英文摘要 |
With the experience of three revolutions, the technological charisma of virtual reality (VR) makes people anticipate that it can replace smartphones to become the next-generation internet application. Before the arrival of such a near future, gaming is still the ideal experimental venue for VR experience. However, along with the accompanied effect of pursuing premium sounds and lights for game companies over the long past, amongst the three virtual reality features proposed by Burdea & Coiffet (2003), the constant enhancement of immersion and interaction has always been the common tacit understanding between the players and the companies, whereas imagination and the presence it drives as the strong traits to VR. Adopting Playstation 4 PRO as the experimental facility to construct the two-factor experiment cross-multiplied from the game type and the display mode, this research inspects via the perspectives of Burdea and Coiffet (2003). The display mode is divided into TV (screen) and VR (helmet), while the game type is set to puzzle-solving, sports, first-person shooter and adventure. The PS or VR experience of the subjects is treated as the confounding variables. This research attempts to understand the following: (1) the differences and similarities of virtual reality features for the VR mode and TV mode; (2) what virtual reality features of specific game types are reinforced by the VR mode or TV mode, respectively. The results showed that: (1) the three virtual reality features sensed by the subjects in the VR mode are evidently higher than those in TV mode, especially presence; (2) presence is the highest for the first-person shooter; (3) imagination comes from the reciprocal action between interaction and immersion ; (4) the display modes have a significant impact on the performance of presence, while there are differences in interaction among different game types; (5) sense of involvement and empathy are necessary conditions for presence, while sense of space or entity are trigger conditions. |