3D自造與VR互動實驗室
【在虛擬中看見真實】
本實驗室聚焦 3D自造趨勢
與前瞻VR情感介面研究
【在虛擬中看見真實】
本實驗室聚焦 3D自造趨勢
與前瞻VR情感介面研究
執行計畫:
106年度,運用主動激勵與被動監測於高齡照護 – 互動設備與介面類型(I) (2017/8/1~2018/7/31) (科技部計劃編號:MOST 106-2410-H-239-009-)
107 & 108年度,運用主動激勵與被動監測於高齡照護 – 互動設備與介面類型(II & III) (2018/8/1~2020/7/31) (科技部計劃編號:MOST 107-2410-H-239 -012 -MY2)
109年度,當介面擴張為整體 – 設計探索型與目的型之虛擬激勵介面與真實經驗 互動以提升高齡自主 (I) (109/08/01 ~ 110/07/31) (科技部計劃編號:MOST 109-2410-H-239-003 -.)
110年度,當介面擴張為整體 – 設計探索型與目的型之虛擬激勵介面與真實經驗互動以提升高齡自主 (II) (110/08/01 ~ 111/07/31) (科技部計劃編號:MOST 110-2410-H-239-013 -.)
111年度,當介面擴張為整體 – 設計探索型與目的型之虛擬激勵介面與真實經驗互動以提升高齡自主 (III) (111/08/01 ~ 112/07/31 ) (國科會計劃編號:NSTC 111-2410-H-239-016-.)
112~114年度,在虛擬中激勵真實–VR的設計協作與社群互動 (兩年)。(國科會計劃編號:NSTC 112-2410-H-239-010-MY2 )
112~114年度國科會計劃
工業設計團隊執行腦力激盪活動,做為群體協作與設計創新的重要流程。隨著虛擬實境技術的演進、加上近年疫情影響與元宇宙概念的導入,讓遠距工作興起,而跨地腦力激盪的協同需求更形增加。
本計畫針對工業設計領域的設計協作與社群活動,比較不同互動環境、設計師經驗、創意品質的差異。本計畫提出五大研究目的:1) 建構沉浸式的「設計活動的虛擬互動」理論架構與模式;2) 比較「傳統團隊」與「虛擬數位」介面原型的社群互動特徵;3) 探索設計團隊執行腦力激盪的最佳化互動環境;4) 測試使用性、情緒維度、社群凝聚力、互動滿意度、與創意執行成果;5) 最後為驗證「經驗與新手」團隊在傳統、數位、VR介面在設計協作與社群互動之差異。
本計畫分為三年期執行,規劃腦力激盪的虛擬實境環境與數位協作環境,最終實驗為: 「VR x 數位 x 實體環境的經驗設計師協作架構比較」。本計畫召集三年以上經驗之設計師與學生受測者 (新手設計師) 男女各半,共73人。每位受測者皆平均分配以三種不同順序,經歷虛擬實境環境、數位協作環境、傳統實體環境三種不同實驗測試。
本計畫期望提出沉浸式「設計活動的虛擬互動」模式,完成最佳化原型環境建置,並提供設計產業以形塑創新的設計模式。
With the evolution of technology - from the earliest physical form of buttons and knobs to the virtual software interface including touch display and even the virtual reality, users have become familiar with complex operation towards user interface in the digital age. At the same time, the society in which we live is also accelerating to the aging society. Elderly care has created the need for healthcare, assisted living, and promoting independence for older people. This research intends to explore the interaction between virtual and real experiences and improve assisted and independent care for senior citizens.
With the MOST's support of the first-year plan, this research has obtained preliminary results in theoretical research, curriculum assistance, and experimental design modification. This research has established a VR product database and related literature review, revised the theoretical framework and model, and cooperated with the master's course to guide students to clarify the next-generation interface's theoretical model. Also, this research has applied VR equipment to design programs to promote elderly care, and carried out an early revision of questionnaires, preliminary pre-tests, and revision discussions on experimental design.
This study proposes a revised plan with five research goals - construction, comparison, research, testing, and verification: (1) Collect relevant utility trends and cases, collate user-centered design suggestions in recent literature, and propose a new generation of an immersive theoretical framework for "interaction dialogue between people and objects." (2) Design interface prototypes with the different degrees of virtual incentive with "exploratory" vs. "purposive" goals and comparing their characteristics. (3) Study the differences between the aged and younger groups to propose a suitable interface design. (4) Test the emotional response towards the interface, explore psychological satisfaction and mental immersion. Compare the efficiency, visibility, error rate of different interfaces. Consider the external impact of the experience, technology acceptance, and environmental factors. (5) Finally, verify the theoretical model for incentive engagement, construct an exploratory and purposeful virtual incentive interface suitable for the elderly, and to conclude the interface design principles.
This plan focuses on the differences between exploration-oriented and purpose-oriented interfaces, proposes different design principles of virtual and physical interfaces, and further explores the interaction between age groups (quasi-older vs. younger groups), social groups (single-player vs. multi-player), and incentives (positive vs. negative excitation). A two-stage crossover 2X2 factor design experiment is proposed. The main experiments are performed three times, and 30 seniors (quasi-aged) and young (20 to 35 years old) groups are recruited each time. More variables are designed to add in different experimental stages, such as interface guidance, mentor guidance, or positive motivation factors. This experimental design also incorporates the three-stage measurement of "pre-test/interaction/post-test" to compare the differences between before and after the interface operation.
This research finally hopes to revise the theory structure of "interactive dialogue between humans and products," complete the teaching curriculum for interface design, and propose design principles for the elderly. This research's design suggestions for integrating software and hardware can be a value-added reference for the relevant healthcare industry.