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篇名
VR射擊遊戲結合自適性聲音系統之玩家體驗研究
並列篇名
A Study on Player Experience of VR Shooting Game Combined with Adaptive Audio
作者 黃柏瑞鄭建文
中文摘要
本研究提出VR射擊遊戲中,自適性聲音系統(Adaptive Audio System)與非自適性聲音系統(Non-Adaptive Audio System),利用質化及量化分析使用者的玩家體驗差異。本文將自適性聲音分成音效及音樂兩個部分進行探討。自適性音效可以呼應玩家的指令、表現角色的狀況、描述環境;自適性音樂則會隨著遊戲中的事件、情感或環境的轉變,順暢地轉換音樂的強度與氛圍。本研究亦設計一款VR射擊遊戲,玩家將隨機依序體驗兩種有無使用自適性的聲音系統,並將玩家在遊戲中的表現利用質化及量化分析,評估使用者在VR射擊遊戲中,對於不同的聲音模式的表現與感受,聚焦於驗證自適性聲音對於VR遊戲的重要性,整理出玩家最佳感受之聲音模式,並提出以自適性聲音為主之VR射擊遊戲之設計建議。透過玩家問卷分析結果顯示「自適性聲音系統」適用於「視頻射擊遊戲」與「VR射擊遊戲」,受測者在「自適性聲音系統」下之遊戲表現,在3D環境內之空間感、方位判斷、距離判斷等構面,都有顯著提升。此外,受測者皆偏好在「自適性聲音系統」的聲音模式中遊玩射擊遊戲。透過遊戲實測數據顯示,除了有豐富射擊遊戲經驗的受測者外,對於一般的受測者而言,「自適性聲音系統」有助於提升玩家體驗。在「沉浸感」、「玩家喜好」、「時間扭曲」、「疲勞感」等構面上,「自適性聲音系統」下之測試與「非自適性聲音系統」之測試結果皆有明顯的差異,尤其是在無時間壓力的遊戲關卡中,玩家在「自適性聲音系統」下,停留的時間較長(高於「非自適性聲音系統」41.94%),而在射擊的任務中,玩家也能以更少的時間(低於「非自適性聲音系統」19.382%)來通關。
英文摘要
In this study, the two components of adaptive audio, namely, sounds and music, are investigated. Adaptive sounds could respond to player’s instructions, display the status of a character, and describe the environment. Adaptive music would transit the theme music smoothly when an event is triggered, underlining the atmosphere created by the surroundings. To showcase such effects, a VR shooting game was designed in this study. Players were invited to play in a random order to experience the two versions of this game: with or without the adaptive audio system. The performances of the players were analyzed quantitatively. Player feedback on the effectiveness of the game audio would be evaluated through observation methodologies, questionnaires, and in-depth interviews. This investigation was focused on verifying the importance of adaptive audio in VR games and sorting out the audio modes that could suit the players’ needs best so that a suggested VR shooting game design, which was based on adaptive audio, could be proposed. verifies the importance of adaptive sound to VR games, drawing conclusions regarding the principles of sound design for VR shooting games. Analysis results showed that the “Adaptive Audio System” was suitable for both “Video Shooting Games” and “VR Shooting Games.” Performance of the subjects was significantly improved while playing the “Adaptive Audio System” version of the game in terms of space, orientation, and distance judgements in 3D environment. In addition, all subjects preferred to play shooting games with the “Adaptive Audio System.” In general, data showed that the “Adaptive Audio System” could improve player experience in subjects except for experienced shooting game players. By comparing the test results of the game versions with and without the “Adaptive Audio System,” significant differences were found in various facets, including “Immersion,” “Player’s Preference,” “Time Wrap,” and “Tiredness,” especially in game levels without a time limit. With the “Adaptive Audio System,” players stayed in the game for a longer period of time (41.94% more compared to without), and they required a shorter period of time to complete the tasks (19.38% less compared to without).
起訖頁 244-255
關鍵詞 VR射擊遊戲自適性聲音玩家體驗VR Shooting GameAdaptive SoundPlayer Experience
刊名 管理資訊計算  
期數 202109 (10:2期)
出版單位 管理資訊計算編輯委員會
該期刊-上一篇 智慧手機語音助理人機社交關係之研究
該期刊-下一篇 區塊鏈創造策略性商業價值:一個概念性框架
 

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