by the average work. At last, the research will come to conclusions of three human ergonomic basis interactive virtual reality games control interface for three brands for users.
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校內:2021-01-01公開