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研究生: 汪紹涵
Wang, Shao-Han
論文名稱: 未來遊戲體感裝置之形態創作與探討-以銀髮族為例
Creation and The Study of Devices for Motion Sensing Games Form: A Case Study of Senior Citizens
指導教授: 鄧建國
Teng, Chien-Kuo
口試委員: 鄧建國
Teng, Chien-Kuo
梁桂嘉
Liang, Kuei-Chia
宮保睿
Gong, Pao-Jui
口試日期: 2024/07/23
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: 106
中文關鍵詞: 銀髮族產品形態遊戲體感裝置體感遊戲
英文關鍵詞: motion sensing games, product form, the devices for motion sensing games, the elderly
研究方法: 調查研究
DOI URL: http://doi.org/10.6345/NTNU202401523
論文種類: 學術論文
相關次數: 點閱:89下載:4
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  • 自從1972年第一台遊戲機發明,人們對於電子遊戲的喜愛與日俱增,需求大量增加也促使電玩遊戲設備不斷進步,體感遊戲的出現突破了以往手柄按鍵輸入的遊戲方式,透過肢體動作變化進行操作,Sony、Microsoft、Nintendo等現今最大的三間遊戲公司都有推出專屬的體感遊戲,用於操作的體感裝置分別有PlayStation Move動態控制器、PlayStation VR射擊控制器、Kinect以及Joy-Con,其所帶來的遊戲體驗讓無數玩家著迷。而隨著人口老化、醫療技術的進步、全球平均壽命延長,銀髮族人口比例逐漸攀升,體感遊戲的銀髮族客群勢必會增長,是未來不容忽視的群體,體感裝置也因此會針對銀髮族使用者在形態上做出變化,是具有無限未來前景與想像空間的產品類別。本研究依據文獻探討、案例分析、專家訪談、問卷調查以及銀髮族健身器材分析調查以提出未來銀髮族遊戲體感裝置之設計建議。藉由文獻探討奠定創作的知識、理論基礎,案例分析作為技術、設計理念、互動模式、使用者體驗、實體介面的設計基礎,經專家訪談、問卷調查來確立以「易用性」與「下肢運動」為核心的創作方向。其中由問卷調查結果顯示,未來銀髮族遊戲體感裝置的創作,可以慢跑、騎自行車、競走這三項運動形態作為設計的方向;而按鈕的設計與數量,應淺顯易懂且少,以滿足多數無操作電玩遊戲主機經驗的未來銀髮族,並由此提供做為本研究銀髮族健身器材創作的形態與互動模式原型之參考。經綜合以上分析的不同概念,經專家評估後再進行修正,最終創作分別以迴轉式雙曲柄、手腳分離式操控、雙腳操控的互動模式,設計出「Mega One」、「Fun Time」與「Beehive Playboard」等三款遊戲體感裝置,擬由此提議更多元的銀髮族遊戲體感裝置之發展可能,並對這些原型設計提出討論,期望有助於提供未來遊戲體感裝置的創作參考。

    The appearance of motion sensing games has broken through the previous game method of gamepad input, and the operation is performed through changes in body movements. With the advancement of medical technology, the average life expectancy of the world is extended, and the proportion of the elderly population is gradually increasing. The number of elderly customers of motion sensing games is bound to increase, which is a group that cannot be ignored in the future. Devices for motion sensing games will also make changes in form for elderly users. It is a product category with unlimited future prospects and imagination. This study proposes design recommendations for gaming sensory devices for future senior citizens based on literature review, case analysis, expert interview, questionnaire survey, and analysis of fitness equipment for senior citizens. Laying the knowledge and theoretical foundation for creation through the literature review, the case analysis serves as the design foundation for technology, design concepts, interactive modes, user experience, and physical interfaces. Through the expert interview and the questionnaire survey, the creative direction centered on “usability” and “exercises for lower limbs” was established. According to the results of the questionnaire survey, the creation of gaming sensory devices for future senior citizens could take jogging, cycling and race walking as the main design direction; The design and quantity of buttons should be easy to understand and few, to meet the needs of most future senior citizens who have no experience in operating video game consoles, and thus provide a reference for the study of the form and interactive model prototype of fitness equipment creation of the senior citizens. Based on the above analysis, the different concepts were revised after expert evaluation. Finally, three kinds of devices for motion sensing games, “Mega One”, “Fun Time”, and “Beehive Playboard”, were designed in the interactive mode of rotating hyperbolic handles, hand-foot separation control, and dual foot control. This proposal aims to explore the development of more diverse gaming sensory devices for future senior citizens and discuss these prototype designs, with the hope of providing reference for the creation of future gaming sensory devices.

    摘要 i ABSTRACT ii 謝誌 iii 目錄 iv 表目錄 vii 圖目錄 viii 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 3 1.3 研究範圍與限制 4 1.4 研究架構 5 第二章 文獻探討 6 2.1 體感控制的發展 6 2.1.1 二十世紀末電子遊戲的體感控制 6 2.1.2 二十一世紀初電子遊戲的體感控制 9 2.1.3 Wii系列遊戲體感裝置 10 2.1.4 Xbox Kinect系列遊戲體感裝置 12 2.1.5 PlayStation系列遊戲體感裝置 14 2.1.6 Nintendo Joy-Con與其體感控制應用 16 2.2 體感的技術應用 21 2.2.1 體感遊戲的互動設計 21 2.2.2 體感控制的技術研究 22 2.3 銀髮族體感應用 23 2.3.1 體感遊戲對銀髮族身心健康的影響 23 2.3.2 銀髮族的體感遊戲設計 24 2.4 形態的定義與功能 25 2.4.1 形態的定義 25 2.4.2 形態的功能 25 2.5 人機工程學 26 2.5.1 人機工程學的定義 26 2.5.2 人體測量 27 2.5.3 骨槓桿原理 29 2.5.4 操縱裝置的設計 30 2.6 介面設計 31 2.6.1 視覺顯示器設計 31 2.6.2 使用者介面設計 32 第三章 研究方法 34 3.1 研究目標篩選 35 3.2 案例分析 36 3.2.1 產品形態探討 36 3.2.2 產品形態分析 38 3.3 專家訪談 45 3.3.1 專家介紹 45 3.3.2 訪談內容 46 3.4 問卷調查 47 第四章 設計創作 50 4.1 銀髮族健身器材分析調查 51 4.2 設計策略 52 4.2.1 臺灣銀髮族體適能檢測數據 52 4.2.2 創作初步設計 54 4.2.3 操作及機構說明圖 59 4.3 專家評估 62 4.3.1 專家介紹 62 4.3.2 訪談內容 63 4.4 創作成果 63 4.4.1 創作模型 63 4.4.2 創作情境圖 66 第五章 創作展示與檢討 74 5.1 展演規劃與布置 74 5.1.1 展場規劃 74 5.1.2 個人主視覺 74 5.2 創作成果展示 76 5.2.1 創作展示空間 76 5.2.2 創作展示方式 77 5.3 展覽回饋與檢討 79 5.3.1 觀眾回饋調查 79 5.3.2 創作檢討與期許 82 第六章 結論與建議 84 6.1 研究結論 84 6.2 未來研究建議 85 參考文獻 86 附錄一 專家訪談紀錄 102 附錄二 創作二原型實測紀錄 105

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