VR gaming experiences emphasize sensations such as “presence” and “immersion,” which has led to the significant underutilization of the bird’s-eye view in VR games. Additionally, due to the lack of thorough research and practical exploration into VR interaction methods from a bird’s-eye perspective, this widely used viewpoint in traditional gaming platforms has been hindered in its evolution within the VR medium. This study aims to explore the potential applications of the bird’s-eye view in VR by focusing on game interaction interface design.
This research centers on the interaction interface design for bird’s-eye view VR games. Using a literature review approach, it organizes relevant theoretical frameworks. Through an in-depth discussion of VR interaction interfaces and bird’s-eye view VR interaction technologies, key evaluation dimensions and design criteria are distilled, forming a solid theoretical foundation. Based on this, four design principles are proposed: prioritizing direct actions, adhering to embodied experience, favoring recognition over recall, and maintaining logical consistency.
Subsequently, these principles were applied in practice, with the RTT (Real-Time Tactics) game genre chosen as the research subject. By analyzing existing game cases, typical interaction behaviors in bird’s-eye view VR games were identified. A new VR interaction interface was designed based on the proposed principles, and a prototype was developed. Furthermore, the original case game’s interaction interface was migrated to the VR platform as a control for subsequent comparative experiments, providing material for reference. The entire design and development process was meticulously documented to serve as a guide for peers. To validate the effectiveness of the newly proposed design principles, a rigorous experimental procedure was designed. Within-group experiments compared the performance of the VR interaction interface designed according to the new principles with that of traditional Gamepad interfaces transplanted into the VR environment. A mixed-methods approach combining quantitative data and qualitative analysis was employed to thoroughly investigate the practical impact of the design principles.
According to the experimental results, applying the bird’s-eye view VR game interaction interface design principles proposed in this study can yield RTT game interaction methods better suited to the VR medium than traditional game controllers. This demonstrates that by optimizing interaction methods, the application potential of the bird’s-eye view in VR environments can be fully realized. Finally, through comprehensive analysis of the experimental results, the study concludes the practical value of the proposed design principles and identifies potential areas for improvement, such as incorporating seated experiences into research and introducing gesture-based interactions.
目 录 · Contents
第1章 引言
1.1 研究背景
1.2 国内外研究现状
1.2.1 微型世界(WIM)类VR鸟瞰视角
1.2.2 巨人体验(Giant)类VR鸟瞰视角
1.2.3 第三人称视角类VR鸟瞰视角
1.2.4 VR交互界面的研究现状
1.2.5 鸟瞰视角VR游戏的产品研究
1.2.6 国内外研究现状总结
1.3 研究的目的与意义
1.4 研究问题与内容
1.5 研究方法
1.6 研究框架
第2章 鸟瞰视角VR游戏交互界面设计原则
2.1 VR游戏交互界面设计相关理论
2.1.1 应用于交互界面设计的用户体验理论
2.1.2 应用于交互界面设计的具身认知理论
2.1.3 VR交互界面设计相关理论
2.2 设计原则推导
2.3 设计原则
2.3.1 直接动作优先
2.3.2 符合本体经验
2.3.3 识别而非记忆
2.3.4 保持逻辑一致
2.4 本章小结
第3章 实验材料交互界面设计与开发
3.1 实验材料设计的目的和意义
3.2 设计背景
3.2.1 案例选择
3.3 设计流程
3.3.1 交互行为梳理
3.3.2 对照组实验材料控制方案提取
3.3.3 控制方案设计
3.4 功能实现
3.4.1 开发工具
3.4.2 游戏架构
3.4.3 白盒场景搭建
3.4.4 VR交互界面设计与开发
3.4.5 对照组实验材料交互界面开发
3.5 设计总结
3.6 本章小结
第4章 预实验及鸟瞰视角VR交互界面设计迭代
4.1 预实验介绍
4.1.1 预实验目的
4.1.2 预实验设计
4.1.3 测量工具
4.2 预实验材料
4.2.1 体验流程
4.2.2 交互控制方案
4.2.3 教学与引导
4.3 预实验实施
4.3.1 预实验环境
4.3.2 被试信息
4.3.3 预实验流程
4.4 结果分析
4.4.1 访谈结果
4.4.2 问卷和量表结果
4.4.3 结果分析
4.5 专家访谈
4.5.1 专家访谈目的
4.5.2 专家访谈过程
4.5.3 专家访谈结果
4.5.4 设计迭代
4.6 本章小结
第5章 鸟瞰视角VR游戏交互界面实验研究
5.1 实验介绍
5.1.1 实验目的
5.1.2 实验设计
5.1.3 测量工具
5.2 实验材料
5.3 实验实施
5.3.1 实验环境
5.3.2 被试信息
5.3.3 实验流程
5.4 实验结果
5.4.1 问卷和量表结果
5.4.2 访谈结果
5.4.3 行为记录结果
5.5 分析与结论
5.5.1 实验结果分析
5.5.2 实验结论
5.6 本章小结
第6章 结论与展望
6.1 研究成果总结
6.2 研究局限与后续展望
参考文献
附录A 用户体验量表
附录B 访谈大纲
附录C 毕业展览图片
致谢
个人简历、在读期间发表的学术成果
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