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    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/125909


    Title: 混合式虛擬實境協同學習導覽系統實現新型態導覽 體驗 - 以指南宮大雄寶殿為例
    Research and creation of digital tour guide system using collaborative learning in VR – An example of ";Daxiong Baodian of Chin-Nan Temple"
    Authors: 李威霖
    Li, Wei-Lin
    Contributors: 蔡子傑
    陶亞倫

    Tsai, Tzu-Chieh
    Tao, Ya-Lun

    李威霖
    Li, Wei-Lin
    Keywords: 虛擬實境
    協同學習
    數位導覽
    ARCS學習動機模式
    遊戲式學習
    Virtual Reality
    Collaborative Learning
    Digital Tour Guide
    ARCS Model
    Digital Game-based Learning
    Date: 2019
    Issue Date: 2019-09-05 17:27:33 (UTC+8)
    Abstract: 目前現場的景點導覽雖有 App 或 AR 等新型態數位導覽,但遠距導覽仍以網頁的 圖文為主,並未依據內容做適性化調整,使用者並未感受到數位導覽的樂趣。
    本研究建置一以結合物件式虛擬實境與影像式虛擬實境之混合式虛擬實境之沈浸 導覽系統,並運用協同學習的概念進行雙人互動。為觀測結果,本實驗分為雙人 VR 組、單人 VR 組、單人電腦螢幕組進行比較,並以 John M. Keller 教授所提出之 ARCS 動機模式四個構面:Attention (注意)、Relevance (關聯)、Confidence (信心) 和 Satisfaction (滿足) 評測使用者的學習動機,與 Witmer 等人提出之 PQ 臨場感體驗量表 的兩個構面:Involvement (投入) 與 Adaptation/Immersion (適應/沉浸) 評測臨場感體驗。
    根據問卷結果分析、系統記錄與觀察結果,該遊戲在 ARCS 中的三個構面表現良 好,但需調整遊戲難度來提升「信心」構面,使用者在雙人 VR 組有較好的學習體驗, 答對率也較高。本研究價值貢獻在於提供協同學習與 VR 數位導覽的設計方向,未來 期望能擴充設計不同類型的景點內容與發展多人線上平台,令使用者在各地即時連線 使用。
    At present, most of the on-site sightseeing guides utilize some digital tour guide systems such as App or AR. However, the remote guide system is still based on the photos and texts of the webpages. The user cannot enjoy the guide deeply and immersively.
    This research designs an immersive tour guide system that combines the graphic-based VR and image-based VR, and uses the concept of collaborative learning to interact with each other. For comparisons, the subject participants are divided into three groups: double-team VR group, single VR group, single computer screen group. Four aspects of ARCS model proposed by Professor John M. Keller: “Attention”, “Relevance”, “Confidence” and “Satisfaction” are used to evaluate the user`s motivation for learning, and two aspects of the Presence Questionnaire (PQ) proposed by Witmer et al.: “Involvement” and “Adaptation/Immersion” are used to measure the presence.
    According to the results of the questionnaire analysis and observation, the double-team groups performed well in the three aspects of the ARCS, except the “Confidence” aspect due to the difficulty of the game. The users have good learning experience in the double-team VR group, and achieve higher the average correct ratio than other groups. The contribution of this research is to provide a design direction of collaborative learning and VR digital tour guide system. In the future, we hope to design different types of attractions and develop a multiplayer online platform, so that users can play this game with others in real time.
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    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    105462013
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G1054620131
    Data Type: thesis
    DOI: 10.6814/NCCU201900689
    Appears in Collections:[數位內容碩士學位學程] 學位論文
    [數位內容與科技學士學位學程] 學位論文

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