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研究生: 簡譜軒
Chien, Pu-Hsuan
論文名稱: 頭戴式擴增實境遊戲介面之沉浸感研究
Gesture Interaction Based Immersion Experience in Augmented Reality Game Interface
指導教授: 林彥呈
Lin, Yang-Cheng
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: 2021
畢業學年度: 109
語文別: 英文
論文頁數: 59
中文關鍵詞: Leap motion擴增實境手勢辨識頭戴顯示器沉浸感
外文關鍵詞: Leap Motion, Augmented reality game, Gesture, Head-mounted displays, Immersion
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  • 頭戴式顯示器的擴增實境環境可以為玩家提供身臨其境的遊戲體驗,適當的手勢可以實現現實世界與虛擬環境的結合。先前的研究指出有許多因素會影響玩家的沉浸感,包括遊戲的即時反饋、遊戲畫面的質量、玩家的個人特質、遊戲的介面等等因素。但在頭戴式擴增實境的介面以及敘事與非敘事介面的研究甚少。本研究探索手勢操作在遊戲中的可用性,並嘗試使用當前成熟的手勢傳感器尋找新的應用。利用Leap motion所設計的開源眼鏡開發了一款基於手勢互動的頭戴式擴增實境遊戲,包含第一人稱射擊遊戲的元素。無需任何控制器或屏幕來操作遊戲,僅依靠玩家的雙手通過無控制器介面進行操作。
    而本研究主要專注在血條、時間、選單以及彈藥顯示這四種介面在敘事以及非敘事介面兩種版本的影響。比較了這四種介面在兩種不同版本的方式之下沉浸感的差異。最後,本研究表明,易用性得分為79.4,屬於合格的易用性評估。在ARI量表結果中兩版本並無顯著的差異,可能的原因為量表的問項不具指標性,本研究提出了未來相關研究的建議問項。最後根據訪談的結果,69%的玩家認為敘事介面有較高的沉浸感。而敘事介面若可以達到即時顯示玩家所需的資訊時,可以使沉浸感更高。怪物血條需要有明顯的反饋,而上方的HUD血條以玩家自行設定的方式較為適合。至於時間則較無明顯的差異,應該視遊戲的類型及風格為準。最後,這項提出了敘事及非敘事的沉浸研究的挑戰和未來建議。

    The head-mounted environment can bring players an immersive gaming experience, and the use of gesture control can enable real-world objects to interact with the virtual environment. Previous studies have pointed out that many factors affect the player's immersion, including the instant feedback of the game, the quality of the game screen, the player's characteristics, the game interface, and so on. However, there is very little research on the head-mounted augmented reality interface and the diegetic and non-diegetic interface. This research explores the usability of gesture operations in games and tries to find new applications using current mature gesture sensors. Using the open-source glasses designed by Leap motion, a head-mounted augmented reality game based on gesture interaction was developed, which contains elements of first-person shooter games. There is no need for any controller or screen to operate the game and only rely on the player's hands to operate through the controller-less interface.
    This research mainly focuses on the impact of the four interfaces on the diegetic and non-diegetic versions of the blood bar, time, menu, and ammunition. The differences in immersion between these four interfaces in two different versions are compared. Finally, this study shows that the SUS (System Usability Scale) score is 79.4, which is qualified ease of use evaluation. There is no significant difference between the two versions in the results of the ARI scale. The possible reason is that the question items of the scale are not indexed. This study puts forward suggestions for future related research. Finally, according to the results of the interview, 69% of players believe that the diegetic interface has a high sense of immersion. If the diegetic interface can display the information required by the player in real-time, it can increase the sense of immersion. The monster health bar needs obvious feedback, and the upper HUD health bar is more suitable for players to set by themselves. As for the time, there is no obvious difference, it should depend on the type and style of the game. Finally, this article presents challenges and future recommendations for diegetic and non-diegetic immersive research.

    摘要 i SUMMARY ii TABLE OF CONTENTS iii LIST OF TABLES v LIST OF FIGURES vi CHAPTER 1 INTRODUCTION 1 1.1 Background 2 1.2 Motivation 3 1.3 Purpose 4 1.4 Writing Structure 5 CHAPTER 2 LITERATURE REVIEW 8 2.1 Immersion 8 2.1.1 Flow 10 2.1.2 Presence 11 2.1.3 Definition and measurement of immersion 12 2.1.4 Immersion Scale 13 2.2 Gesture Recognition 15 2.2.1 Gesture Sensor 16 2.2.2 Applications related to gesture recognition 18 2.3 Augmented Reality (AR) 20 2.3.1 Definition of Augmented Reality and Other Similar Terms 20 2.3.2 Augmented Reality Tracking Technology 21 2.3.3 Augmented Reality Glasses 23 2.3.4 Augmented Reality Game 24 2.4 Diegetic Interface 25 CHAPTER 3 GAME DESIGN AND DEVELOPMENT 27 3.1 Game Design 27 3.2 Game Development Method 32 CHAPTER 4 METHOD 33 4.1 Experimental Procedure 33 4.2 Experimental Design 34 4.3 Apparatus and Material 34 4.4 Experiment 1: Usability Test 35 4.4.1 Participants 36 4.4.2 Procedure 36 4.4.3 Results 37 4.5 Experiment 2: Interface Immersion Experiment 38 4.5.1 Recruitment of Participants 39 4.5.2 Procedure 41 4.5.3 Results 41 CHAPTER 5 RESULTS AND DISCUSSION 46 CHAPTER 6 CONCLUSION 49 REFERENCES 51 Appendix A SYSTEM USABILITY SCALE 57 Appendix B Augmented Reality Immersion questionnaire 58 Appendix C Interview questionnaire 59

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