臉部擴增實境虛實影åƒä¹‹æ„‰æ‚…性研究 / Research on the Pleasure of Facial Augmented Reality Virtual Images

蔡子瑋 Tzu-wei Tsai, 邱奕龍 Yi-Lung Chiu

摘要


擴增實境技術çµåˆè‡‰éƒ¨è¾¨è­˜çš„照相應用程å¼ï¼Œå¸¸ä½¿ç”¨æ–¼ç‚ºå“ç‰Œã€æ´»å‹•æˆ–ä¼æ¥­å½¢è±¡ä½œç‚ºå®£å‚³åª’體等(嚴中å›ï¼Œ2020)。然而臉部擴增實境虛實影åƒçš„æ„‰æ‚…æ€§æ•ˆæžœå¦‚ä½•é”æˆåŠä½¿ç”¨è€…å°æ­¤çš„喜好為何探討,則尚闕如。本研究以感性研究方法探討臉部擴增實境虛實影åƒçš„æ„Ÿæ€§è©•åƒ¹èˆ‡è¨­è¨ˆåŽŸå‰‡ï¼Œé¦–å…ˆåˆ©ç”¨æ–‡ç»æŽ¢è¨ŽåŠç„¦é»žå°çµ„æ–¹æ³•ï¼Œé¸æ“‡è‡‰éƒ¨æ“´å¢žå¯¦å¢ƒè™›å¯¦å½±åƒæ¨£æœ¬åŠå½¢å®¹è©žå½™ï¼Œä»¥æ„Ÿæ€§è©•價å•å·é€²è¡Œæ„Ÿæ€§è©•價調查,並以數é‡åŒ–一類方法建立設計è¦ç´ èˆ‡æ„‰æ‚…性åŠå–œå¥½æ€§æ„Ÿå—ä¹‹é–“çš„é—œä¿‚æ¨¡åž‹ï¼Œæœ€å¾Œå‰‡ä»¥åŽŸåž‹è¨­è¨ˆè£½ä½œé€²è¡Œé©—è­‰æ¨¡åž‹ã€‚çµæžœå¯ç²å¾—儿“´å¢žå¯¦å¢ƒè™›å¯¦å½±åƒå„風格(周åœå¤–框類ã€è‡‰éƒ¨é…件類ã€è‡‰éƒ¨è¦†è“‹é¡žã€è¶£å‘³æƒ…境類ã€å…‰å½±è®ŠåŒ–類),åŠå„風格的感性屬性;此外,æå‡ºè‡‰éƒ¨æ“´å¢žå¯¦å¢ƒè™›å¯¦å½±åƒè¨­è¨ˆè¦ç´ ç‚ºï¼šè¾¨è­˜ç¨‹åº¦ã€æ•ˆæžœæ¯”例ã€è¦–覺呈ç¾ã€äº’å‹•æ–¹å¼ã€å‹•畫呈ç¾åŠæ¿¾é¡ï¼Œä¸¦ä»¥è¨­è¨ˆè¦ç´ èˆ‡æ„‰æ‚…性åŠå–œå¥½æ€§çš„è¿´æ­¸é—œä¿‚çµæžœï¼Œæå‡ºè‡‰éƒ¨æ“´å¢žå¯¦å¢ƒè™›å¯¦å½±åƒè¨­è¨ˆçš„é©åˆæ€§åŽŸå‰‡ï¼Œç ”ç©¶çµæžœåŠç™¼ç¾æä¾›å¾ŒçºŒç ”ç©¶åŠè¨­è¨ˆè€…åƒè€ƒã€‚

 

 

Applying facial augmented reality to promotional media for brands, events, or corporate images is becoming popular. However, how do we achieve the pleasant effect of facial augmented reality virtual images? What are users' preferences for this? This study uses perceptual research methods to explore the perceptual evaluation and design principles of facial augmented reality virtual images. First, it selects facial augmented reality virtual image samples and adjectives from literature research and focus group methods. A perceptual evaluation questionnaire and survey are conducted. The quantitative analysis method is used to establish a relationship model between design elements and pleasantness and preference, and the model is verified through prototype design and production. The results proposed various styles of augmented reality virtual images (surrounding frame type, facial accessories type, face coverage type, interesting situation type, light, and shadow type) and the perceptual attributes of each style. In addition, the design elements of facial augmented reality include recognition degree, effect proportion, visual presentation, interaction method, animation presentation, and filters. Based on the regression relationship between design elements and pleasure and preference, propose the suitability principle of facial augmented reality virtual image design. The research results and findings provide a reference for further research and design.


關鍵詞


臉部擴增實境; 感性設計; 數量化一類; 虛實影像

全文:

PDF

參考文獻


月津港燈節. (2020, 02/06). 月津港燈節 yuejin lantern festival. Retrieved from https://www.facebook.com/pg/yuejinlanternfestival/posts/?ref=page_internal

如牧創新. (2019). 然亭町 社群濾é¡é›†åˆ. Retrieved from https://www.rumuinno.com/2019-rantingting

莊雅茹. (2011). 消費者使用擴增實境åšç‚ºå»£å‘Šåª’ä»‹ä¹‹ç ”ç©¶. (碩士). 國立中央大學, 桃園縣. Retrieved from https://hdl.handle.net/11296/g93xpd

資策會. (2017). 2017 4G行動生活使用行為調查. Retrieved from https://datayogurt.tw/article/info/7/859?fbclid=IwAR2zreEFkNY0XAoZt6JSXYGy3Fa5MPFEesHFi9ranNZ7aZdZ9P0dC4hgEuc

蔡å­ç‘‹ã€é‚±å¥•é¾. (2020). 臉部擴增實境APPä¹‹ä½¿ç”¨æ€§ç ”ç©¶. 2020 創新數ä½è¨­è¨ˆåœ‹éš›å­¸è¡“ç ”è¨Žæœƒ.

蔡雅ç¦. (2011). 擴增實境技術é‹ç”¨æ–¼æ•¸ä½äº’動廣告展示之探討與設計. (碩士). 國立臺ç£å¸«ç¯„大學, å°åŒ—市. Retrieved from https://hdl.handle.net/11296/m99ct2

嚴中å›. (2020). å“ç‰Œäººç‚ºä»€éº¼è¦æ‡‚濾é¡ï¼ŸIG濾é¡è¡ŒéŠ·æ€Žéº¼çŽ©ï¼Ÿ2020 行銷人必懂的AR社群濾é¡ç‰¹æ•ˆå„ªå‹¢ä¸€æ¬¡åˆ†äº«. Retrieved from https://reurl.cc/7oZm0Q

Alexeeva, K. (2019, 08/13). Go Viral— Why is Everyone Crazy About FaceApp? Retrieved from https://blog.combin.com/go-viral-why-is-everyone-crazy-about-faceapp-e4f8966017b9

Insider, A. (2020). How Do Consumers Really Feel About AR? Retrieved from https://arinsider.co/2020/06/12/xr-talks-how-do-consumers-really-feel-about-ar/

Kuo, S. (2019, 2019/08/27). ä¸éœ€è¦Coding也å¯ä»¥è£½ä½œçš„AR互動體驗:Facebook - Spark AR Studio. Retrieved from https://www.yottau.com.tw/article/438

Norman, D. A. (2004). Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books.

Studio, S. A. (2020). Spark AR Studio å‰µé€ æ“´å¢žå¯¦å¢ƒé«”é©—çš„åŠŸèƒ½ï½œSpark AR Studio. Retrieved from https://sparkar.facebook.com/ar-studio/features/

Triberti, S., Chirico, A., La Rocca, G., & Riva, G. (2017). Developing Emotional Design: Emotions as Cognitive Processes and their Role in the Design of Interactive Technologies. Frontiers in psychology, 8, 1773-1773. doi:10.3389/fpsyg.2017.01773

Tsai, T. W. (2019). The Attraction of Mobile Facial Art in Augmented Reality. International Conference on Arts, Education and Social Science (ICAES), 25-31.