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研究生: 張晏誠
Chang, Yen-Cheng
論文名稱: 虛擬實境應用於室內自行車運動研究
Study on The Use of Virtual Reality to Enhance Indoor Cycling Experience
指導教授: 李忠謀
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 45
中文關鍵詞: 虛擬實境自行車室內自行車全景影像動暈症
英文關鍵詞: Virtual Reality, Bicycle, Indoor Cycling, Panoramic Image, Motion Sickness
DOI URL: http://doi.org/10.6345/NTNU202001434
論文種類: 學術論文
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  • 相對於戶外騎乘自行車而言,室內自行車長時間使用下來會過於枯燥乏味,讓使用者感到厭倦。有些使用者會嘗試在自行車前面擺設電視或者放置平板,撥放各式各樣的媒體內容,作為增加趣味性的方式。

    本研究目的在於改善騎乘室內自行車時的使用者體驗,使用虛擬實境技術,讓使用者在騎乘室內自行車時配戴Cardboard,即可觀賞各種不同的戶外情境。為提高擬真感,影片場景亦會隨著騎乘的速度進行變化,讓體驗者有彷彿置身於戶外騎乘自行車的臨場感,改善騎乘室內自行車過於枯燥乏味的問題。

    本研究透過實驗讓受試者騎乘室內自行車,比較在虛擬實境及螢幕撥放器兩種觀影情境下的感受度。研究結果發現,全景影像的觀影模式相對於螢幕撥放器的觀影方式更加吸引受試者,且能帶來如同置身於戶外騎車的臨場感,場景隨著騎乘速度變化的互動模式也讓受試者給出相當高的評價。但在使用虛擬實境進行室內自行車運動時,需要提供穩定的影片情境,降低動暈症的發生機會。

    Compared with outdoor cycling, indoor cycling will be too boring to ride for a long time and make users feel tired. Users will try to place a TV or a tablet in front of the bicycle to play a variety of media content as a way to increase interest.

    The purpose of this research is to improve the user experience when riding indoor bicycles. Using image-based virtual reality technology, users can watch outdoor situations by wearing a Cardboard when riding indoor bicycles. In order to improve the sense of reality, the scene will also change with the speed of riding, so that the users will have a sense of presence as if outdoor cycling, and improve the boring problem.

    In this study, subjects ride indoor bicycles through experiments and compared their feelings under the two viewing situations of virtual reality and monitor. The results of the study found that the virtual reality viewing situation is more attractive to the subjects than the monitor viewing situation, and it can bring a sense of presence as if you are riding a bicycle outdoors. The interactive mode where the scene changes with the riding speed also make the subjects give high praise. However, when using virtual reality for indoor cycling, it is necessary to provide a stable scene to reduce the chance of motion sickness.

    摘要 i Abstract ii 目錄 iii 圖目錄 vi 表目錄 vii 第一章 緒論 1 1.1 研究動機 1 1.2 研究目的 2 1.3 論文架構 3 第二章 文獻探討 4 2.1 虛擬實境在自行車的應用 4 2.2 虛擬實境的特質 5 2.3 虛擬實境的建構方式 6 2.3.1 幾何式虛擬實境 6 2.3.2 影像式虛擬實境 6 2.3.3 混合式虛擬實境 7 2.4 虛擬實境動暈症 7 第三章 研究方法 8 3.1 研究架構 8 3.2 研究工具 9 3.2.1 虛擬實境裝置 10 3.2.2 虛擬實境應用程式 11 3.2.3 室內自行車 13 3.2.4 速度感測器 14 3.3 實驗規劃 15 3.3.1 自行車騎乘體驗 15 3.4 問卷設計 16 第四章 研究結果 18 4.1 實驗設置 18 4.2 實驗一:專業自行車手拍攝之實景影片體驗 18 4.2.1 實驗對象與參與經驗 19 4.2.2 室內自行車感受度 19 4.2.3 觀影模式感受度 21 4.2.4 速度互動模式感受度 23 4.2.5 體驗滿意度 24 4.2.6 動暈症狀程度 26 4.3 實驗二:實地拍攝之實景影片體驗 28 4.3.1 實驗對象與參與經驗 28 4.3.2 感受度結果 29 4.3.3 動暈症狀程度結果 32 4.4 不同影片間的感受度比較 34 4.4.1 不同影片在全景觀影模式下的感受度比較 34 4.4.2 不同影片在螢幕觀影模式下的感受度比較 36 4.5 綜合討論 38 第五章 結論 40 參考文獻 41 附錄 43 附錄1 感受度問卷 43 附錄2 模擬器動暈症問卷 45

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