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作者(中文):廖志唯
作者(外文):Liao, Chih-Wei
論文名稱(中文):架構在躍介物聯網系統下的擴增實境創意應用與情感愉悅探討
論文名稱(外文):A Creative AR Application Based on IoT Cross-Media System and Discussion of Emotional and Pleasure Design
指導教授(中文):許素朱
指導教授(外文):Hsu, Su-Chu
口試委員(中文):林俊賢
羅禾淋
口試委員(外文):Lin, Jiun-Shian
Luo, He-Lin
學位類別:碩士
校院名稱:國立清華大學
系所名稱:跨院國際碩士學位學程
學號:108004503
出版年(民國):110
畢業學年度:109
語文別:中文
論文頁數:65
中文關鍵詞:擴增實境物聯網可握式使用者介面情感設計愉悅理論
外文關鍵詞:Augmented RealityIoT Cross-MediaTangible User InterfaceEmotional DesignPleasure Theory
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新竹公會堂是從日治時期遺留下來的古蹟建築,近期在翻修重建後新增了「新竹公會堂記憶紋理-互動體驗館」,結合數位科技來讓民眾學習新竹公會堂的歷史背景與建築語彙。其中,本人負責開發架構在物聯網系統上的「石燈籠小精靈AR互動系統」。在物聯網系統中,我們將公會堂建築歷史與語彙設計成答題系統,並將手機當作可握式使用者介面(Tangible User Interface)用遊戲的方式以「撈取」與「倒入」的動作分別將題目撈至手機,接著將答完題目的結果倒入系統中並獲得對應成績的精靈數量,再用平板電腦並與「石燈籠小精靈AR互動系統」進行擴增實境的進階互動。
本研究利用標記式擴增實境(marker-based AR)的技術,在石燈籠的表面擴增出逗趣可愛的石燈籠小精靈,並採用「裂紋」作為AR辨識的標記圖案。「裂紋」圖案巧妙結合了石燈籠的文物特性與擴增實境的辨識需求,配合平板電腦可握式的特性,讓來訪的民眾能在文物「石燈籠」間自由探索尋找小精靈。為了探討我們開發的系統是否吸引民眾參與互動體驗以及參與之後是否得到愉悅與新竹公會堂的文化知識學習,本研究運用Donald Norman的情感設計以及Lionel Tiger的愉悅理論來進行討論並做問卷調查進行驗證。
本研究結合新竹公會堂的文化知識在物聯網環境下用手機進行互動答題、答題結果再創意的結合精靈與擴增實境,設計「石燈籠小精靈AR互動系統」,這樣的整合性應用是國內在博物館較為罕見。本研究也針對情感設計與愉悅理論進行討論並製作問卷探討與驗證,問卷結果顯示小精靈的設計非常成功,同時也讓一般民眾在體驗後確實提升了想了解新竹公會堂歷史背景的動機並獲得愉悅的感受。我們希望藉由這樣的互動,來刺激民眾想要了解新竹公會堂歷史背景的慾望,並在過程中獲得有趣愉悅的體驗,未來也希望本系統與研究可以應用在更多文創產業。
Hsinchu Assembly Hall is an old architecture that was built during the Japanese Occupation Period. Recently, “Memory Texture Interactive Experience Museum in Hsinchu Assembly Hall” has been held after reconstruction. It integrates technology to allow people learning the history and architecture of Hsinchu Assembly Hall. In this case, I developed the Interactive Elf-AR system on the Stone Lantern which based on IoT Cross-Media System. We also designed a QA System using the knowledge of Hsinchu Assembly Hall as its data, and use the smartphone as a Tangible User Interface. In the QA System, audience can act with the exhibits by the “catch” and “pour” actions using their own smartphones, the “catch” action can collect question data and the “pour” action can deliver the result into the iPad, where the audience can then start to play the AR game, Interactive Elf-AR system on the Stone Lantern.
This research use the marker-based AR technology to augment cute creatures on the Stone Lantern surface. In the game, I designed the “crack” pattern as the AR marker, which subtly conforms the feature of the Stone Lantern and the demand for AR recognition. The tangible feature of the iPad also allows audience to explore the cute creatures among the Stone Lantern. In order to understand if the system brings audience pleasure and applies attraction to them, this research discussed Donald Norman’s Emotional Design and Lionel Tiger’s Pleasure Theory and also used questionnaire to verify.
This research integrates the cultural knowledge of Hsinchu Assembly Hall into the QA System, and according to the result audience could play with Interactive Elf-AR system on the Stone Lantern, such application is rare in museums in Taiwan. This study also discussed Emotional Design and Pleasure Theory, and produced questionnaires for verification. The result shows the succeed of the Elf design, and also proves that the system did increase the motivation of the audience, which made them want to know more about the culture of Hsinchu Assembly Hall. After the experience, the audience did increase their motivation to understand the background of Hsinchu Assembly Hall and gain pleasure. We hope that through this kind of interaction, we can stimulate people's desire to understand the history, and get interesting and pleasant experiences in the process. In the future, we also hope that this system and research can be applied to more cultural and creative industries.
摘要................................................................ I
Abstract........................................................... II
誌謝.............................................................. III
目錄............................................................... IV
圖目錄..............................................................VI
表目錄............................................................ VII
第一章 緒論......................................................... 1
第一節 研究背景與動機.............................................. 1
第二節 研究目的.....................................................2
第二章 文獻討論...................................................... 4
第一節 擴增實境相關文獻討論......................................... 4
第二節 人機互動相關文獻討論.........................................11
第三節 設計理論相關文獻討論.........................................13
第三章 架構在IoT Cross-Media之擴增實境創意互動設計.....................16
第一節 「〝新竹公會堂記憶紋理〞互動體驗館」整體執行簡介...............16
第二節 「石燈籠小精靈AR互動系統」設計................................20
第三節 石燈籠AR互動裝置與介面設計...................................26
第四節 「裂紋」AR標記與「石燈籠小精靈」設計..........................29
第四章 「石燈籠小精靈互動AR系統」情感設計與愉悅設計討論分析..............37
第一節 「情感設計」在石燈籠小精靈互動AR系統的討論.....................37
第二節 「愉悅設計」在石燈籠小精靈互動AR系統的討論.....................42
第三節 情感與愉悅問卷設計結果與分析..................................46
第五章 結語.........................................................58
第一節 結語.......................................................58
第二節 遇到的困難與解決.............................................60
第三節 未來展望....................................................61
參考文獻........................................................... 63
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