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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.
1

社群隨境遊戲運用於觀光景點-以淡水為例 / Multi-player Pervasive Social Game(MPSG) in Tamsui

陳正和, Chen ,Cheng Ho Unknown Date (has links)
本論文運用隨境遊戲(Pervasive Game)其具備空間,時間,社交延展的特性,透過遊戲機制以及故事設計,將兩個遊戲空間的玩家-街頭手機玩家以及線上3D社群遊戲串聯在一起,並且為了讓遊戲內容與真實世界產生關連以及應用,本研究以一具備古蹟導覽以及觀光消費的景點-淡水為例,以便於更清楚的呈現設計概念,並在過程中探討加入其他應用,如廣告行銷應用的可能性。 在設計方法上,分為概念發想設計以及雛型實作及探討兩部分。首先透過文獻探討,找出1.隨境遊戲定義、實作架構、評估方法及案例分析 2.現今社群平台提供的互動機制、社群應用行動化趨勢、及遊戲與廣告行銷社群化的原則與案例 3.電腦遊戲中如何處理冒險類型遊戲的設計,及當中的重要元素為何?。從文獻探討中歸納出設計原則後,接著進行故事與遊戲機制設計,並透過影片模擬應用情境,呈現設計概念。最後進行架構規劃與可操作之系統雛形實作。創作過後,也針對初期玩家體驗的心得進行討論。 在結論部分,我們也探討了設計過程中未被採用的設定,並且探討其優缺點。期望此隨境遊戲的敘事框架與雛型經驗實作經驗,能轉移到其他具備同性質的應用情境,並提供給後續研究參考。
2

行動體驗行銷平台商業模式設計 / A Design of a Mobile Platform for Experience Marketing

黃勝宏, Huang, Sheng Hung Unknown Date (has links)
本論文所探討的是利用智慧型行動裝置,如手機、平板電腦,以及未來可能大量普及的穿戴式眼鏡,打造一行動體驗行銷平台,並藉此平台設計一商業模式,使得消費者可以獲得四加一的體驗,包含:娛樂的、美學的、教育的、跳脫現實的,與參與的體驗。而商家在消費者參與遊戲的同時達到了吸客上門的目的,提高了能見度、傳達設計的訊息,同時也提高了購買意願。 此平台提供簡單易懂、自由創作的工具,只要利用智慧型行動裝置即可打造專屬的擴增實境行動服務。消費者可以建立自己所設計的故事與遊戲;商家也可以藉由平台設計遊戲應用軟體,將品牌精神、產品價值融入其中,藉以提高顧客關係,並達到行銷的目的。 / The objective of this study is to report a plan of an innovative business model on mobile devices. The business model is to provide a smart platform for businesses and individuals to conduct experience marketing. Applying the concept of gamification this platform can facilitate the design of the gaming applications and to attract a flow of users to visit the designated locations. This business model makes customers indulging in four plus one experiences including: entertainment, esthetic, educational, escapist, and engagement. The designers of the games can achieve the purpose of raising brand image, delivering key messages, and increasing visits. This platform provides simple and easy-to-understand tools. Users can build their own location-based game applications with augmented reality (AR) technology to enhance the experience of virtual/real challenges. Not only individuals can create their own games but also businesses can develop their own game applications embedded with brand spirit and product value to strengthen customer relationship.
3

3D擴增實境應用於行動導覽之研究 / A study of 3D augmented reality on mobile navigation

張樹安, Chang, Shu An Unknown Date (has links)
近年來GPS導航軟體正蓬勃發展,但市面上的導航軟體大多只能帶領使用者到達旅遊景點,無法更進一步提供旅遊資訊與行程建議。因此,本研究結合行動裝置與「3D擴增實境」(3D Augmented Reality),試圖規劃一套新型的導覽模式。我們以淡水為例,結合當地古蹟景點與歷史典故,使導覽系統能提供豐富的數位內容。在設計的過程中,本研究建構出「新科技敘事模式」,在「故事」、「影音效果」、與「互動機制」之間取得平衡,讓使用者體驗到故事、感官刺激、和旅遊合而為一的導覽經驗。此外,在「3D擴增實境」上,本研究建構了不同精細度的3D模型,並且在行動裝置上測試其效能。結果發現,「局部精化」的新形態建模概念,能夠兼顧美觀與運算效能。最後,本研究針對行動裝置硬體效能的負荷進行了權重測試,並獲得GPU(Render)>CPU(PR)的結論。 / In the past few years we have witnessed the rapid growth in the sales of GPS related products on the market. Nonetheless, most navigation software solely provides route planning rather than travel information or tour guidance. This research aims to combine mobile devices and 3D augmented reality (AR) to create a novel form of navigational experience. Taking the famous tourist spot Tamsui as an illustration, materials adapted local monuments and historical allusions are re-arranged creatively to provide substantial digital contents with helpful navigation information. During the design process, this research creates different modes of narration, enabling users to undergo a brand new navigation experience through the blending of various media sources, including story, video and interaction. Additionally, this research constructs 3D models of different levels of detail and examines their efficiency on mobile devices. The experimental results indicate that 3D model built with partial fineness provides a balance between artistic fidelity and computational efficiency. Also, the results from the experiment suggest that the loading of the GPU (responsible for rendering the model) is greater than that of the CPU (responsible for pattern recognition).
4

建構一以RFID定位之擴增實境系統 / Developing an augmented reality system based on rfid positioning

劉彥辰, Liu, Yen Chen Unknown Date (has links)
擴增實境的目的在於對真實環境做資訊的進一步擴充,發展技術中,主要面臨的挑戰為顯示方式、追蹤定位等,許多的技術限制使得發展逾三十年之擴增實境仍難以落實於日常生活中。近年來隨著智慧型手機的普及和軟硬體技術的發展,以擴增實境系統需要的顯示、通訊介面而言,智慧型手機具備發展行動式擴增實境的特點,致使許多擴增實境服務孕育而生,成為智慧型手機中重要的應用。然而目前應用於行動裝置的追蹤方式中,適用於戶外定位的全球衛星定位無法在室內精準定位,影像辨識的追蹤方式需倚賴實體辨識標籤的配置,使得少有在室內環境使用,及具完善行動性的擴增實境系統。本研究將針對擴增實境中追蹤定位方式加以擴充,增加擴增實境系統之適用範圍。 本研究運用RFID適用於室內環境定位之特點,使用LANDMARC方式進行定位計算,並實作定位環境的佈置,將RFID標籤作為環境中之定位點,計算出標的物以及使用者在環境中的位置,作為擴增實境的追蹤方式及顯示依據。系統平台以開放式平台Android進行開發,利用手機硬體中攝影鏡頭、三軸重力感測儀、通訊介面等支援,呈現擴增實境的畫面,其中將以虛擬物件標示出該標的物的實際位置,且可隨使用者及標的物間相對距離及角度進行調整,當使用者在環境中移動時,可即時的定位出所在位置,改變虛擬物件的標示。 本研究開發之系統目的在對真實環境中的實際位置或物件做資訊的擴充及指引,並提供即時性的互動,實驗結果中,此定位方式可達成較全球衛星定位(GPS)、無線網路定位(802.11)等更準確的定位結果,滿足在室內環境使用的行動型擴增實境系統追蹤定位之需求,未來可利用此顯示及追蹤方式,發展擴增實境更廣泛的應用。 / The purpose of Augmented Reality(AR) is to make further information adding to the real world. In its development, the main challenges are display, and tracking etc. Over three-decade developed, due to many technical constraints, AR still limited to apply widely in daily life. In recent years, as a result of the popularity of smart phones and its advancements of software and hardware, many AR services became important applications of smart phones. But in tracking techniques of mobile AR system, GPS cannot provide accurate positioning in indoor environment, image recognized method cannot provide mobile use. Therefore there are so few AR systems used in the indoor environment and possessed mobility. This study will be aimed at tracking methods of augmented reality and increasing the scope of AR application. This study use the feature of RFID positioning in indoor environment, and use LANDMARC method in position calculated. Make RFID tags as fiducial points in positioning environment, and calculate the object's as well as user's positions as the basis of display of AR system. In operating systems of smart phones, we use Android as our developing platform. By its supports of cameras, three-axis gravity sensor device, communication interfaces and others in mobile phone hardware, the system can show the overlayed virtual images of augmented reality. The actual location of the real object will be marked as a virtual object, which can be adjusted according to the distance and the angle between user and the position of real object. Also user will be located in real-time and the position of the virtual object will be adjusted when moves in the environment. The system can make further information augmented and interact instantly with locations or items in real environment. Experiment results verified that this tracking method can provide more accurate results compared to the global satellite positioning (GPS), wireless network locating (802.11) and other wireless uses. It can fulfill the demand of tracking in augmented reality system in indoor using. By the display and the tracking method, augmented reality applications can be more widely used in the future.
5

強健式視覺追蹤應用於擴增實境之研究 / Robust visual tracking for augmented reality

王瑞鴻, Wang, Ruei Hong Unknown Date (has links)
視覺追蹤(visual tracking)一直是傳統電腦視覺研究中相當重要的議題,許多電腦視覺的應用都需要結合視覺追蹤的幫助才能實現。近年來擴增實境(augmented reality)能快速成功的發展,均有賴於視覺追蹤技術上之精進。擴增實境採用視覺追蹤的技術,可將虛擬的物件呈現在被追蹤的物體(真實場景)上,進而達成所需之應用。 由於在視覺追蹤上,被追蹤之物體易受外在環境因素影響,例如位移、旋轉、縮放、光照改變等,影響追蹤結果之精確度。本研究中,我們設計了一套全新的圖形標記方法作為視覺追蹤之參考點,能降低位移、旋轉與光照改變所造成追蹤結果的誤差,也能在複雜的背景中定位出標記圖形的正確位置,提高視覺追蹤的精確度。同時我們使用立體視覺追蹤物體,將過去只使用單一攝影機於二維影像資訊的追蹤問題,提升至使用三維空間的幾何資訊來做追蹤。然後透過剛體(rigid)特性找出旋轉量、位移量相同的物件,並且結合一致性隨機取樣(random sample consensus)之技巧以估測最佳的剛體物件運動模型,達到強健性追蹤的目的。 另外,我們可由使用者提供之影片資訊中擷取特定資料,透過建模技術將所產生之虛擬物件呈現於使用者介面(或被追蹤之物體)上,並藉由這些虛擬物件,提供真實世界外之資訊,達成導覽指引(或擴增實境)的效果。 實驗結果顯示,我們的方法具有辨識時間快、抗光照變化強、定位準確度高的特性,適合於擴增實境應用,同時我們設計的標記圖形尺寸小,方便適用於導覽指引等應用。 / Visual tracking is one of the most important research topics in traditional computer vision. Many computer vision applications can not be realized without the integration of visual tracking techniques. The fast growing of augmented reality in recent years relied on the improvement of visual tracking technologies. External environment such as object displacement, rotation, and scaling as well as illumination conditions will always influence the accuracy of visual tracking. In this thesis, we designed a set of markers that can reduce the errors induced by the illumination condition changes as well as that by the object displacement, rotation, and scaling. It can also correctly position the markers in complicated background to increase the tracking accuracy. Instead of using single camera tracking in 2D spaces, we used stereo vision techniques to track the objects in 3D spaces. We also used the properties of rigid objects and search for the objects with the same amount of rotation and displacement. Together with the techniques of random sample consensus, we can estimate the best rigid object motion model and achieve tracking robustness. Moreover, from the user supplied video, we can capture particular information and then generate the virtual objects that can be displaced on the user’s device (or on the tracked objects). Using these techniques we can either achieve navigation or guidance in real world or achieve augmented reality as we expected. The experimental results show that our mechanism has the characteristics of fast recognition, accurate positioning, and resisting to illumination changes that are suitable for augmented reality. Also, the size of the markers we designed is very small and good for augmented reality application.
6

擴增實境與人機介面應用之研究-以醫療衛教為例 / A study of augmented reality and human-machine interface applications: A case study of health education

鄭邦堅 Unknown Date (has links)
一個進步的文明城市,公共區域建築物內皆設有無障礙空間設施以照顧社會弱勢的族群,使這些族群享有同等使用社會資源的權利。同樣的,在電腦科技日新月異的當下,某些人在享受科技帶來的資訊及便利,某些人則因使用介面的障礙而無法同等享受其便利,因而形成人機介面所造成的數位障礙。 電腦虛擬世界和現實世界本是涇渭分明,由於電腦科技的進步及人們的需要在現實世界中擴增虛擬訊息成為可能。憑藉擴增實境的應用及使用者互動方面的研究,來改善人機介面造成的數位障礙,讓更多不同族群的人享有資訊科技帶來的好處。 上述的數位障礙中,最普遍的族群是幼年與年長者,其通常亦是最需要醫療照護的族群;因此本研究以一個醫療衛教為主題實例,著重預防重於治療的前提,研究醫護人員如何讓一般民眾了解特定疾病或傷害的基本知識;用於在平時或治療前、治療後的醫病溝通,欲有助於減少特定疾病引發一連串成本較高的治療程序,進而減少醫療資源的使用,使全民健保預算有效運用。 人機介面是為溝通真實世界與電腦虛擬世界,因此在本研究中以實例運用目前主流的圖形使用者介面(Graphic Uesr Interface, GUI)的操作模式下,提供以有形使用者介面(Tangible User Interface, TUI),以一個腦部虛擬實境的衛教應用,加上擴增實境技術,將教材內容具象化、內容可視化、可操作化,建立一個數位弱勢族群(如老人、小孩)易於使用的互動介面環境。
7

疼痛記憶:虛擬影像之身體知覺探究 / Memory for Pain: Physical Consciousness of Virtual Images

陳品心, Chen, Pin Hsin Unknown Date (has links)
以身體知覺作為出發點,將疼痛經驗帶入虛擬影像中,藉此探討身體知覺的運作及兩者間的關聯性,蒐集相關文獻資料與實際作品的分析,深入瞭解如何在虛擬世界透過身體知覺建立自我存在,最後,以創作行動去探討虛擬影像與身體知覺,並以展覽的方式,藉由作品與人之間的互動,提供進一步的思考。 透過文獻資料的彙整瞭解關於身體知覺的形成、記憶經驗、身體知覺與「我的身體」、影像的演進、虛擬影像等加以蒐集與彙整,從中得知,進以瞭解虛擬影像中身體知覺的鍵結。接下來,透過相關案例的分析,與理論相互驗證,讓自己在創作的脈絡和歷程有更清楚的思維。最後,整理出自己對身體知覺及虛擬影像的觀點,進而執行下一階段的創作行動。 本研究以創作方式探討「身體知覺-虛擬影像」,透過擴增實境藝術的創作行動,期許觀者在體驗作品時,能透過虛擬影像,喚起個人的身體知覺的運作,進而引導觀者對虛擬與現實間的「自我存有」有更大的想像與討論。 / The motivation of this study is, by combining the pain experience with the virtual images, to explore the association among operations of physical consciousness, pain experiences and synthesized virtual images. The ways to use physical consciousness when building self-existence in virtual images are investigated by collecting relevant literature and performing analysis of empirical works. Finally, the overall concepts are implemented and realized in the form of an exhibition which facilitates the reflections of visitors after interacting with these virtual images provided in the exhibition. The overall research activity begins by compiling the pieces of literature. Specifically, to understand, collect, and aggregate the concepts of physical consciousness and its relationship with "My Body," memorable experience, image evolution, and virtual images. Next, via the analysis of the related cases and the mutual verification of the theories, the contexts and thinking of the process of artifact creation are clarified. Lastly, this research systematizes a unique and novel view of physical consciousness and virtual Images, which is helpful for the design activity in the next stage. Consequently, the main focus of this study is to explore the concepts of physical consciousness of virtual images in a novel way. By amplification of augmented reality art, it is anticipated that the audiences evoke physical consciousness operations of themselves in the exhibition and that the research results enable bigger imagination and discussion with virtual and reality “Self-existence.”
8

透視駕駛 - 通過擴增實境技術來消除盲點 / Driving lens – eliminate blind spot by augmented reality

林進瑋, Lin, Chin-Wei Unknown Date (has links)
Driving safety is the major issue not only for the drivers, but also for the government. The happening rate of traffic accidents is the critical benchmark of traffic improvement for the Ministry of Communications. Even the government officials constantly urge the drivers not to drunk driving, or over speed driving, the happening rate still cannot be decreased largely. Most of accidents are made by the careless or ignorant driving habits. With the evolution of driving safety technology, the driving assistance system helps drivers to avoid the collision and lower the happening rate of accidents. Among these driving safety technologies, collision detection system is well-known one. It can detect not only any object around the vehicle, but also notify the drivers to stop passively or stop the vehicle actively. One major function of the collision detection system is used to eliminate the blind spots for the drivers. Some blind spots are generated by the rigid structure of vehicle which is designed to protect the inside passengers and not allowed to change. Fortunately, with the evolution of Augmented Reality and the lower manufacturing cost of video equipment, Driving Lens is targeted to eliminate the blind spots for the drivers. Currently, there are still some limitations about the existing products such as the around view monitor or rear view monitor. In order to improve the driving safety and enhance the driving experience, Driving Lens will offer different customized solutions for the driver such as 180 degree front view without the blind spots behind the pillars, and these solutions won’t be limited by the specific auto brand or vehicle model.
9

遊戲互動式擴增實境支援國小圖書館利用教育之研究 / The Study of the Game-based Interactive Learning with Augmented Reality that Enhances Elementary School Library User Education

蔡雁農, Tsai, Yen-Nung Unknown Date (has links)
長期以來,國小圖書館受限於經費及人力的不足,使得其功能無法充分發揮,有些學校圖書館甚至沒有規劃圖書館利用教育的課程,學生雖可到圖書館中自由閱讀,但若不具備找尋圖書的能力,常會因而無法找到自己有興趣的書籍而在廣大的書海中迷失,使圖書館的功能逐漸喪失,因此如何藉由圖書館利用教育課程教導學生找尋書本的能力也就越顯重要。 隨著電腦科技日益發達,學習教材和學習方式也變得多元化,近年來利用遊戲方式進行學習的研究有愈來愈多的趨勢,學者認為若能將遊戲融合教學,將能達到寓教於樂的教學目標。本研究透過實際開發遊戲系統的方式,嘗試以情境學習理論為發展基礎,將擴增實境互動技術應用到圖書館的學習環境上,透過「遊戲互動擴增實境圖書館利用教育學習系統」的建置,來發展創新的圖書館利用教育學習模式,並藉此系統的發展來支援國小圖書館利用教育的實施。 實驗結果顯示利用「遊戲互動擴增實境圖書館利用教育系統」進行學習,各方面成績皆有顯著的進步,且學習成效可排除授課者個人因素之影響,具有穩定的教學品質。另外,本研究所發展的系統,對於高、低分群和場地相依的學習者來說,使用本系統進行學習,其學習成效在「應用型題目」上明顯優於傳統圖書館利用教育,並且可以加強學習者學習動機。除此之外,使用本系統之教學成效不會受到個人使用電腦的熟悉度所影響,因此未來在發展和推廣本系統的同時,不需要考慮學生是否具備良好之基本電腦使用能力。 / Due to the limited budgets and human resources, most libraries in the elementary schools of Taiwan have been unable fully functioned and utilized as its role should be in school organization. Some schools do not plan and provide library utilization education for children. Although students can go to libraries enjoying readings, they are not well trained for search library collection and resources. As a result, they are usually unable to find the books they are interested and easily getting lost in enormous information environment. This study proposes the importance of library usage training as a significant program in elementary school; promoting students’ abilities of finding books they need both for school works and personal interests. With the advance in computer technology, the learning materials and learning methods have become diversified in recent years. In particular, the instruction method of game-based learning has drawn much attention in education research. Many education researchers and scholars think the integration of teaching and games will promotes students’ performances while the learning activities are also functioned as entertaining process. This study attempts to develop educational gaming system on the basis of situated learning theory, adopting the innovative augmented reality interactive technology on the library's learning environment. This study hopes students’ library knowledge of library usages could be promoted through the "Interactive Augmented Reality Games Library Education Learning System." Moreover, the study could develop innovative learning model for elementary schools in library usages as well as to support future implementation programs for elementary library usage education. Experimental results show that students have significant improvement on learning performance after using "Interactive Augmented Reality Games Library Education Learning System." The assessment also showed improvement based on the exclusion of personal factors from teachers. In addition, this system promotes better learning performance and motivation for learners of high and Low graded groups as well as the field-dependent learners in the “application questions” tasks. Moreover, the education effectiveness of this system will not be affected by personal factors such as familiarity on computers skills. Therefore, there would be less consideration on students’ computer skills needed for future adoption on this system in library usage programs.

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