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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

《貓與狗》—以網路媒介作品探索數位敘事中的選擇與命運 / “Cat and Dog”: The Creation and Study of Web-based Interactive Storytelling

呂沛軒, Lu, Pei-Hsuan Unknown Date (has links)
我們的生活中充滿著選擇,尤其在數位科技與網路媒介的影響下,目前更是選擇超載的時代。利用網路進行互動時,當選擇越是超載,我們越是活在麻痺之中。因此,本創作的主旨在於突顯選擇之重要性,意圖喚起「選擇意識」。本創作之形式與內容皆來自對網路媒介特性之觀察,包括網路超連結的結構方式、即時通訊之動圖運用,以及網路圖像之可愛動物偏好,主題則基於最能反映選擇之重要性的人際關係議題,以此進行故事創作。 本創作分為兩大部分,第一部分模擬即時通訊和社群影像日記的介面,透過動圖與體驗者之互動選擇進行敘事。第二部分乃漫畫形式,在互動選擇之後,會有連環漫畫呈現,漫畫紀錄著各種選擇歷程,以此呼應命運是由自身選擇所決定,其不可回溯之特性也強調選擇之後的「命運」。本創作期望體驗者透過漫畫和互動動畫的結合,在觀察兩個媒介之異同時,從中獲得共感和趣味。 / Life has many options, as digital technology and network media rapidly booming, we are living in a world full of choice-making. We usually use Internet to interact with others, but we rarely notice which choice we make. Therefore, this creation and study aims to emphasize the importance of choice-making, and attempts to enhance people’s awareness of that. The form and content of this creation and study are made from observing the features of Internet, including hyperlinks in Internet, animated stickers in instant messaging and adorable images of animal in websites. Based on the importance of choice-making, the theme of this creation and study is interpersonal relationships, and named “Cat and Dog”. There are two parts of “Cat and Dog”. In the first part, the players experience the story with the website which imitates the interface of instant messaging and blogging site, they will see the animated stickers and have to choose the options between two conversations. In the second part, after completing the interactive narrative of the part, the players will get a PDF file containing several pages of comics which records all the choices made by the players. The immobile, static, fixed pages highlight that destiny is decided by our choices. In addition, through the contrast between comics and animated stickers, the players may have fun in observing the similarity and difference between the two media.
142

互動體驗設計於儀式展演之探究-以政治大學畢業典禮薪火相傳為例 / Interactive Experience Design in Ceremony-A case study of passing the flame in National Chengchi University commencement ceremony

曾怡甄, Tseng, Yi Jen Unknown Date (has links)
儀式作為人類社會中最重要的體驗活動,在歷經時代的考驗與價值觀的轉變汰換後,流傳下來的內涵與核心意義雖然不變,但表現形式、媒材不斷隨著時代發展與時俱進,本研究欲以政治大學畢業典禮薪火相傳儀式為例,利用體驗設計為框架,將儀式原有內涵作為敘事基礎,藉由數位內容的製作,以及互動設計結合當代科技的運用,重新策劃並執行互動儀式體驗,進而探討傳統儀式與互動儀式體驗的轉變與差異,因此本研究目的歸納為以下三點: 1. 以體驗設計為框架,儀式內涵為敘事核心,利用互動設計結合展示科技製作數位內容,建立互動儀式媒介、互動儀式情境,進而重新策劃、製作、展演虛實整合的互動儀式體驗。 2. 分別從表演者、主動參與者、被動參與者、製作執行者的角度,探討互動儀式體驗與傳統儀式的的轉變與差異。 3. 歸納出互動體驗設計應用於儀式展演的策劃與執行要點。 研究結果發現,互動儀式體驗透過當代互動科技的應用,讓儀式參與者能即時主動加入儀式展演的內容創作,因此相較於傳統儀式能帶來更多的參與感與歸屬感,雖然多數的儀式參與者仍偏好被動觀賞的形式,但集體共創的展演內容能引起在場儀式參與者的共鳴,進而創造儀式當下的回憶,因此深化體驗的感受,也讓儀式不只是流於形式的過程。 / Ceremony is one of the most important experiences in human society. Although the principles and core elements may remain the same, styles of ceremonies and technologies used in the ceremonies have been developed as time progress and values change. The purpose of this study was to discuss the transformation and difference between traditional ceremony and interactive media-introduced ceremony by a case study of passing the flame in National Chengchi University commencement ceremony. This study covers below three topics: 1. By utilizing experience design as framework and the narrative in ceremony as the core, preparing digital content that combines interaction design and exhibition display technology, establishing interactive media and environment, an interactive ceremony experience was re-curated, prepared, and executed. 2. Discussion of transformation and difference between interactive ceremony experience and traditional ceremony from views of performers, active participants, passive participants, and executors. 3. Key factors of application of interactive experience design in ceremony curation and execution. After field observations, digital content analysis, and interviews with some participants, the results revealed that real-time interactive experiences in ceremony can bring more sense of participation and belonging than used to. Despite most of participants preferred just watching the performance, participants could get more connection from exhibition content that contributed by themselves. Therefore, the memory created at the moment could bring stronger feelings and experience and not letting the ceremony become a mere formality.
143

網路使用對人際互動的影響-不同文化環境的比較研究 / The influence of internet use on interpersonal interaction-a comparative study of different cultural environments

吳佩儒, Wu, Pei-Ju Unknown Date (has links)
隨著資訊與通訊科技的快速發展與廣泛應用,網際網路日益普及,使得民眾在日常生活中諸多事務越來越依靠網路,進而帶來數位化的生活模式及互動型態,近年來,社群網站、即時通訊軟體等社交平台的大量出現,使得許多民眾開始利用網路來拓展其人際關係與管理其友誼網絡。此外,過去在探討網路使用與人際互動的文獻中,鮮少針對網路使用者所處的國家文化與環境背景加以分析,然而,人類所從事的行為會受到其生存的環境脈絡與文化價值觀所影響。以此為前提,本研究的主要目的在於檢視網路使用對人際互動的影響,以及探討不同文化環境下的民眾對於起網路使用行為有何差異。   本研究經由文獻檢閱,整理出網路使用行為與友誼網絡發展的相關文獻,以及國家文化的相關概念與構面,包括文化差異與人際關係的關聯性、國家文化與網路使用行為的關係等理論。本研究的分析方法為次級資料分析,資料蒐集自世界網路計畫之社會調查,分析中國與美國當前網路發展與使用行為的現況與趨勢,接著利用階層邏輯迴歸分析,比較不同國家文化環境下,民眾網路使用與人際互動之關聯性。   整體結果顯示,網路使用動機可以分為工具性、社交性及娛樂性三種類型,其中社交性網路使用動機對於人際互動具有正向顯著相關,意即網路使用與社交網絡的興起,提供民眾更多進行互動的平台與管道,增強了人際互動的聯繫;此外,在國家文化的影響因素下,根據分析結果,發現當國家文化屬於東方文化時,其社交性網路使動機為對於人際互動會產生較強烈的影響,換言之,國家文化作為調節變相對於網路使用行為與人際互動間確實會產生不一樣的效應。 / With the rapid development of information and communication technology, people are getting more and more rely on the Internet in daily life, which contribute to the digital lifestyle and interactive patterns. In recent years, large numbers of Online Socializing Platform, such as community sites, instant messenger, etcare making people begin to use the Internet to expand their relationships and manage their friendship network. In the past, the literatures on the use of Internet and interpersonal interaction were rarely analyzed for the national culture and environmental background of Internet users. However, the behavior of human beings will be affected by the context and cultural values that they live on. In this premise, the main objective of this study is to examine the impact of Internet use on interpersonal interaction and to explore the differences in behavior between people from different cultural environment.  The study, with literature review, has sorted out the internet using behaviors and friendship network development of the relevant literature, as well as the relevant concepts of national culture and aspect, including the relationship between cultural differences and interpersonal relationships, the relationship between national culture and internet using behaviors. The method of this study is secondary data analysis, data were collected from the survey of World Internet Project. Class-based logistic regression analysis was then proceeded to to discuss correlation between internet using behaviors and interpersonal interaction with the comparison of cultures from different countries.  Overall results show that Internet use motivation can be divided into three types, including instrumental motivation, social motivation and entertaining motivation. While social motivation has significant positive correlation on interpersonal interaction, it means the use of the network and the rise of social networks provide people with more interactive platform and pipeline, and enhance the interpersonal interaction. Based on the analytical results, when the national culture belongs to the oriental culture, social motivation will have a stronger impact on interpersonal interaction under the influence of national culture. In other words, national culture as a moderator variable has different effects on internet using behaviors and interpersonal interaction.
144

基於領域專屬語言之數位展演可客製化開發環境之研製 / Development of a Domain-Specific Language Based and Customizable Development Environment for Digital Interactive Performance

林如意, Lin, Ru Yi Unknown Date (has links)
在過去傳統劇場展演的藝術型態,因爲欠缺互動,易形成台上的表演與台下觀眾互動不頻繁的隔閡。近年來,結合科技與藝術的數位互動展演成為一種創新的表演形態。但在開發互動展演會有技術難度,完成腳本後可能會因為缺乏彈性和擴充性,重複進行一樣的表演,或是再由專業的劇場與程式相關人員反覆修改需求。本研究為解決上述遇到的問題,研發應用在數位展演上的圖型化領域專屬語言編輯器,讓終端使用者可以藉由階段性的操作完成腳本,也可根據不同需求更新背景或角色函式庫。另外,透過實體與虛擬角色的骨架資料繫結的方式,也解決在整合虛擬與實體平台的互動中,實體裝置收到感測器資料,卻無法直接解析取得裝置名稱的問題。於系統上本研究增加使用者自主控制元件和創作腳本,使虛實互動的創作更加彈性。 / In traditional performance, there is little interaction between actors and their audience. Recently, due to the advance of information and communication technology, art and culture are combined with technology mediated interaction between actors and their audience to create a new style of digital interactive performance. However, there are still many technical barriers in developing digital interactive performance. Essentially, the scripts for such performance are usually fixed, or with limited programmability. As a result, one performance will be repeated played or requires a lot of efforts to modify it. This thesis aims to address the issue of programmable scripts with a visual editor and supporting execution environment. In particular, we focus on helping performance director to develop programmable scripts that enable the flexible interaction between physical characters and their virtual counterparts. Our editing tool allows end-users to write scripts using drag-and-drop elements we developed on top of the Blockly framework. Besides detailed descriptions of the design and implantation of our tool, preliminary evaluation results are also presented.
145

結合數位科技與紙本立體書之科普讀物開發研究 / Integrating digital technology and paper engineering in the development of science education pop-up books

魏亙隆, Wei, Keng Lung Unknown Date (has links)
互動性的閱讀,可追溯至13至18世紀間,發明用於計算基督教曆法和成人專業教育的立體書,它以紙材柔韌的可塑性,構成了「互動機關」與「立體模型」等形式的內容;至今,數位技術與電子載具內的硬體設備,更擴展了內容的表現範疇。紙本與數位各具優勢,紙本立體書的實體結構與材質特性提供讀者對空間性內容的認知,電子書的互動與影音則能增進讀者在動態與時間性內容的理解。諸多題材如天文學、建築學等與空間、時間相關的學科,藉由紙本和數位媒材的相互輔助,能夠更完整地傳達資訊,顯現媒材結合的重要性與發展性。然而,紙本與數位在內容、互動、閱讀方式等有許多的差異,國內市場雖可見到複合媒材的產品,但其結合常限於表層形式上之並置,尚未能將不同的媒材做有意義的結合與運用,以致無法提供讀者完善的閱讀體驗。本研究選用雪花的科學知識作為題材,將雪花具空間性的結構和時間性的變化過程,運用於結合紙本與數位媒材的立體書創作上。研究成果產出的「雪花複合媒材立體書」,能作為科學教育的教材,並提供日後複合媒材書籍研發與創作的參考。 / As technology develops, digital devices such as smartphones and tablets have become more and more popular, providing more possibilities of the forms for publishing companies to present the content. Despite the increasing growth of digital format publication, traditional printed books, because of the particular tangibility and the affections enjoyed by their readers, will not vanish. From this perspective, the integration of digital technology and printed book that exploits advantages from both sides would be worth exploring. Although there have been a few attempts in bringing these two media together in the publishing industry in Taiwan, there is still some way to go in terms of variety and quality. Through the investigation of the relationship between the materiality of different media, this project aims to explore ways of integrating tangibility and virtuality so that to create a new kind of mixed-media pop-up book that could provide new and interesting learning experience for the readers.
146

部屬對主管領導行為知覺、相關情境因素二者與部屬對主管反應及工作行為的關係

王榮春 Unknown Date (has links)
本研究是以部屬的角度,一則探討「部屬對主管領導行為的知覺」與「部屬對主管互動反應」之內容;二則探討上述兩者間的關係;三則分析上述的關係,是否會受到「部屬與主管的關係基礎」及「主管領導可替代性」的影響。此外,本研究亦分析「部屬對主管領導行為的知覺」是否透過「部屬對主管互動反應」,進而影響部屬本身的四種工作行為。 研究採問卷調查的方式進行,由受試者針對現任主管領導行為的知覺,及其對主管在互動上的反應,和其他工作行為表現加以評量。調查的對象是575名未擔任主管工作且與評估主管共事半年(含)以上的員工。研究的結果顯示: 一、部屬知覺主管領導行為的因素為「酬賞協助」、「管理要求」、「品格風範」、「關懷可親」四項。 二、部屬對主管互動反應的因素為「信任敬仰」、「互動感受」、「任務配合」、「額外付出」、「意見反應」、「情感親近」六項。 三、「部屬對主管領導行為的知覺」與「部屬對主管互動上的反應」有關。其中,部屬對主管「品格風範」的知覺,與其對主管的「信任敬仰」、「任務配合」、「互動感受」、「額外付出」四項互動上的反應有顯著的相關;而部屬對主管「關懷可親」的知覺,則與其對主管「情感親近」、「信任敬仰」、「意見反應」、「互動感受」、「額外付出」五個互動上的反應有顯著的相關。部屬對主管「酬賞協助」的知覺,則與其對主管的「信任敬仰」、「額外付出」、「情感親近」三個互動上的反應有顯著的相關;而部屬對主管「管理要求」的知覺,則與其對主管的「任務配合」呈現顯著的正相關,但與部屬對主管的「互動感受」、「情感親近」呈現顯著的負相關。 四、「部屬對主管領導行為的知覺」與「部屬對主管互動反應」間的關係,會受到「部屬與主管的關係基礎」與「領導可替代性」的影響。當部屬知覺主管的「人情體恤」領導表現較高時,「關係基礎」可以提升部屬對主管的「整體互動反應」;但是當部屬知覺主管的「人情體恤」領導表現較低時,「關係基礎」並不會對部屬與主管的「整體互動反應」有所幫助。 此外,在部屬知覺主管「人情體恤」的領導表現較高時,「領導可替代性」愈高,則部屬與主管的「整體互動反應」愈好;相反地,當部屬知覺主管「人情體恤」領導表現較低時,「領導可替代性」愈高,反而會使得部屬與主管的「整體互動反應」變差。 五、「部屬對主管領導行為的知覺」會透過「部屬對主管互動反應」,影響部屬本身的工作行為中的工作意願與離職意願。 在研究討論中,研究者以相關研究與上述結果進行對話。最後,研究者回顧本研究的可能限制,並據此分析未來研究的可能方向。 第一章 研究動機與目的……………………………………… 1 第二章 文獻探討……………………………………………… 5 第一節 何謂領導……………………………………………… 5 第二節 以領導者為中心的領導互動論……………………… 6 第三節 以部屬觀點建構的領導互動論……………………… 14 第三章 探索性研究…………………………………………… 45 第一節 部屬對主管領導行為的知覺………………………… 46 第二節 部屬與主管互動時所採用的互動反應與互動法則… 53 第四章 研究問題、架構、假設……………………………… 59 第一節 研究問題與架構……………………………………… 59 第二節 研究問題與假設……………………………………… 59 第五章 研究方法……………………………………………… 65 第一節 研究對象……………………………………………… 65 第二節 研究工具……………………………………………… 67 第三節 研究程序……………………………………………… 76 第六章 研究結果……………………………………………… 77 第一節 研究假設的驗證……………………………………… 77 第二節 「主管領導行為」與「部屬自評工作行為」的關係 99 第三節 「主管領導行為」向度與以往領導研究比較 ……… 103 第四節 不同組織類型的部屬,對主管領導行為知覺與互動 反應的差異 …………………………………………… 106 第七章 結論、討論、研究限制與建議……………………… 109 第一節 結論…………………………………………………… 109 第二節 討論…………………………………………………… 111 第三節 研究限制與後續研究建議…………………………… 120 第四節 研究貢獻……………………………………………… 122 參考文獻………………………………………………………… 127 附錄………………………………………………………………
147

月老文化之數位化互動體驗形式探究 / The Research of Digitizing Interactive Experience in the Matchmaker Culture

賴建成, Lai, Jian Cheng Unknown Date (has links)
隨著文化創意產業的興起,傳統的宗教信仰如何結合數位互動科技,以輔助參與者加深對宗教信仰文化的理解與體驗,是數位內容產業值得研究的議題。月下老人是華人傳統信仰中的姻緣之神。本研究因此將針對月老文化內容,設計一多人互動體驗情境,以探究月老文化內容以傳統和數位化的形式呈現,對參與者體驗感受的影響程度。 在設計研究方法上,包括創作概念發想以及互動裝置雛型實作兩部分。首先透過文獻探討,歸納出互動體驗設計原則,接著針對月老文化進行數位化設計與互動體驗流程設計,並以Unity 3D遊戲引擎結合Kinect體感科技與Android系統平台,實作一數位化月老文化互動體驗情境,以兩大體驗主題:數位化月老之參拜體驗與體感互動之繡球牽線等情境,以呈現月老文化創意設計概念。 針對參與者對月老文化內容的理解程度與體驗感受,進行問卷與訪談分析後發現,本研究設計之互動體驗情境能有效提昇參與者對文化內容起源與意義的理解。再以Schmitt 提出之策略體驗模組(Strategic Experiential Modules, SEMs)進行分析,發現此體驗情境皆有助於提昇參與者於感官、情感、思考、行動、關聯體驗的感受程度與認同感,進而創造深刻的互動體驗感受。最後,期望此互動體驗情境的設計過程與雛形的實作經驗,能轉移到同性質的文化體驗情境設計的應用上,並提供建議給後續研究做參考。 / With the advent of the cultural and creative industry, it is worth to investigate the integration of traditional religious culture with the interactive technology to improve the participants' understanding of culture. The Matchmaker, the old man of the moonlight, is the god of marriage and love in Chinese traditional religious culture. In the thesis, the design of a multiplayer interactive experiential environment for the integration of the Matchmaker culture with the interactive technology is investigated and developed to improve the participants’ experience. For the design methodology, the creative concept design is performed and the interactive device prototyping is implemented. We draw out the related interaction design principles and used Unity 3D game engine along with the Kinect somatosensory Technology and Android platform to implement the Matchmaker interactive environment. Two themes of the developed environment are the digital prayer experience of the Matchmaker and the interactive embroidered ball throwing. To evaluation the user experience of the developed environment, the questionnaire analysis and interviews are performed based on the Schmitt’s strategic experiential modules. The result showed that the developed environment can enhance the participants' understanding of the culture of the Matchmaker and improve participants’ perception and recognition towards the experience of sensing, feeling, thinking, acting and relating.
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資訊系統需求擷取之知識互動探討 / A study on knowledge interaction in the process of information system requirement elicitation

黃國華, Huang, Travis K. Unknown Date (has links)
當創新總是發生在不同專業領域的交界之處,團隊成員之間有效的知識互動便成為組織維持其競爭優勢的必要因素,因此為了持續創新,團隊成員必須克服不同專業領域所存在的知識邊界障礙,以便能夠整合團隊成員的知識與專長。在資訊系統的開發過程中,系統分析階段是觀察系統分析人員與使用者知識互動的最佳情境,因此本研究首先探索系統分析情境下影響互動雙方知識分享意願的前因,即創新氣氛與互動雙方的互動投入程度,並檢測這些因素之間的關係及影響。其次,本研究彙整四類邊界物件的內容,即語法的、語意的、實務的與隱喻的邊界物件,探討不同類別的邊界物件之間的關係及對專案創意的影響,並更進一步探究互動雙方的知識分享意願對各類邊界物件的影響。 研究樣本來自258位學生所扮演的系統分析人員及258位業界使用者,研究結果發現創新氣氛會同時影響系統分析人員與使用者的知識分享意願。當系統分析人員的互動投入程度越高,使用者的互動投入程度也會提高。使用者的互動投入程度會正向影響系統分析人員及使用者自身的知識分享意願;但是系統分析人員的互動投入程度卻對使用者的知識分享意願產生直接且負向的影響。 此外,系統分析人員的知識分享意願只對隱喻的邊界物件有正向影響,而使用者的知識分享意願卻對這四類邊界物件皆無顯著影響。在這四類邊界物件之中,只有實務的邊界物件對專案創意具有正向的影響,而隱喻的邊界物件則對於語法的、語意的、實務的邊界物件三者具有正向的影響,因此隱喻的邊界物件可以藉由實務的邊界物件對專案創意產生正向的間接效果。出乎意料之外,語意的邊界物件對專案創意具有負向的影響。在實務方面,本研究建議組織應該藉由增加實務的邊界物件和隱喻的邊界物件,以提高專案創意嶄露的可能性。 / As innovation happens from the boundaries between different specialty domains, effective knowledge interaction among participants has become a competitive necessity for organizations. In order to improve innovation, it is necessary for participants to deal explicitly with the interpretive barriers and further synthesize their expertise. During the development of information system, most knowledge interactions, which are conducted by systems analysts and users, can be observed in the phase of systems analysis. Thus, this study intends to explore not only factors that may affect participants’ intention to share knowledge, but also types of boundary objects in the context of systems analysis. As an innovative organizational climate and participants’ interaction involvement are identified as antecedents of participants’ intention to share knowledge, the relationships among these factors are studied. Besides, while four types of boundary objects are summarized, their effects on project innovativeness are discussed. Then, the influence of participants’ intention to share knowledge on the occurrence of four types of boundary objects was further examined. The results, based on data collected from 258 student analysts and 258 users, indicate that an innovative climate positively and directly influences both systems analysts and users’ intention to share knowledge. While systems analysts’ interaction involvement has a strong influence on users’ interaction involvement, which is measured by responsiveness, perceptiveness and attentiveness, users’ interaction involvement also has positive effects on both systems analysts and users’ intention to share knowledge; unexpectedly, systems analysts’ interaction involvement is negatively related to users’ intention to share knowledge. In addition, while systems analysts’ intention to share knowledge only influences the occurrence of metaphoric boundary objects, users’ intention to share knowledge does not demonstrate any significant effect on four types of boundary objects. Out of syntactic, semantic, pragmatic and metaphoric boundary objects, only pragmatic boundary objects had a strong positive effect on project innovativeness. As metaphoric boundary objects are shown to have positive effects on all other three types of boundary objects, metaphoric boundary object affects project innovativeness indirectly through pragmatic boundary objects. Surprisingly, semantic boundary objects negatively affects project innovativeness, although not very strongly. A practical implication is the possibility of increasing project innovativeness by enhancing both pragmatic boundary objects and metaphoric boundary objects.
149

穿戴式互動展演創新應用與即時追蹤技術研究 / Interactive Performance Using Wearable Devices: Real-time Tracking Technology and Innovative Applications

鄭仲祐, Cheng, Chung Yu Unknown Date (has links)
近年來越來越多虛實整合技術不斷地湧出,像是電影阿凡達或虛實互動型態的表演。這樣的表演會根據事先預錄好的虛擬角色進行演出,但要成功地演出需要演員們不斷的練習。另外,許多電影利用攝影機捕捉人體姿態來與虛擬角色互動,但此方法受限於燈光環境以及障礙物。 此篇論文運用穿戴式裝置與新一代無線網路藍芽4.0,提出即時追蹤技術套用於這類表演,可使得演出更加豐富並且能即興創作。然而,目前受限於穿戴式平台上的藍芽訊號強度更新頻率每秒只有5至10次且傳輸容量有限,所以本篇論文結合體態感測裝置輔助無線網路藍芽4.0,提升對穿戴者的即時追蹤能力。實驗結果與真實位置只有0.3至0.5秒的延遲時間,並在校內進行兩場互動式展演作驗證成果。未來期許可以將此技術運用於多人展演場,讓更多使用者可以互動體驗。 / Recently, more and more interactive performance technologies appear such as Avatar or virtual-character integrated art perform. Such performs are based on pre-made animations and physics simulations. However, this kind of shows need a lot of practice, and it is impossible that audience or performers play with or interact with the virtual characters. In addition, many moviemakers use high quality cameras to distinguish body postures. Although cameras can record anything with high precision, it is constrained on the light and obstacles of the environments. If we, somehow, can capture the motion of the performers in real time, then we are able to interact with virtual characters and make improvisation possible. This thesis aims to use the wearable sensors and the Received Signal Strength Indication (RSSI) of BLE to track in real-time. However, the update rate of RSSI is limited to 5~10 per second. This thesis proposed a tracking technique which combines with wearable motion sensors to assist BLE localization. The tracking lag can be reduced to only 0.3~0.5 seconds, and also real performance was experimented in the campus. In the future, we hope to use this technique on interactive performance with many people in different places.
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穿戴式互動展演創新應用與姿態感測技術研究 / Interactive Performance Using Wearable Devices: Body Skeleton Detection Technology and Innovative Applications

蘇冠榮, Su, Guan Rong Unknown Date (has links)
近年來人體姿態感測的技術與應用愈來愈熱門。許多電玩及電影大多是藉由攝影鏡頭偵測人體姿態,但效果容易受到外在因素的影響,如陽光、遮蔽物等,特別是用在舞台展演方面就不適合了。因此本篇論文希望設計穿戴式裝置來感測人體姿態,並結合新一代無線網路藍牙4.0做為數據傳輸方式,以進行即時互動展演。本論文研究開發以Arduino結合六軸姿態感測器,設計此穿戴式裝置雛型。而實際在展場上表演,此裝置必需具有一定的穩定性、可靠性且方便穿戴。本論文設計出的裝置與系統,已實際參與數場即時互動展演,並且供觀眾親自體驗,反應熱烈。未來期許能將此系統擴大應用於多人異地互動展演上、能有更大的擴充性、多樣的互動體驗。 / Recently, human body skeleton detection technology and its applications are becoming more popular. Many computer games and movies detect human body skeleton by cameras. However, the detection will be affected easily by sun light or obstacles. Especially, this is not suitable for the applications on stage performance. The goal of this thesis is to design wearable devices to detect body skeleton and uses BLE 4.0 for data transmission to interactively real time art perform. We put 6-axis motion detector on Arduino to develop the wearable device prototyping. These devices for performing in practice should be stable, reliable and convenient for wearing or taking off. The devices and system we developed have been used in several real time interactive performances and for audience experience. In the future, this system can be expanded to people performing in different locations and has better scalability and varieties of interactive experience.

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