| 研究生: |
林靜 Lin, Ching |
|---|---|
| 論文名稱: |
家庭多媒體影音系統操作之手勢符號認知設計 Cognitive Design and Evaluation Approach of Gestural Symbols for Home Audio-Video Input Tasks |
| 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: | 2006 |
| 畢業學年度: | 94 |
| 語文別: | 中文 |
| 論文頁數: | 117 |
| 中文關鍵詞: | 認知 、手勢符號 、視覺符號 、家庭影音多媒體 、手勢辨識 、形態分析 、數量化一類 、混淆矩陣 |
| 外文關鍵詞: | confusion matrix, quantity, morphological analysis, signs distinguish, home audiovisual multimedia system, visional signs, cognition |
| 相關次數: | 點閱:137 下載:3 |
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隨著多媒體系統導入家庭,最自然的操作模式是不需任何物件以及控制器便能自由操作,透過使用者本身的肢體做為輸入的介面工具,現有手勢辨識技術越來越成熟,未來手勢發展的可能性大為提升。因此,本研究選定家庭影音多媒體作為研究目標,針對其中的操作介面進行手勢發展與設計的研究。
本研究為手勢發展進行設計與評估,首先蒐集認知與視覺符號等文獻,透過使用性問卷調查篩選出可發展手勢符號的語彙指令,運用專家討論的方式建構出手勢符號的形態分析表,結合視覺符號法則與手語產生手勢符號,分別為肖像型、指示型與象徵型三種手勢符號,經由學習性、主觀評量、數量化一類等分析方法與因子間的相互關係進行實驗評估,最後驗證岀適合一般使用者操作之手勢符號,藉以提供未來設計師對於家庭影音多媒體介面設計時的參考依據。
本研究成果發現在學習性部分先後次序為肖像型最佳象徵型次之而指示型在學習效能上最為不佳,在混淆度部份依序為肖像型最不具混淆程度,象徵型次之而指示型在混淆度方面為最混淆,在主觀評量部分為肖像型最佳象徵型次之而指示型在主觀評量上最為不佳,在數量化一類整體看來「手臂位置」以及「掌心方向」兩項項目可以說是影響主觀評量中決定性的項目,在評估因子間的相互關係中,得知受测者對於手勢符號的喜好會直接影響手勢符號的錯誤次數,最後,透過Visual Basic設計出一個驗證程式,結果顯示經學習過與未經學習過手勢符號者,在單手與雙手的認知操作上並無明顯的差異性,可推論經由視覺符號結合手語法則可成為手勢符號的基本發展準則,經由設計者的創新與設計可呈現出符合一般使用者認知與直覺性的手勢符號。
As multimedia system is invited into family, the most natural operation mode is to operate freely without any objects and controllers , by using an user’s limbs as port tool to input . The existing signs distinguishing technology is becoming more and more mature. In the future , Since the possibility of developing trend of signs distinguishing technology has improved greatly, we chooses family audiovisual multimedia system as researching objective, and carry out research of signs on the development and design of operation port.
Design and assessment have been done by this research on the development of signs. First , the documents of cognitive and visional signs are collected ,then vocabulary orders that can be developed to be signs are chosen out through questionnaire of usage. The analytical forms of signs are made out through experts ' discussion ,which gave birth to signs by combing the principle of visional signs with dactylology . There are three signs modes , named likeness, indication and symbol,at last, signs that fit general users are found out through experimental assessment carried out on the relationship between the analytical methods of learning , subjective assessment and quantization with factors ,which are offered to be reference basis for future designers when they are designing home audiovisual multimedia ports.
This achievement found out a precedence of the three modes, which has the trait that in learning section, likeness ranks best , symbol second and indication style worst on learning effect ; likeness has least obscure degree, symbol second and indication has most obscure degree in obscure section; likeness is the best, symbol next to it and indication the worst in objective assessment section. On quantization , by generally looking, both items of [arms’ position] and [ palm direction] can be said to be the decisive item that affects objective assessment. On assessing the relationship among factors, we found out that testees’ likes for signs would directly affect the times of signs mistakes. At last, through Visual Basic, a checking process has been designed out, with a result that shows on the operation of cognition of single hand or double hands people who have learned signs have no obvious difference from those who haven’t learned , from that we can find out the basically developing principle of signs can be made by combining visional signs with dactylology, which can become signs that comply with the cognition and intuition of general users by designers’ creation and design.
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