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Title: | 基於手勢追蹤進行互動的VR沉浸式劇場設計:以《Silent Restaurant》創作為例 Gesture-based Interaction for Immersive VR Theatre Design: A Case Study of 'Silent Restaurant' Creation |
Authors: | 黃詠瑞 Huang, Yong-Ruei |
Contributors: | 李蔡彥 陳聖智 Li, Tsai-Yen Chen, Sheng-Chih 黃詠瑞 Huang, Yong-Ruei |
Keywords: | 虛擬實境 沉浸式劇場 手勢辨識 手勢控制設計 劇場設計 互動流程設計 觀眾行為研究 Virtual reality Immersive theater Gesture recognition Gesture-based interaction design Theatrical design Interaction flow design Audience behavior research |
Date: | 2025 |
Issue Date: | 2025-08-04 15:50:46 (UTC+8) |
Abstract: | 本研究旨在探討手勢辨識技術於虛擬實境(VR)沉浸式劇場中的應用可行性,並透過原型作品《Silent Restaurant》的創作與體驗展示,檢視手勢互動能否成為參與觀眾與劇情之間的溝通媒介與橋梁。作品以設計簡單的靜態手勢(姆指向上/下)讓觀眾與角色互動,並藉由觀眾的選擇推動劇情發展,進而實踐以手勢互動取代傳統選單的VR沉浸式劇場作品概念。
本研究透過實作測試、觀察記錄與訪談回饋進行資料蒐集與分析,結果顯示作品中的手勢互動具備良好的互動效果並能夠提升沉浸感,觀眾大多表示互動本身是有趣的且都能夠在初次體驗中迅速掌握操作方式,並完成多次有效互動,展現出肢體互動結合虛擬敘事的可行性。
然而,研究亦指出作品中的系統回應節奏、手勢辨識穩定性與視覺風格及音效等面向仍有進一步優化空間。總結而言,本研究初步驗證了手勢辨識技術應用於沉浸式劇場作品的創作可行性,並藉由實際設計發覺挑戰與改進方向,期望作為未來結合自然互動與數位敘事之相關研究與創作的參考基礎。 This study explores the feasibility of applying gesture recognition technology in virtual reality (VR) immersive theater. Through the creation and experiential demonstration of the prototype Silent Restaurant, the research examines whether gesture-based interaction can serve as an effective medium and bridge between the audience and the narrative. The work adopts simple static gestures (e.g., thumbs up/down) to facilitate audience-character interaction and advances the plot based on the audience’s choices, thereby realizing the concept of replacing traditional menus with gesture-based interaction in VR immersive theater experiences.
The study collects and analyzes data through implementation testing, observational records, and interview feedback. Results indicate that the gesture interaction in the prototype demonstrates strong interactive potential and enhances the sense of immersion. Most participants found the interaction enjoyable and were able to quickly grasp the controls during their first experience, completing multiple successful interactions. These findings support the viability of integrating physical gestures with virtual storytelling.
However, the research also identifies areas for improvement, including system response timing, gesture recognition stability, visual style, and sound design. In conclusion, this study offers preliminary validation of the feasibility of incorporating gesture recognition into immersive theater productions and highlights key challenges and future directions. It aims to serve as a foundational reference for future works combining natural interaction with digital narratives. |
Reference: | 文獻引用 Liang, H., Chang, J., Ismail, K., Zhang, J., & Jiao, P. (2017). Hand gesture-based interactive puppetry system to assist storytelling for children. The Visual Computer 33, 517–531. https://doi.org/10.1007/s00371-016-1272-6 Buckingham, G. (2021). Hand Tracking for Immersive Virtual Reality: Opportunities and Challenges. Front. Virtual Real. https://doi.org/10.3389/frvir.2021.728461 Varela-Aldás, J., Buele, J., López, I., & Palacios-Navarro, G. (2023). Influence of Hand Tracking in Immersive Virtual Reality for Memory Assessment. International Journal of Environmental Research and Public Health, 20(5), 4609. http://dx.doi.org/10.3390/ijerph20054609 Kang, J., & Lim, J. (2018). Storytelling-Based Hand Gesture Interaction in a Virtual Reality Environment. Advances in Intelligent Systems and Computing, 608. Springer, Cham. https://doi.org/10.1007/978-3-319-60639-2_17 Biggin, R. (2017). Interactivity and Immersion: Theoretical Approaches. Immersive Theatre and Audience Experience, Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-62039-8_2 White, G. (2012). On Immersive Theatre. Theatre Research International, 37(3), 221-235. https://doi:10.1017/S0307883312000880 Adam, A. (2017). Beyond Immersive Theatre. Palgrave Macmillan London. https://doi.org/10.1057/978-1-137-48044-6 Harada, Y., & Ohyama, J. (2019). Spatiotemporal Characteristics of 360-Degree Basic Attention. Sci Rep, 9, 16083. https://doi.org/10.1038/s41598-019-52313-3 Kshitij, D., Varad, M., Kaustubh, M., Amaan, N., & Archana, G. (2023). Study and Survey on Gesture Recognition Systems. ICCUBEA, IEEE 2023, 1-6. https://doi.org/10.1109/ICCUBEA58933.2023.10392214. Melo, M., Gonçalves, G., Vasconcelos-Raposo, J., & Bessa, M. (2023). How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score. IEEE Access, 11, 24675-24685. https://ieeexplore.ieee.org/document/10064261 Roth, D., & Latoschik, M. E. (2020). Construction of the Virtual Embodiment Questionnaire (VEQ). IEEE Transactions on Visualization and Computer Graphics, 26(12), 3546-3556. https://ieeexplore.ieee.org/document/9199571 John, B. (1995). SUS: A quick and dirty usability scale. Usability Eval. Ind.. 189. https://www.researchgate.net/publication/228593520_SUS_A_quick_and_dirty_usability_scale John, B. (2013). SUS: a retrospective. Journal of Usability Studies. 8, 29-40. https://www.researchgate.net/publication/285811057_SUS_a_retrospective Mandell, J. (2016). Immersive Theatre, Defined. https://howlround.com/immersive-theatre-defined Warren, J. (2017). Creating Worlds: How to Make Immersive Theatre. 虛擬真實: 沉浸式劇場創作祕笈(杜秀娟譯)。書林。 Thiago, R., & Sergio, M. (2010). An Analysis of Features for Hand-Gesture Classification. 17th International Conference on Systems, Signals and Image Processing. 楊奇珍(2015)。以體感方式參與敘事的3D互動敘事系統,國立政治大學資訊科學系未出版碩士論文。
作品參考 ender Claws. (2019). The Under Presents (Windows 10 ed.). Tender Claws. https://tenderclaws.com/theunderpresents Tender Claws. (2020). The Under Presents: Tempest! (Windows 10 ed.). Tender Claws. https://tenderclaws.com/tempest K'ARTS AT. (2020). Scarecrow. TAHI. SCARECROW VRC. https://www.scarecrowvrc.com 驚喜製造(2019)。微醺大飯店。驚喜製造。 https://www.surpriselab.com.tw/thegreattipsy2019/index.html |
Description: | 碩士 國立政治大學 數位內容碩士學位學程 110462018 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0110462018 |
Data Type: | thesis |
Appears in Collections: | [數位內容碩士學位學程] 學位論文
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