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研究生: 黃律涵
Huang, Lu-Han
論文名稱: 以人際互動理論設計虛擬實境交友聊天室
Applying Interpersonal Communication Theories to Design of Virtual Reality Dating Chat Room
指導教授: 梁桂嘉
Liang, Kuei-Chia
口試委員: 梁桂嘉
Liang, Kuei-Chia
王千睿
Manfred, Wang
梁又文
Liang, Yo-Wen
口試日期: 2023/07/04
學位類別: 碩士
Master
系所名稱: 設計學系
Department of Design
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 140
中文關鍵詞: 虛擬實境交友軟體人際互動理論社會臨場感自我揭露
英文關鍵詞: virtual reality, dating app, interpersonal interaction theory, social presence theory, self-disclosure
研究方法: 次級資料分析比較研究深度訪談法
DOI URL: http://doi.org/10.6345/NTNU202401484
論文種類: 學術論文
相關次數: 點閱:267下載:9
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  • Z世代對手機交友軟體的使用日益普遍,預見未來這將可能成為交友的主流方式。然而,儘管大部分的交友軟體都聲稱能提供用戶高效的交友體驗,但實際情況卻並非如此。本研究推測,問題可能出在這些軟體的內建互動機制尚待改善。另一方面,疫情對全球帶來劇變,促使線上教學和遠距互動的需求激增,也引發了人們對虛擬實境的關注。多家公司推出虛擬實境會議軟體,這個現象引發了本研究推測:是否能透過虛擬實境的互動來豐富交友軟體過於單一的文字交流,進而提高用戶的互動效率和改善聊天體驗。
    本研究透過對手機交友軟體和虛擬實境互動應用的案例分析,並結合對交友軟體使用者的訪談,我們依據人際互動相關理論,如電腦中介、社會臨場感、媒體豐富度、自我揭露、社會滲透等,構建了能在虛擬實境中提升互動體驗和效率的功能。關鍵功能包括:1.兩分鐘限時聊天室2.個人資訊與興趣標籤3.問題卡與心理測驗4.遊戲與互動物件5.共享資料6.多元化的聊天環境7.非語言聊天渠道8.聊天筆記與回饋系統。
    本研究透過梳理人際互動理論,為虛擬實境聊天室的設計提供了實用的參考。期待未來的研究能將這些結果應用到虛擬實境和混合實境的開發中,從而提升使用者在這些平台上的社交體驗。

    The growing use of mobile dating apps among Generation Z suggests that this mode of social interaction may become mainstream in the future. However, despite claims by most dating apps to provide an efficient dating experience, this is often not the case. This study hypothesizes that the issue may lie in the inadequate built-in interaction mechanisms of these apps. Meanwhile, the global pandemic has led to a dramatic increase in the demand for online teaching and remote interactions, spurring interest in virtual reality (VR). Several companies have launched VR conferencing software, prompting this study to explore whether VR interactions can enhance the predominantly text-based communication in dating apps, thereby improving user interaction efficiency and chat experience.
    By conducting case studies of mobile dating apps and VR interactive applications, and through interviews with dating app users, we constructed features designed to enhance interactive experiences and efficiency in VR. These features are based on theories of human interaction such as computer-mediated communication, social presence, media richness, self-disclosure, and social penetration. Key features include: 1) two-minute time-limited chat rooms, 2) personal information and interest tags, 3) question cards and psychometric tests, 4) games and interactive objects, 5) shared data, 6) diverse chat environments, 7) non-verbal chat channels, and 8) chat notes and feedback systems.
    This study offers practical insights for the design of VR chat rooms by synthesizing human interaction theories. Future research is expected to apply these findings to the development of VR and mixed reality platforms, enhancing the social experience for users.

    謝致 I 摘要 II ABSTRACT III 目次 IV 表次 VII 圖次 VIII 第一章 緒論 1 第一節 研究動機與背景 1 第二節 預期研究結果與重要性 2 第三節 研究架構 3 第四節 研究範圍與限制 6 第二章 文獻探討 8 第一節 相關研究評述 8 第二節 電腦中介相關人際互動理論 10 一、 電腦中介互動 11 二、 社會臨場感 12 三、 媒體豐富度 17 四、 溝通的共享基礎 19 第三節 人際互動理論 21 一、 關係互動模型 21 二、 自我揭露 23 三、 社會滲透論 24 四、 人際相互吸引的特質 26 五、 溝通的要素 29 六、 人際距離 33 第四節 虛擬實境 34 一、 虛擬實境的發展 35 二、 虛擬實境社交應用 37 三、 虛擬實境的特色 37 四、 虛擬實境的組成要素 39 五、 虛擬實境應用開發流程 40 六、 虛擬實境使用者經驗 45 第五節 交友軟體 49 一、 交友軟體的發展 50 二、 交友軟體的特色與限制 51 第三章 研究方法 53 第一節 研究流程與方法 53 一、 手機交友應用分析 54 二、 虛擬實境案例分析 62 三、 案例分析研究結果與比較 68 第四章 使用者經驗研究 70 第一節 研究工具概述 70 一、 使用者經驗訪談 70 二、 人物誌 (Persona) 70 三、 使用者旅程地圖 71 四、 How might we (HMW)法 71 五、 Point of View (POV)法 72 第二節 使用者經驗訪談 72 一、 訪談規劃 72 二、 訪談結果 74 第三節 使用者分析 80 一、 以尋找伴侶為目標 80 二、 拓展人際關係為目標 82 三、 滿足好奇心與追求刺激感為目標 83 四、 使用者旅程地圖 85 第四節 使用者需求與設計目標 86 第五章 設計創作應用 88 第一節 產品概念發展 88 一、 關鍵功能分析 88 二、 概念與介面草案 100 第二節 介面設計 105 一、 元件設計 105 二、 介面設計 108 三、 背景環境 112 四、 其他元素 114 第三節 創作應用展示 114 一、 配對大廳 114 二、 聊天室 117 三、 聊天筆記 118 第六章 結論與建議 120 第一節 研究結論 120 第二節 虛擬實境聊天室設計建議 122 第三節 研究限制 122 第四節 未來研究建議 123 一、 不同的目標族群 123 二、 功能有效性驗證 123 參考文獻 125 附錄一、研究參與者知情同意書 138

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