摘要: | 虛擬實境相關產品和應用方向越來越廣泛,虛擬實境裝置的使用者經驗之客觀、量化研究方法亟待發展,因此本研究擬以兩年期研究計畫探討合適的虛擬實境使用經驗量化評估方法。本計畫規劃四個虛擬實境使用者研究,預定自主開發三個實驗用的虛擬空間(一個複雜室內場景、一個開放式高擬真度室外自然場景、一個封閉式室內倉庫場景)、以及採用一個現有遊戲程式。本計畫並設定四個實驗的使用者目標作業、並將虛擬實境內的視覺擬真度(visual fidelity)、執行任務時的VR設備類型、使用者性別、遊戲經驗等作為探討因子,觀察其對使用行為的影響。在使用行為的觀察方面將採取多種量化測量方式,包括測量受試者執行給定的使用作業(user tasks)的完成時間(RTs)和完成正確率(Ac)、以及多次嘗試(trials)的學習曲線、虛擬場景畫面影像品質評估、眼動測量(包括興趣區(Area of interests, AOI)的注視長度、凝視次數、進出AOI頻率,以及整個凝視範圍的總凝視次數) ,以及使用多種量表,包括系統操作負荷NASA-TLX量表、空間自我效能量表、VR暈眩感量表、遊戲沉浸感等量表。綜合以上測量,藉此探討各種使用者測量化的關聯性及有效性。
Virtual reality(VR) related products and applications are becoming more and more popular, therefore it is necessary to develop objective and quantitative methods toward user experience of virtual reality devices. This study intends to adopt multiple quantified assessment methods for VR users experience in four independent experiments with four VR environments. Three of the experimental VR environments (a complex indoor scene, an open high-fidelity outdoor natural scene, and a closed indoor warehouse scene) will be designed and constructed by the researchers, and one will use an existing game. Participants in each of four experiments will be given a specific user task, such as as target finding, objects manipulating, image quality evaluating, and visual searching. There are two major factors, visual fidelity in the virtual reality, and the type of VR equipment when performing the task. Also, the user's gender, and their gaming experience will be examined whether or not impactful on user behavior and experience. A variety of quantitative measurement methods will be adopted, including measuring the completion time (RTs) and completion accuracy (Ac) of a user's execution of given user tasks, and the learning curve derived from multiple trials. We will also carry out image quality assessment of VR scene, as well as eye movement measurements including dell time, fixation count, frequency of gaze-in-and-out in AOI. The other aspects of VR experience will be assessed by semantic differential scales including NASA-TLX scale, spatial self-efficacy scale, VR sickness questionnaire(VRSQ), and the game immersion scale. We expect the study will reveal the impacts of two of the most interesting factors in design VR applications-visual fidelity, and the immersion level of the VR devices- on users' performance and experience through systematic quantification approach. |