進階搜尋


   電子論文尚未授權公開,紙本請查館藏目錄
(※如查詢不到或館藏狀況顯示「閉架不公開」,表示該本論文不在書庫,無法取用。)
系統識別號 U0026-1306201602411900
論文名稱(中文) 應用ZMET-QFD探討工業設計系學生學習之設計導向虛擬實境軟體需求研究
論文名稱(英文) ZMET-QFD Model for the Design-oriented Virtual Reality Software Demands in Industrial Design Students' Learning.
校院名稱 成功大學
系所名稱(中) 工業設計學系
系所名稱(英) Department of Industrial Design
學年度 104
學期 2
出版年 105
研究生(中文) 梁又文
研究生(英文) Yo-Wen Liang
學號 P38981013
學位類別 博士
語文別 英文
論文頁數 82頁
口試委員 指導教授-劉說芳
口試委員-陸定邦
口試委員-周君瑞
口試委員-梁桂嘉
口試委員-李安勝
口試委員-閻建政
口試委員-衛萬里
口試委員-林振陽
口試委員-陳淳迪
中文關鍵字 工業設計  設計教育  虛擬實境  電腦輔助設計  ZMET-QFD model 
英文關鍵字 industrial design  design education  virtual reality  computer-aided design  ZMET-QFD model 
學科別分類
中文摘要 近年來,虛擬實境 (Virtual Reality, VR) 的軟體對於工業設計教育而言是相當關鍵的科技,尤其在產品建模、操作動畫模擬、和產品評估分析等重要的教學範疇。然而,虛擬實境在工業設計學習上的使用仍存在許多困難與問題,最主要是虛擬實境的開發者與工程師並不能完全理解工業設計系學生在學習與操作功能之需求為何。除此之外,目前通用性的虛擬實境軟體並未提供設計思維的操作方式與完整的工具模組,對於工業設計系相關的大學生在使用上通常是感到困擾的。
為了解決上述的問題,在這個研究中提出了一個ZMET-QFD的模式,可以透過深入地解析工業設計系相關的大學生對於虛擬實境的大量思考與想法,再將它們轉換為虛擬實境軟體在教學與學習使用上的重要需求與功能項目。透過ZMET-QFD前段的構念 (Constructs) 導引之研究結果,這些學生對於當前的虛擬實境軟體有21項的需求與功能。而根據ZMET-QFD後段的權重 (Weight) 分析之研究結果,可以進一步得知有10項最為重要的需求與功能,分別是:現實世界的相關資料與參數、物理數據的資料庫、多樣化的選擇視角、多視窗的操作、量測工具與尺寸的展示、各種環境的資料庫、材質的資料庫、多樣化產品概念展示的模組、圖像化的介面、以及客製化的參數記錄。
本研究之結果,可做為以設計為導向之VR軟體的開發與設計之重要參考,並能夠實際地幫助這些軟體研發人員開發出符合工業設計系學生在設計學習上需求的VR軟體,進而提升設計教學的品質與的學習效率。
英文摘要 Recent years, Virtual Reality (VR) software is a crucial technology for the industrial design education, especially in the scope of product modeling, simulated animation, and evaluation. However, the difficulty of VR application in industrial design students’ learning is VR engineers cannot comprehend what the important functions or elements are for students. In addition, general-purpose VR software usually confuses the students and provides neither good manipulation means nor useful toolkits.
To solve these problems, the ZMET-QFD model presented in this study can translate the in-depth demands of VR into actual functions from the students’ thoughts. With the ZMET-QFD model, twenty-one items are determined to be the functions for VR from the students’ perspective. According to the result of importance ranking, the top ten items are: real-world parameters, physical database, multiple viewpoints, multiple-windows operation, ruler and unit display, environmental database, material database, multiple presentation models, graphical interface, and customized parameters.
The findings of this study could lead to the creation of important reference of designer-oriented VR software development that can truly help VR engineers to exploit a suitable one for industrial students' learning. Further, the study expects the findings could enhance teaching quality and learning efficiency in the scope of industrial design.
論文目次 摘要 I
ABSTRACT II
誌謝 III
CONTENTS V
LIST OF TABLES VIII
LIST OF FIGURES IX
CHAPTER 1 INTRODUCTION 1
1.1 Research Background 1
1.1.1 Application of Virtual Reality Software 1
1.1.2 The Role of Virtual Reality in the Industrial Design Course 2
1.1.3 Problems of Virtual Reality Software for Design Course and Students 3
1.2 Research Motivation and Purpose 4
1.2.1 Research Motivation 4
1.2.2 Research Purpose 6
1.3 Organization of Dissertation 6
1.4 Research Scope and Limitations 9
CHAPTER 2 LITERATURE REVIEW 11
2.1 Virtual Reality (VR) 11
2.1.1 The characteristics of VR 12
2.1.2 The ways of VR presentation 14
2.1.3 The types of VR development 16
2.2 Revised Personal Involvement Inventory (RPII) 18
2.2.1 The original categories of involvement 18
2.2.2 The Personal Involvement Inventory (PII) 20
2.2.3 Refine version: Revised Personal Involvement Inventory 21
2.3 Zaltman Metaphor Elicitation Technique (ZMET) 23
2.3.1 The ZMET theory and development 23
2.3.2 The original process of ZMET 24
2.4 Quality Function Deployment (QFD) 28
2.4.1 House of Quality (HOQ) 29
2.4.2 The simplified QFD model and weight calculation 32
2.4.3 The problems and challenges of traditional QFD model 32
CHAPTER 3 RESEARCH METHODOLOGY 34
3.1 Participants 36
3.1.1 Background of participants 36
3.1.2 Method of sampling 36
3.2 Phase-A of ZMET-QFD: selection of representative participants using RPII 38
3.2.1 The Phase-A of the Z-Q model process 38
3.2.2 The RPII questionnaire design 39
3.3 Phase-B of ZMET-QFD: elicitation of demands and constructs by ZMET 41
3.3.1 The process of the Z-Q model phase B 41
3.3.2 The ZMET experiement design 42
3.4 Phase-C of ZMET-QFD: translation of the demands to functions and importance ranking by QFD 45
3.4.1 The Phase-C of the Z-Q model process 45
3.4.2 The HOQ model research team 46
3.4.3 The left block of HOQ model conducting 46
3.4.4 The upper block of HOQ model conducting 47
3.4.5 The roof block and relationship matrix of HOQ model conducting 47
3.4.6 The lower block of HOQ model conducting 48
CHAPTER 4 RESULTS 49
4.1 Phase-A results: selection of representative participants using RPII 49
4.1.1 The result of PPII measurements 49
4.1.2 The result of the 12 participants with the highest involvement 50
4.2 Phase-B results: elicitation of demands and constructs by ZMET 52
4.2.1 The result of storytelling record 52
4.2.2 The result of constructs elicitation 56
4.2.3 The result of construct relationship 58
4.2.4 The result of consensus map 60
4.3 Phase-C results: translation of the demands to functions and importance ranking by QFD 62
4.3.1 The result of left block of HOQ model conducting 62
4.3.2 The result of upper block of HOQ model conducting 63
4.3.3 The result of roof block and relationship matrix of HOQ model conducting 64
4.3.4 The result of lower block of HOQ model conducting 65
4.3.5 The result of entire HOQ model 66
CHAPTER 5 CONCLUSION 68
5.1 The problems review and research findings discussion 68
5.2 The contribution of this study 69
5.3 Future work of this study 70
REFERENCES 71
APPENDIX I 78
LIST OF PUBLICATION 79
參考文獻 1. Akao, Y. (1990). Quality function deployment: Integrating customer requirements into product design (Translated by Glenn Mazur). Cambridge, MA: Springer.
2. Ayse, O., Efendi, N.N., Musa, K., & Murat, Y. (2009). Using OWA aggregation technique in QFD: a case study in education in a textile engineering department. Quality & Quantity, 43(6), 999-1009. doi:10.1007/s11135-008-9170-2
3. Barone, S. & Lanzotti, A. (2001, August). Quality engineering approach to improve comfort of a new vehicle in virtual environment. Survey Research Methods Section, American Statistical Association, Alexandria, VA. Retrieved from http:// www.amstat.org/sections/srms/proceedings/y2002/files/jsm2002-000916.pdf
4. Braun-Latour, K.A. & Zaltman, G. (2006). Memory change: An intimate measure of persuasion. Journal of Advertising Research, 46(1), 57-72.
5. Burdea, G. & Coiffet, P. (1993). Virtual Reality Technology. Wiley Interscience.
6. Buyukozkan, G. & Feyzioglu, O. (2005). Group decision making to better respond customer needs in software development. Computers & Industrial Engineering, 48(2), 427-441. doi:10.1016/j.cie.2005.01.007
7. Chen, P.J. (2010). Differences between male and female sport event tourists: A qualitative study. International Journal of Hospitality Management, 29(2), 277-290.
8. Chiu, M.L., Lin, Y.T., Tseng, K.W., & Chen, C.H. (2000, May). Museum of interface: designing the virtual environment. Proceedings of International Conference of CAADRIA’2000. 471-480, Singapore.
9. Choi, S.H. & Cheung, H.H. (2007). Multi-material virtual prototyping for product development and biomedical engineering. Computers in Industry, 58(5), 438-452. doi:10.1016/j.compind.2006.09.002
10. Christensen, G.L. & Olson, J.C. (2002). Mapping Consumers’ Mental Models with ZMET. Psychology and Marketing, 19(6), 477-502.
11. Cohen, L. (1995). Quality function deployment: How to make QFD work for you. MA: Addison-Wesley Longman, Inc.
12. Cristiano, J.J., Cristiano, J.K., & White, C.C. (2001). Key factors in the successful application of quality function deployment (QFD). IEEE Transactions on Engineering Management, 48(1), 81-95. doi:10.1109/17.913168
13. Delice, E.K. & Gungor, Z. (2011). A mixed integer goal programming model for discrete values of design requirements in QFD. International Journal of Production Research, 49(10), 2941-2957. doi:10.1080/00207541003720343
14. Ehman, L.H. & Glenn, A.D. (1991). Interactive technology in the social studies. In J.P. Shaver (Ed), Handbook of research on social studies teaching and learning. New York: Macmillan.
15. Fan, C.H., Zhang, Y.Y., & Xiao, R.F. (2007, June). A study on brand imagination and design strategy. Proceedings of Craft Design International Conference. 1-10.
16. Gironimoa, G., Lanzotti, A., & Vanacoreb, A. (2006). Concept design for quality in virtual environment. Computers & Graphic, 30(6), 1011-1019.
17. Glenn, L.C. & Jerry, C.O. (2002). Mapping consumers' mental models with ZMET. Psychology & Marketing, 19(6): 477-501. doi:10.1002/mar.10021
18. Grigore, C.B. & Philippe, C. (2003). Virtual Reality Technology. Massachusetts Institute of Technology: New York.
19. Gwendolyn, C.C. (2000). The ZMET Alternative. Marketing Research, 12, 6-12.
20. Hendler, F. & Latour, K.A. (2008). A qualitative analysis of slot clubs as drivers of casino loyalty. Cornell Hospitality Quarterly, 49(2), 105-121.
21. Ho, W. (2008). Integrated analytic hierarchy process and its applications: A literature review. European Journal of Operational Research, 186(1), 211-228.
22. Houston, M.J., & Rothschild, M.L. (1978, January). Conceptual and Methodological Perspectives on Involvement. Paper presented at the annual meeting of American Marketing Association, Chicago.
23. Hoyle, C.J. & Chen, W. (2009). Products attribute function deployment (PAFD) for decision-based conceptual design. IEEE Transactions on Engineering Management, 56(2), 271-284. doi:10.1109/TEM.2008.927787
24. Hu, W.C., Li, M.L., Lo, C.C., Wang, Y.S., & Gan, Y.H. (2003). Development of VR online game model. The 3th Islands Information Technology and Application conference proceedings. 457-464.
25. Jayaswal B.K. & Patton, P.C. (2006). Design for Trustworthy Software: Tools, Techniques, and Methodology of Developing Robust Software. New York: Prentice Hall.
26. Jeff, K.T., Leung, H., Komura, T., & Hubert, P.H. (2008). Emulating human perception of motion similarity. Computer Animation and Virtual Worlds, 19(3), 211-221.
27. Karsak, E.E. (2004). Fuzzy multiple objective programming framework to prioritize design requirements in quality function deployment. Computers & Industrial Engineering, 47(2-3), 149-163. doi:10.1016/j.cie.2004.06.001
28. Kim, Y., Lee K., & Kim, W. (2008). 3D virtual simulator for breast plastic surgery. Computer Animation and Virtual World, 19(3-4), 515-526. doi:10.1002/cav.237
29. Krueger, K.W. (1991). Artificial reality II. Addison-Wesley Press.
30. Krugman, H.E. (1965). The impact of television advertising: learning without involvement. Public Opinion Quarterly, 29(3), 349. doi:10.1086/267335
31. Lee, T.H. & Shin, Y.G. (2009). Coherence aware GPU-based ray casting for virtual colonoscopy. Computer Animation and Virtual Worlds, 20(1), 1-9.
32. Lee, T.R., Chen, S.Y., Wang, S.T. & Chang, S.E. (2009). Adoption of mobile Location-Based Services with Zaltman Metaphor Elicitation Techniques. International Journal of Mobile Communications, 7(1), 117-132.
33. Lee, T.R., Chen, S.Y., Wang, S.T., & Chang, S.E. (2009). Adoption of mobile location-based services with Zaltman metaphor elicitation techniques. Mobile Communications, 7(1), 117-132. doi:10.1504/IJMC.2009.021675
34. Leon, N. (2009). The future of computer-aided innovation. Computers in Industry, 60, 539-550.
35. Liang K.C., Liang, Y.W., & Wang, W.C. (2008). Exploring on 3D Tai-Chi platform construction. 2008 Computer and Internet Technology in Education Conference Proceedings. No.159 (CD-format).
36. Liang, K.C. & Liang, Y.W. (2009). A study on the effect of 3D Tai-Chi training product for students. Industrail Design, 37(1), 16-21 (in Chinese).
37. Liang, Y.W., Liu, S.F., & Chou, S.B. (2010). Using metaphor elicitation technique to explore designers' demands. Journal of Art and Design of Hufan University, 6, 165-179 (in Chinese).
38. Liao, L. & Lee, J. (2010). Design of a reconfigurable prognostics platform for machine tools. Expert Systems with Applications, 37, 240-252.
39. Liao, Y.Y., Chou, L.R., Horng, T.J., Luo, Y.Y., Young, K.Y., & Su, S.F. (2000). Force reflection and manipulation for a VR-based telerobotic system. Proceedings of the NSC, 24(5), 382-389.
40. Lin, W.T., Chen, S.C., Lin, M.Y., & Wu, H.H. (2006). A study on performance of introducing ERP to semiconductor related industries in Taiwan. The International Journal of Advanced Manufacturing Technology, 29(1-2), 89-98.
41. Liu, S.F., Chen, A., & Liang, Y.W. (2010.3). A study on combining 3D Tai-Chi to the Multiple Interaction. The 13th e-commerce conference proceedings. A98(1-8).
42. Liu, S.F., Lee, Y.L., & Huang, Y.T. (2009). A brief fatigue inventory of shoulder health developed by quality function deployment technique. Journal of Shoulder and Elbow Surgery, 18(3), 418-423. doi:10.1016/j.jse.2009.02.023
43. Magnenat-Thalmann, N., & Egges, A. (2006). Interactive virtual humans in real-time virtual environments. The International Journal of Virtual Reality, 5(2), 15-24.
44. Magnenat-Thalmann, N., Foni, A., Papagiannakis, G., & Cadi-Yazli, N. (2007). Real time animation and illumination in ancient Roman Sites. The International Journal of Virtual Reality, 6(1), 11-24.
45. Matzler, K. & Hinterhuber, H.H. (1998). How to make product development projects more successful by integrating Kano’s model of customer satisfaction into quality function deployment. Technovation, 18(1), 25-38.
46. Maurel, W. & Thalmann, D. (2000). Human shoulder modeling including scapulo-thoracic constraint and joint sinus cones. Computers and Graphics, 24, 203-218. doi:10.1016/S0097-8493(99)00155-7
47. Philip, S. (2005). Mapping the mind of the mobile consumer across borders: An application of the Zaltman metaphor elicitation technique. International marketing review, 22(6), 641-657. doi:10.1108/02651330510630267
48. Pieter, C.M. (2010). Achieving attraction accountability through an attraction response matrix. Journal of Travel & Tourism Marketing, 27(4), 361-382.
49. Reichlen, B.A. (1993, September). Sparcchair: A one hundred million pixel display. Virtual Reality Annual International Conference Proceedings. 300-307.
50. Rueda, S., Morillo, P., & Orduna, J.M. (2008). A comparative study of awareness methods for peer-to-peer distributed virtual environments. Computer Animation and Virtual Worlds, 19(5), 537-552. doi:10.1002/cav.230
51. Sireli, Y., Kauffmann, P., & Ozan, E. (2007). Integration of Kano’s Model into QFD for multiple product design. IEEE Transactions on Engineering Management, 54(2), 380-390. doi:10.1109/TEM.2007.893990
52. Sun, Y. & Liu, X. (2010). Business-oriented software process improvement based on CMMI using QFD. Information and Software Technology, 52, 79-91.
53. Sun, Y. & Liu, X. (2010). Business-oriented software process improvement based on CMMI using QFD. Information and Software Technology, 52(1), 79-91. doi:10.1016/j.infsof.2009.08.003
54. Takai, S. & Ishii, K. (2006). Integrating Target Costing Into Perception-Based Concept Evaluation of Complex and Large-Scale Systems Using Simultaneously Decomposed QFD. Journal of Mechanical Design, 128(6), 1186-1195.
55. Tang, J.K.T., Leung, H., Komura, T., & Shum, H.P.H. (2008). Emulating human perception of motion similarity. Computer Animation and Virtual Worlds, 19(3), 211-221. doi:10.1002/cav.260
56. TPD Website (2015.10). The example of constructs in the mental model: positive psychology. Retrieved from: http://www.positivedisintegration.com/
57. Yan, W., Li, P.K., & Chen, C.H. (2005). A QFD-enabled product conceptualization approach via design knowledge hierarchy and RCE neural network. Knowledge-Based Systems, 18(6), 279-293. doi:10.1016/j.knosys.2004.09.001
58. Zaichkowsky, J.L. (1985). Measuring the involvement construct. Journal of Consumer Research, 12(3), 341-352. doi:10.1086/208520
59. Zaichkowsky, J.L. (1994). The personal involvement inventory: reduction, revision, and application to advertising. Journal of Advertising, 23(4), 59-70.
60. Zaltman, G. & Coulter, R.A. (1995). Seeing the voice of the customer: metaphor- based advertising research. Journal of Advertising Research, 35(4), 35-51.
61. Zaltman, G. & Schuck, L.J. (1998). Seeing through the customer's eyes with computer imaging. Boston: Harvard Business School Press.
62. Zaltman, G. (1997). Rethinking market research: Putting people back in. Journal of Marketing Research, 34(4), 424-437. doi:10.2307/3151962
63. Zaltman, G. (2003). How customers think: Essential insights into the mind of the market. Boston: Harvard Business School Press.
論文全文使用權限
  • 同意授權校內瀏覽/列印電子全文服務,於2050-01-01起公開。
  • 同意授權校外瀏覽/列印電子全文服務,於2050-01-01起公開。


  • 如您有疑問,請聯絡圖書館
    聯絡電話:(06)2757575#65773
    聯絡E-mail:etds@email.ncku.edu.tw