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題名:在不同環境下的運動方位差 之動作技能與知覺學習探討
作者:王俊傑
作者(外文):Jiun-Jiun Wang
校院名稱:中華大學
系所名稱:科技管理博士學位學程
指導教授:楊 錦 章
學位類別:博士
出版日期:2016
主題關鍵詞:動作技能知覺學習3D場景視覺暫留Motor SkillPerception learning3D ScenePersistence of vision.
原始連結:連回原系統網址new window
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本研究是在探討不同環境下動作技能和知覺學習的關係,知覺是人體和外界環境訊息與行動間的相互關係。在運動的情境中,運動員經常需要使用敏銳的眼睛去觀察對手的任何舉動和追蹤快速移動中的物體,以便迅速做出決定;但其運動員知覺能力的優劣,對運動表現有很大的影響。各項運動皆有其特殊的知覺技能,在運動訓練計畫中,已逐漸結合科技輔具以協助訓練,運用程式設計和3D軟體在單一視窗內進行數種訓練模式軟體。
本研究目的是透過運動方位差的分析研究,在虛擬的3D場景與真實的情境下進行有氧舞蹈的學習,探討在3D環境下有/無背景對八個方位差(2X8)的影響,分析出那個方位的學習效果關係最佳,並和真實的情境做比對,探究知覺與環境彼此間的差異。本研究的方法共分為兩個實驗,第一個實驗為使用Virtools Dev3.0軟體做為平台開發工具,並採用3D繪圖技術進行設計與開發,採用準實驗研究法,經立意取樣選取台灣台北市某高中學生,共256人(男102 人,女154人)。設計有/無背景的八種方位差之3D視訊學習平台,在實驗後以李克特連續性五點式的評分量表測驗進行成效評估,透過統計軟體SPSS 21.0版本,再進行二因子的變異數分析(ANOVA);第二個實驗是透過真實情境做研究,抽取高中生128人進行測驗,結果得知,面對面的正前方之方位最佳,最後虛擬的3D場景所得的結果再與真實情境做比較。
本研究的結果為第一個實驗研究是無背景的右後方為最佳學習之方位,可分為三大層面分析;環境方面:在95%的信賴區間下Lower bound和Upper bound向度,皆為以無背景最為顯著,方位方面:以右後45度標準誤0.124為最小,方位和環境的交互作用方面:以無背景右後45度標準誤0.169為最小,故此證明無背景的右後方為最佳學習方位;第二個實驗研究結果為真實的場景是以面對面的正前方方位最佳。本研究的結論是證明真實情境和虛擬3D場景的動作學習知覺確實有差異,由於使用3D/VR技術設計,使物件影像幾近逼真,但是畢竟在怎麼逼真也無法取代真實的環境,而且如有干擾物也會影響學習效果。
結合生態學取向的觀念,讓我們得知環境變化和人體的適應極具關連性,顯係虛擬之3D場景需與真實之基本物理量相對應,還有一段差距;從另一角度觀之,眼睛及大腦所能吸收的訊息,更是導致出落差的關鍵所在。此研究具持續開發的價值與基石,未來更可進階性提供運動員進行「視覺暫留」,做知覺性的訓練,對於現在與探索性的延伸研究,可探討出運動知覺在舞蹈性的動作學習,佔有很重要的角色,可激發學生創造力,提升學生的方向感、想像力與嚴謹度方面的能力,未來可加入3D場景對人體大腦所造成的昏眩情況做進階性研究。
This study is to explore the relationship of the movement perceptual learning in different environments, perception is the mutual relationship of messages and actions between the human body and the external environment. Each sport has its specific perceptual skills. In the movement training programs, athletes has gradually combined with assistive technology to assist in the training, and the use of programming and 3D software to conduct several training mode software within a single window.
The purpose of this study was, through the analysis of movement orientation deviation and in virtual 3D scenes and real environment to conduct the learning for aerobics, to explore how the 3D environment with / without scene would affect these eight orientation deviations (2X8) and analyze which orientation has the best relationships for learning effect, and have a comparison with the real situation, to discover the differences between the perception and the environment. The method of this study is divided into two experiments, the first experiment used Virtools Dev3.0 software as a platform for development tools, and adapting 3D graphics technology to perform for the design and development. The quasi-experimental study was used, and by purposive sampling, students from one of Taiwan Taipei high schools were selected as a total of 256 participants (102 males and 154 females). Eight types of orientation deviations of 3D vision learning platform with / without scene were designed and used, after the experiment, a linkert continuous five-point grading scale tests were conducted to assess the effectiveness, application of SPSS V21.0 statistical software and followed by the two-factor variance analysis (ANOVA) ; The second experiment was to do research through the real-context situation. One hundred twenty-eight participants was drawn from the previous experiment were proceeded for the test, and as the result showed that the straight-forward orientation of face each other had the best result. Lastly, the results from virtual 3D scene would be then compared with the real situation.
The results of first experiment indicate environment part among the 95% confidence interval lower bound and upper bound dimension, those without sence was most significant, and orientation part indicate the most significant was the rear-right corner at 45 degrees with a standard error of 0.124. Interaction between perspective and environment: The most significant was the rear-right corner at 45 degrees with a standard error of 0.169. The results of second experiment indicate standing face to face in front in a real environment is the best orientation.The result of comparison can be used to investigate the effectiveness of advanced movement visual skills, including physical coordination, peripheral vision and dynamic visual acuity measurement.
Combined with the concept of Ecological Approach, so that we know that highest connected environmental variety and human adaptation, In other words, the eyes and the brain can absorb the message, but also due to the key.The concluded that there are different in motor learning be to in virtual scene and real-context. This research has its value and foundation for further developments, and it can provide a combination of " persistence of vision" for athletes for a more comprehensive perceptual training. In the Future, a further experiment could be carried out on the "dizziness" caused by 3D scenes and it can stimulate learners' creativity, and enhance their abilities of a sense of direction, imagination and rigor.
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