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dc.contributor.authorZeng, Yiruen_US
dc.contributor.authorLee, Jim Jiundeen_US
dc.description.abstract第一人稱視角遊戲中,為呈現出更逼真的主觀視角畫面,虛擬攝影機藉由「幾何視野」的算圖機制,來模擬出符合玩家視野的視覺感官。因此,本研究試圖探討3D模擬遊戲中,幾何視野的範圍差異與遊戲鏡頭操控的差異,將如何影響玩家對其認知負荷程度與焦慮狀態,進而影響其任務表現之績效。 本研究採用《OMSI 巴士模擬》2012 PC版本作為遊戲主觀視野的實驗環境設計,並透過幾何視野範圍計算法則進行攝影機視野的參數設定。本研究採用2 X 2 因子實驗設計(between-participant factorial design),獨立變項為「幾何視野差異」與「鏡頭操控」,依變項則為「認知負荷程度」、「焦慮狀態」以及「任務表現績效」,共計80位受測者進行遊戲任務實驗。 研究結果顯示,在幾何視野差異中,玩家在寬廣視野中擁有較佳的任務表現,雖然在主觀認知資源中較耗費玩家的「心智需求」、「生理需求」以及「時間需求」;但對於實驗任務的表現績效都有較優異的表現,也能有效地降低玩家的焦慮情緒狀態。另一方面,玩家在狹隘視野中認為自我耗費較多「努力」與「挫折程度」的認知資源,但卻無法擁有較佳的任務表現績效,對於降低玩家的焦慮狀態程度並不顯著。而在鏡頭操控差異部分,由於固定式鏡頭無法提供玩家較多靈巧性的操控自由度,因此在任務表現上較差,但玩家自我主觀的認知資源與焦慮狀態程度則無顯著的影響差異,也進一步說明遊戲任務同時會受到幾何視野與鏡頭操控之交互作用所影響。zh_TW
dc.description.abstractIn the first-person of view, virtual camera was adopted to present a more realistic scene with subjective viewpoints by the rendering mechanism of “geometric field of vision (GFOV)” to simulate visual perception that conforms to players’ eyeshot. Therefore, the study attempted to explore how the range differences of GFOV and camera controls in 3D simulation games affected players’ cognitive load, anxiety and task performances. In this study, OMSI—The Bus Simulator of 2012 PC version was customized and was applied as the primary experimental environment in which the parameters of game camera viewpoint were set by the calculation results of GFOV. The study employed a between-participant factorial design. Two independent variables - different GFOV and Camera Control were managed to observe their effects on dependent variables: Degree of Cognitive Load, Anxiety, and Task Performances. A total of 80 subjects completed the experiment. The results of this study showed that with the wide GFOV, although subjects experienced significant “mental demand,” “physical demand” and “temporal demand” they had better task performances and lower anxiety degree. On the other hand, in the narrow GFOV, players reported higher “cognitive effort” and higher “frustration degree,” while their task performances and anxiety degree were considered worse than their opponents, which was insignificant to lower the anxiety of players. As for the effect of camera control, players had worse performances since a fixed lens restricted players’ dexterous controls. However, no significant difference was found in the subjective cognitive resources and the anxiety degree of players. Finally, the further analysis displayed that an interaction effect was found between GFOV and camera control in affecting subjects’ task performances.en_US
dc.subjectGeometric field of viewen_US
dc.subjectCamera lensen_US
dc.subjectCognitive loaden_US
dc.titleThe Effect of Field of View in 3D Simulation Games on Players’ Gaming Experiences and Task Performancesen_US
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