The Effect of Presence and Promotion Focus on Usability for Motion Learning
碩士 === 長榮大學 === 資訊管理學系碩士班 === 101 === With the technology of human computer interaction on the rise, the issue of presence for interacting in virtual environment is worth exploring, especially for the device of full-body control. The purpose of this proposal is to understand the effect of presence a...
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ndltd-TW-101CJU003960122016-05-22T04:33:06Z http://ndltd.ncl.edu.tw/handle/85011677352164535672 The Effect of Presence and Promotion Focus on Usability for Motion Learning 臨場感與促進焦點在有用性對動作訓練之影響 Li,Sheng-Fong 李勝峰 碩士 長榮大學 資訊管理學系碩士班 101 With the technology of human computer interaction on the rise, the issue of presence for interacting in virtual environment is worth exploring, especially for the device of full-body control. The purpose of this proposal is to understand the effect of presence and promotion focus on usability for full body interacting in virtual environment. We examined the involvement and immersion of presence through literature review and the promotion focus from the regulatory focus theory. In the experiment design, we developed the virtual reality learning system combined the Microsoft released Xbox 360’s Kinect with the Object-Oriented Graphics Rendering Engine (OGRE) 3D. We built a task context referred to promotion focus by the 3D animation and a new full body control interface onto an avatar for 3D virtual reality environment. According to the presence and the regulatory focus theory, the presence includes involvement and immersion, while the promotion focus from the regulatory focus theory is concerned with hopes, aspirations, and positive outcomes. Under users facing the task context with promotion focus, we explore how users have the effect of the presence on usability. Sun, Huey-Min 孫惠民 2013 學位論文 ; thesis 61 zh-TW |
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zh-TW |
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Others
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碩士 === 長榮大學 === 資訊管理學系碩士班 === 101 === With the technology of human computer interaction on the rise, the issue of presence for interacting in virtual environment is worth exploring, especially for the device of full-body control. The purpose of this proposal is to understand the effect of presence and promotion focus on usability for full body interacting in virtual environment. We examined the involvement and immersion of presence through literature review and the promotion focus from the regulatory focus theory.
In the experiment design, we developed the virtual reality learning system combined the Microsoft released Xbox 360’s Kinect with the Object-Oriented Graphics Rendering Engine (OGRE) 3D. We built a task context referred to promotion focus by the 3D animation and a new full body control interface onto an avatar for 3D virtual reality environment. According to the presence and the regulatory focus theory, the presence includes involvement and immersion, while the promotion focus from the regulatory focus theory is concerned with hopes, aspirations, and positive outcomes. Under users facing the task context with promotion focus, we explore how users have the effect of the presence on usability.
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author2 |
Sun, Huey-Min |
author_facet |
Sun, Huey-Min Li,Sheng-Fong 李勝峰 |
author |
Li,Sheng-Fong 李勝峰 |
spellingShingle |
Li,Sheng-Fong 李勝峰 The Effect of Presence and Promotion Focus on Usability for Motion Learning |
author_sort |
Li,Sheng-Fong |
title |
The Effect of Presence and Promotion Focus on Usability for Motion Learning |
title_short |
The Effect of Presence and Promotion Focus on Usability for Motion Learning |
title_full |
The Effect of Presence and Promotion Focus on Usability for Motion Learning |
title_fullStr |
The Effect of Presence and Promotion Focus on Usability for Motion Learning |
title_full_unstemmed |
The Effect of Presence and Promotion Focus on Usability for Motion Learning |
title_sort |
effect of presence and promotion focus on usability for motion learning |
publishDate |
2013 |
url |
http://ndltd.ncl.edu.tw/handle/85011677352164535672 |
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