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題名:以虛擬化身為媒介之多模式3D商品互動展示對使用者認知影響之研究
書刊名:設計學報
作者:劉說芳 引用關係陳莞鈞
作者(外文):Liu, Shuo-fangChen, Wan-jiun
出版日期:2013
卷期:18:2
頁次:頁49-69
主題關鍵詞:商品展示感官多模式人機互動使用者認知使用者體驗Product displayMulti-sensory modalHuman-computer interactiveUser cognitionUser experiences
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:41
  • 點閱點閱:62
商品互動展示與使用者之間形成一個溝通的管道,透過人機互動方式體驗一項商品能有效地傳達資訊給使用者,而運用感官多模式互動,可以模擬更真實的商品體驗來瞭解商品。本研究探討多模式互動展示對使用者商品認知的影響,用問卷調查了解使用者對展示設計的需求,再以多模式人機互動程序分析感官多模式應用,最後藉由使用者操作實體系統配合問卷調查,了解多模式互動展示對使用者商品認知的影響。獲得以下結論:陳列情境顯示,幫助模擬真實使用的感覺,讓使用者清楚所有展出商品並快速選擇;反饋立體顯示,使用者在沒有情境的輔助下較難感受到商品使用的真實性;仿真實擬顯示,藉由外部連結得到更多商品資訊,商品認知會隨互動程度增加;全景觀看則顯示,無法讓使用者判斷商品的好壞程度及試用感覺。
The product display, which interacts with users to form a channel of communication, provides users more product information. Today, the use of human-computer interaction is more effectively conveying information to users. Multi-sensory interactive mode, which simulates the real user experience of the product, enables the user to know the product. This study is to discuss how multi-mode product display influences the user’s cognition toward the product. By conducting questionnaires, this study tries to analyze the user’s requirements toward the product display. And continuously through the process of multi-modal human-computer interactive product display, this study analyzes the applied mode of the multi-sensory mode and the construction of the system. In the final session, users were asked to operate the real system. In accordance with the analysis of the questionnaires, we can further understand we can further understand how the multi-mode interactive display effected on user's product cognition. The followings are the findings of this study: context selected display, which simulates the real user-environment, enables the user to identify all the presented products and select the item immediately. As to the feedback stereoscopic display, it is difficult for the users to feel the authenticity of the product without the context. Cross-platform simulated material object, by means of the external links, is to get much more information so that the user’s cognition toward the product will increase through the extent of the interaction. Panoramic view is unable to help users distinguish the good and bad products and the feeling after the trial.
期刊論文
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13.沈義訓、梁朝雲(20000300)。網路虛擬實境博物館之互動展示設計研究。教育資料與圖書館學,37(3),275-298。new window  延伸查詢new window
14.Hassenzahl, M.、Diefenbach, S.、Göritz, A.(2010)。Needs, affect, and interactive products--facets of user experience。Interacting with Computers,22(5),353-362。  new window
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16.林銘煌、黃慶賢(20020900)。比喻式設計的邏輯與產品功能認知之關連。設計學報,7(2),1-22。new window  延伸查詢new window
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會議論文
1.陳連福、李孟軒(2006)。擴增實境式商品展示介面設計運用於電子商務之研究。2006年資訊管理學術與實務研討會。台北:景文技術學院資訊管理系。135-143。  延伸查詢new window
2.Olson, Jerry C.、Jacoby, Jacob(1972)。Cue Utilization in the Quality Perception Process。Third Annual Conference of the Association for Consumer Research。Association for Consumer Research。167-179。  new window
學位論文
1.Lucquiaud, V.(2005)。Sémantique et Outil pour la Modélisation des Tâches Utilisateur: N-MDA(博士論文)。University of Poitiers,France。  new window
2.許孝慈(2001)。網路商店產品展示設計的研究--以行動電話為例(碩士論文)。雲林科技大學。  延伸查詢new window
圖書
1.Chen, F.(2006)。Designing human interface in speech technology。Berlin:Springer。  new window
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其他
1.(2010)。台灣五大生活型態趨勢--網路人口概況與網路使用行為,台南:國立成功大學圖書館。,http://www.isurvey.com.tw/3_product/1_eicp.aspx, 2010/09/30。  延伸查詢new window
圖書論文
1.Mayer, R. E.(2002)。Multimedia learning。Psychology of Learning and Motivation。Academic Press。  new window
 
 
 
 
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