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| 題 名 | 全景古蹟虛擬導覽之虛擬化身設計與評估:使用者經驗探索=Designing and Assessing Virtual Avatars for Spherical Video-Based Virtual Heritage Tours: Exploration of User Experience |
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| 作 者 | 鄭衣娟; 鄭琨鴻; 陳怡廷; | 書刊名 | 文化資產保存學刊 |
| 卷 期 | 66 2023.12[民112.12] |
| 頁 次 | 頁7-26 |
| 分類號 | 312.8 |
| 關鍵詞 | 虛擬實境; 文化資產; 使用者經驗; 虛擬化身; Virtual reality; Cultural heritage; User experience; Virtual avatar; |
| 語 文 | 中文(Chinese) |
| DOI | 10.6941/JCHC.202312_(66).0001 |
| 中文摘要 | 使用者在參與線上虛擬導覽過程中可能產生學習投入程度較低的情況,過去 研究點出導入虛擬人物的設計或許能解決這樣的學習限制,因此在文化資產教 育的脈絡下,本研究旨在探討全景古蹟虛擬導覽中虛擬化身的設計,我們運用 VRoid Studio 設計虛擬人物,同時結合 SteamVR 軟體及 Meta Oculus 2 硬體進 行動作捕捉,並在 Tracking World 軟體中完成一連串的虛擬人物的導覽動作演 示設計,最後提出虛擬人物的開發流程。為了檢視虛擬人物的設計,本研究邀 請 30 位高等教育學生參與虛擬人物設計的使用者經驗評估,實驗研究結果發現, 相較於真人影片導入古蹟虛擬導覽的設計,多數受測者認為融入虛擬化身的全 景古蹟虛擬導覽形式能提供正向的實用體驗,包括具輔助性、簡單易用、使用 效率高、以及一目瞭然的介面與操作設計,在享樂體驗方面,多數受測者亦表 達虛擬化身讓人覺得該設計具有價值性、新穎性及有趣的感受,尤其對於虛擬 化身的喜愛程度有特別明顯感受差異。另質性訪談結果亦點出虛擬化身設定(例 如角色外觀或身分適配性)的潛在研究議題,可作為未來研究對於全景古蹟虛 擬導覽之虛擬化身設計的延伸探討。 |
| 英文摘要 | Participants attending online virtual tours may experience reduced levels of learning engagement. Previous studies have suggested integrating virtual characters into the tours to overcome such learning limitations. Therefore, in the context of cultural heritage education, this study explored the design of virtual avatars in spherical video-based virtual heritage tours. We used VRoid Studio to design virtual characters and integrated them with the SteamVR software and Meta Oculus 2 hardware for motion capture. The design of the virtual guide’s movements was completed in the Tracking World software. Accordingly, a development workflow for the virtual characters was proposed. To assess the design of these virtual characters, we invited 30 higher education students to participate in a user experience assessment. Our experiment results reveal that, compared with conventional human-guided video tours, most participants found the virtual avatar-integrated spherical video tours—characterized by supplementary features, ease of use, high efficiency, and a clear interface and operational design—to offer a positive practical experience. In terms of hedonic experience, most participants also expressed that the virtual avatars added value, novelty, and a fun element to the design; particularly, they showed significant differences in their preference for the virtual avatars. Additionally, qualitative interviews suggested potential research topics related to virtual avatar settings (e.g., character appearance or identity compatibility), which can be extended to future research on virtual avatar design in spherical video-based virtual heritage tours. |
本系統中英文摘要資訊取自各篇刊載內容。