서지주요정보
(A) user-oriented design framework of narrative space for space-adaptive storytelling in wearable augmented reality environments = 착용형 증강현실 환경에서의 공간적응적 스토리텔링을 위한 사용자 중심의 서사 공간 디자인 프레임워크
서명 / 저자 (A) user-oriented design framework of narrative space for space-adaptive storytelling in wearable augmented reality environments = 착용형 증강현실 환경에서의 공간적응적 스토리텔링을 위한 사용자 중심의 서사 공간 디자인 프레임워크 / Jae-eun Shin.
발행사항 [대전 : 한국과학기술원, 2022].
Online Access 원문보기 원문인쇄

소장정보

등록번호

8038524

소장위치/청구기호

학술문화관(문화관)B1층 보존서고

DGCT 22004

휴대폰 전송

도서상태

이용가능(대출불가)

사유안내

반납예정일

리뷰정보

초록정보

This research proposes a user-oriented design framework of narrative space that enables space-adaptive storytelling for wearable Augmented Reality (AR) environments to provide consistently immersive user experiences anywhere, regardless of physical features specific to a space. For this purpose, it first presents two user studies investigating how traversability and visibility as factors of spatial affordance affect users playing Fragments, a space-adaptive AR detective game developed for the HoloLens, a Head Mounted Display (HMD), through the size, density, and layout of real indoor spaces. It further verifies commonalities found in the results and implications of the two studies by combining the experimental data (n=112) to compare how differences in affordance in terms of complexity impact narrative experience for five spatial structures in two contrasting size configurations. Based on the three-phase analysis, it establishes that moderate levels of traversability and visibility, met when a given space's complexity and size can offset negative effects of the other, are beneficial for narrative experience in wearable AR environments. Ultimately, it derives detailed principles for the design of augmented narrative spaces in space-adaptive AR storytelling that can be implemented at the system level to detect and compensate for the lack or excess of affordances in various real spaces and enhance user experiences therein.

본 연구는 착용형 증강현실 환경 기반의 공간적응적 서사 콘텐츠가 현실 공간의 형태와 무관하게 어디에서나 균등한 수준의 몰입감을 제공할 수 있도록 하는 사용자 중심의 서사 공간 디자인 프레임워크를 제안한다. 이를 위해 본 연구는 먼저 두 차례의 사용자 실험을 통해 횡단성과 가시성이라는 공간적 어포던스 요소를 기준으로 실내 공간의 크기, 밀도, 그리고 배치가 착용형 증강현실 디스플레이용 공간적응형 탐정 게임인 프래그먼츠의 서사 체험에 미치는 영향을 규명한다. 또한, 두 실험의 데이터 (n=112)를 통합해 복잡성 측면에서 상이한 공간적 어포던스를 갖는 다섯 가지 실내 공간 구조가 사용자의 서사 체험에 미치는 영향을 두 가지 대조적 크기의 공간에서 비교함으로써 각 실험에서 도출된 결과와 시사점의 공통된 경향성을 추가적으로 검증한다. 총 세 단계에 걸친 사용자 연구 및 분석을 바탕으로 본 연구는 복잡도와 크기의 상보적 조합을 통해 횡단성과 가시성이 적정 수준으로 형성되는 공간이 착용형 증강현실 환경에서의 서사 체험에 유리하다는 것을 밝힌다. 나아가, 이를 토대로 다양한 대상 현실 공간의 어포던스를 인식하고 이를 보완함으로써 사용자의 서사 체험을 개선하는 시스템 차원의 적응적 증강 서사 공간 디자인 원칙을 구체화한다.

서지기타정보

서지기타정보
청구기호 {DGCT 22004
형태사항 vi, 64 p. : 삽화 ; 30 cm
언어 영어
일반주기 저자명의 한글표기 : 신재은
지도교수의 영문표기 : Woontack Woo
지도교수의 한글표기 : 우운택
Including appendix
학위논문 학위논문(박사) - 한국과학기술원 : 문화기술대학원,
서지주기 References : p. 57-64
QR CODE

책소개

전체보기

목차

전체보기

이 주제의 인기대출도서

A structural overview of the three-phase research based on the components of Augmented Narrative Space and their factors for space-adaptive storytelling in wearable AR environments

A comparison of space-adaptive and site-specific storytelling in AR

A conceptual model of Augmented Narrative Space presented for the scope of this research

In study 1, the gameplay experience ofFragments was compared among four types ofspatial settings. The images depict how the same Holocall scene from the game (A) is seen differently by the participants playing in each study condition: (B) Large Room - Fully Furnished; (C) Large Room Scarcely Furnished; (D) Small Room - Fully Furnished; and (E) Small Room - Scarcely Furnished.

The setup of four study conditions based on room size and the number of furniture

(A) Presence rating results (PQ); (B) Narrative Engagement rating results (Narrative Engagement Scale); (C) Game Usability rating results (PSSUQ); and (D) Perceived Workload rating results (NASA TLX). (o: mean; R and F: significant effect ofRoom size and the Furniture, respectively, I: significant interaction effect between the two independent variables)

Statistical results for (A) Task completion time (in seconds) and (B) Distance Traversed (in meters) for each study condition

The movement ofall participants in each condition, represented as normalized heatmaps

This study explores how traversibility and visibility as affordances of real space affect the user experience of Fragments, an Augmented Reality detective game. The images illustrate how the user's range and form of movement differ in each study condition: (A) Large Room - Peripheral Layout; (B) Large Room - Scattered Layout; (C) Large Room - Centered Layout; (D) Small Room - Peripheral Layout; (E

The configuration of six study conditions set to afford differing degrees of traversibility and visibility

The setup of six study conditions based on room size and furniture layout

(A) Presence rating results (PQ); (B) Narrative Engagement rating results (Narrative Engagement Scale); (C) Usability rating results (PSSUQ); (D) Game Enjoyment rating results (GEQ- Enjoyment); (E) Perceived Workload rating results (NASA TLX) and (F) Task completion time (in seconds) (S and L: significant effect of Size and Layout, respectively; I: significant Interaction effect between the two in

Visualizations of every participant's movement for each study condition, represented as (A normalized heatmaps to depict range and (B) accumulations of their trajectories to depict form

The locations of common blind spots found in the (A) Large-Scattered and (B) Large- Centered conditions

The statistical results of five narrative experience factors from Study 1 and Study 2 (-: no significant difference)

(A) The mapping of density conditions from Study 1 (green) and layout conditions from Study 2 (orange) on the Traversablity-Visbility Scale. The complexity of the conditions increases from left to right, top to bottom, indicating that lower traversability and higher visibility result in higher complexity; (B) The mapping of five complexity conditions (labeled 1-5 according to the degree of complex

The ten study conditions arranged in order ofcomplexity for Small and Large size configu- rations

Statistical results for five complexity conditions (Scarcely Furnished, Peripheral, Scattered Fully Furnished, Centered) in (A) Small and (B) Large sized rooms for (1) Presence (PQ); (2) Narra- tive Engagement (Narrative Engagement Scale); (3) Perceived Workload (NASA-TLX); (4) Usability (PSSUQ) and (5) Task Completion Time (in seconds)

Pairs of normalized heatmaps (top row) and accumulated gaming trajectories (bottom row) forfive complexity conditions in the (A) Small and (B) Largerooms, ordered from least complex to most complex

A conceptual comparison between A random space-adaptive augmentation hindering physical activity in a small, complex space and (B) affordance-based space-adaptive augmentation com- plementing spatial constraints

A user-oriented design framework of Augmented Narrative Space

The design process for a user-oriented augmented narrative space based on the proposed framework