博碩士論文 etd-0104121-172012 詳細資訊


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姓名 吳婉寧(Wan-Ning Wu) 電子郵件信箱 E-mail 資料不公開
畢業系所 資訊管理學系研究所(Department of Information Management)
畢業學位 博士(Ph.D.) 畢業時期 109學年第1學期
論文名稱(中) VR科技支援群體決策之共享理解、沉浸感及成效探討
論文名稱(英) Using VR Technology to Support Group Decision-making: A Study of Shared Understanding, Immersion and Performance
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    摘要(中) 企業面臨全球化競爭,如何運用資訊科技幫助群體決策並提升績效,是迫切的重要議題,群體支援系統(Group Support System,GSS)正是因此而生的一項資訊應用。如何運用資訊科技的潛力,避免群體決策討論時流於各說各話、還兼顧與群體觀點的共享並有效率的達成共識,這是現今GSS面臨的挑戰。此外,群體決策過程中的共享理解的發展是團隊有效溝通的關鍵基礎,本研究試圖藉由文獻回顧去了解群體在利用GSS進行決策時面臨那些問題;以及了解VR科技支援群體決策時的優勢、可以為這樣的問題帶來哪些可能性;進一步探究透過VR科技在群體決策過程中群體所形成的共享理解與沉浸感。再比較VR與傳統PC不同資訊科技在支援群體決策過程時,在形成共享理解、沈浸感、以及決策成效上的差異。本研究使用實驗法,並採內容分析法針對PC與VR兩組的討論內容進行分析。結果發現,VR與PC兩種科技在群體決策成果的表現上雖然沒有顯著差異;但是相較於PC,VR科技在群體決策過程中顯然更能夠促進群體彼此的共享理解與沉浸感。未來VR科技在GSS的應用上任務的性質應納入考量。
    摘要(英) Companies are facing global competition. Using information technology such as group support system (GSS) to support group work in their decision-making process and improve performance is an urgent issue. It has been a challenge for GSS to use the potential of information technology to prevent group discussion from just saying one's own words and taking into account the sharing of opinions for reaching consensus efficiently. In addition, shared understanding is the crucial aspect for effective group communication. The study attempted to understand the problems that groups have faced when using GSS; to study the advantages of VR technology in supporting group decision-making; and explored the shared understanding, immersion, and group performance, and compared the differences between VR and traditional PC information technology in supporting group decision-making. This study conducted experiments and content analysis to analyze the content from group discussions. The results found that VR-supported and PC-supported groups have no significant difference in group decision-making time and accuracy. Still, compared to PC, VR technology has the potential to promote shared understanding and immersion in the group decision-making process. Future studies should consider the task type in the application of VR technology in GSS.
    關鍵字(中)
  • VR科技
  • 群體決策
  • 群體支援系統
  • 共享理解
  • 沈浸感
  • 關鍵字(英)
  • VR technology
  • group decision-making
  • GSS
  • shared understanding
  • immersion
  • 論文目次 論文審定書 i
    誌謝 ii
    中文摘要 iii
    英文摘要 iv
    第一章 緒論 1
     1.1 研究背景與動機 1
     1.2 研究目的與問題 4
    第二章 文獻探討 6
     2.1 資訊科技於群體決策之應用 6
     2.1.1 群體決策定義 6
     2.1.2 群體支援系統之概述與挑戰 8
     2.1.3  VR科技應用於群體決策用 11
     2.2 影響群體決策之重要因素 13
     2.2.1 群體認知概念與機制 15
     2.2.2 群體決策之共享理解 17
     2.3 假說理論推導 19
     2.3.1 共享理解之形成 19
     2.3.2 沉浸感 20
     2.3.3  群體成效 23
    第三章 研究方法 25
     3.1 研究架構 25
     3.2 實驗法 26
     3.2.1 實驗任務 27
     3.2.2 實驗方法 29
     3.2.3 實驗受試者 31
     3.2.4 實驗程序 32
     3.3 內容分析法 33
     3.3.1 分析類目與單位 34
     3.3.2 信度分析 39
     3.4 決策成效之衡量 40
    第四章 資料分析結果與討論 42
     4.1 樣本的敘述性統計分析 42
     4.2 研究假說之檢定 46
     4.2.1 不同實驗組於決策成效上之檢定 46
     4.2.2 不同實驗組於決策過程上之檢定 47
     4.3 小結 59
    第五章 研究結論與建議 60
     5.1 研究結論 60
     5.2 理論與實務意涵 62
     5.3 研究限制與未來建議 64
    中文參考文獻 66
    英文參考文獻 67
    附錄 74

    圖 次
    圖2-2-1  Curtis et al. (2017) 的研究模型圖 17
    圖3-1-1  研究模型 25
    圖3-2-1  實驗任務畫面 30
    圖3-2-2  3D影片瀏覽畫面示意,以Devonshire Hotel為例 31
    圖3-2-3  實驗環境示意 (左:VR組、右:PC組) 31

    表 次
    表3-2-1 任務選項以及其屬性 28
    表3-2-2 實驗處置方式 30
    表3-3-1 「SU1概念學習」類目與舉例 35
    表3-3-2 「SU2互動回饋」類目與舉例 36
    表3-2-3 「SU3情感表達」之類目與舉例 37
    表3-3-4 沉浸感之類目與舉例 38
    表4 1-1 樣本資料之敘述性統計 42
    表4 1-2 VR組互動類型語句數統計 42
    表4 1-3 PC組互動類型語句數統計 43
    表4 1-4 任務相關之共享理解與沉浸感語句數 (VR組) 44
    表4 1-5 任務相關之共享理解與沉浸感語句數 (PC組) 44
    表4 2-1 VR/PC組於決策成效面上之t檢定結果 46
    表4 2-2 VR/PC實驗組別於討論熱絡度之t檢定結果 47
    表4 2-3 VR組不同討論熱絡度組別之t檢定結果 48
    表4-2-4 PC組不同討論熱絡度組別之t檢定結果 48
    表4-2-5 VR/PC組於共享理解各層面之t檢定結果 49
    表4-2-6 「概念學習」次構面之t檢定結果 50
    表4-2-7 「互動回饋」次構面之t檢定結果 51
    表4-2-8 「情感表達」次構面之t檢定結果 53
    表4-2-9 VR/PC組於沉浸感各層面之t檢定結果 56
    表4-3-1 本研究假說檢定結果 57
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    口試委員
  • 林信惠 - 召集委員
  • 朱彩馨 - 委員
  • 林芬慧 - 委員
  • 許瓊文 - 委員
  • 郭峰淵 - 指導教授
  • 口試日期 2021-01-21 繳交日期 2021-02-04

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