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研究生: 陳雍仁
YUNG-REN CHEN
論文名稱: 多重表徵在增強虛擬實境中的影響
Effects of Multi-symbols on Enhancing Virtual Reality Based Collaborative Task
指導教授: 葉士青
Shih-Ching Yeh
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 軟體工程研究所
Graduate Institute of Software Engineering
畢業學年度: 99
語文別: 中文
論文頁數: 46
中文關鍵詞: 虛擬實境協作任務觸覺符號表徵遠距近距
外文關鍵詞: multi-symbolic representations, representations, virtual reality, haptics, co-located, distant, collaboration.
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  • 近年來虛擬環境在數位學習上的應用日益普遍,本研究探討在近端或遠端的3D虛擬環境中進行合作任務時,符號(Symbolic)表徵是否可以讓使用者更清楚知道合作任務的內容,進而能夠幫助合作任務的成效,包含減少完成任務之時間與失敗次數。在3D虛擬實境合作環境中,我們開發了虛擬實境合作(Virtual Reality for Collaboration)的系統,除了有觸覺與音訊外,我們的系統還加入了符號表徵,包含顏色(color)和數字(Digital),並且設計合作任務來進行實驗,實驗分為遠端有/無符號與近端有/無符號四組,為了瞭解使用者對於我們提出的多重表徵3D虛擬實境對於合作任務影響的認知,我們以科技接受模型(Technology Acceptance Model)為基礎進行問卷設計,來探討多重表徵對於合作的知悉性(Awareness)與臨場感(Presence)的影響,問卷除了包含有用性(Usefulness),易用性(Easy Of Use)與性(Playfulness)外,我們也加入了知悉性,臨場感,社交臨場感,將其擴展為社交科技接受模式(Social Technology Acceptance Model),並進行這些項目的相關性分析。
    實驗結果顯示,在近端時符號表徵之幫助對於合作學習有顯著的影響(減少任務完成時間)。另外在社交科技接受模型中,我們對各個子項目進行變異數分析,我們發現不論在近或遠端上,在知悉性,臨場感,社交臨場感對於易用性,有用性,性都有顯著的影響,差別僅在顯著的程度,說明了各子項目的高關聯性。


    Applying virtual reality (VR) technologies to enhance learning becomes more and more popular. This research intends to investigate how multi-symbolic representations could help users being aware of collaborative context and partner’s needs to enhance completing haptics-based collaborative tasks in a co-located/distant virtual environment. This study evaluates the performance of collaboration including the completing time, the number of failure and the number of success in completing a task. To make users being aware of context, multi-symbolic representations in forms of color and text are provided as well as haptics and audio feedback in the virtual environment. Participants in the experiment were separated into four groups with the combinations of two variables: w/o multi-symbols and co-located/distant. The results show that multi-symbols significantly helped users reduce the time in completing a task in the case of co-located collaborative virtual environment. Furthermore, to investigate how multi-symbols could affect user’s perceptions, we propose a Social Technology Acceptance Model which extends from Technology Acceptance Model (including usefulness and ease of use) and is with the addition of awareness, presence and social presence. The proposed model is verified via correlation analysis and showed that perceived awareness, presence and social presence are significantly influenced usefulness, ease of use and playfulness.

    中文摘要 ............................................ i Abstract ........................................... ii 誌謝 .............................................. iii 目錄 ............................................... iv 圖目錄 .............................................. v 表目錄 ............................................. vi 第1章 緒論 .......................................... 1 1.1 研究背景與動機 .................................. 1 1.2 研究目的 ........................................ 2 第2章 文獻探討 ...................................... 3 2.1 虛擬實境 ........................................ 3 2.2 表徵 ............................................ 3 2.3 知悉性與臨場感 .................................. 4 2.4 虛擬實境中的社交臨場感 .......................... 4 2.5 虛擬實境中的協作 ................................ 5 2.6 科技接受模型 .................................... 6 第3章 研究方法 ...................................... 9 3.1 研究假設 ........................................ 9 3.2 VRC任務與關卡設計 ........................... 10 3.3 虛擬實境協作系統 ............................... 11 3.4 協作系統中之符號表徵設計 ....................... 11 3.5 遠端與近端協作平台 ............................. 13 3.6 資料蒐集與效能量測 ............................. 14 3.7 實驗規劃 ....................................... 18 第4章 實驗結果與討論 ............................... 19 4.1 使用者任務資訊分析 ............................. 19 4.2 使用者任務軌跡資料分析 ......................... 22 4.2.1 成功任務分析 ................................. 23 4.2.2 失敗任務分析 .............. .................. 26 4.3 問卷結果 ........................................29 第5章 結論 ......................................... 38 5.1 研究結果 ....................................... 38 5.2 未來建議 ....................................... 40 參考文獻 ........................................... 42 英文部分 ........................................... 42 中文部分 ........................................... 46

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