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篇名
以虛擬實境三特徵檢驗遊戲顯示模式:頭盔與螢幕
中文摘要
虛擬實境(virtual reality,簡稱VR)歷經三波革命,其科技魅力令人期許可取代智慧型手機並成為下一代網際網路應用。在如此不久的未來屆臨之前,遊戲仍是VR體驗的最佳實驗場域。然而,遊戲大廠長期追求頂級聲光的共伴效應之下,Burdea與Coiffet(2003)所提出的三項虛擬實境特徵中,沈浸感和互動性的不斷提升是玩家和廠商之間的共同默契,想像力與其所驅動的存在感則是VR的強項。本研究藉Burdea與Coiffet(2003)觀點而檢視,採用Playstation 4 PRO(簡稱PS)為實驗設備,建構以遊戲類型和顯示模式所交乘的二因子實驗,顯示模式分為TV(螢幕)和VR(頭盔),遊戲類型選擇解謎、運動、第一人稱射擊和冒險,受測者的PS或VR經驗被視為干擾變數。本研究企圖理解:(1)VR模式和TV模式的虛擬實境特徵之異同;(2)VR模式或TV模式分別強化特定遊戲類型的哪些虛擬實境特徵。結果顯示:(1)VR模式的虛擬實境特徵表現顯著高於TV模式,存在感最為顯著;(2)第一人稱射擊的存在感最高;(3)存在感來自互動性和沈浸感的交互作用;(4)顯示模式對存在感的表現有顯著影響,而不同遊戲類型在互動性方面存在差異;(5)涉入感和同理感是存在感的必要條件,空間感或實體感則是觸發條件。
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.
起訖頁 1-24
刊名 設計學報  
期數 202409 (29:3期)
出版單位 中華民國設計學會
該期刊-下一篇 傳統技藝與設計專業的互動與實踐分析:雲科大在花宅聚落的作山行動與社區設計
 

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