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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

體態與生活滿意程度之關係 / The Relationship between the Life Satisfaction and the Body Shape

陳宏萱, Chen, Hong-Hsuan Unknown Date (has links)
現今社會,對於外貌的要求日形亦重,國外有許多文獻探討過外貌在各個層面的影響。外貌包含了相貌以及體態兩個部分,國內研究對於客觀體態的探討多半著重於健康層面,因此本文針對國內較為缺少的環節,以體態做為主軸,探討體態對經濟層面及生活滿意程度等心理層面的影響。 本文以Van Praag et al.(2003)一文的二階層聯立模型做為理論依據,實證方法則採取兩階段工具變數法,在第一階段中以OLS model估計體態對經濟層面的影響,第二階段則利用上述結果帶入ordered probit model中,分析體態對生活滿意程度等心理層面的影響。 結果發現,在台灣社會體態對於經濟層面影響以及整體生活滿意程度影響並不顯著,這有別於國外研究所得之體態過胖和薪資以及整體滿意程度有顯著負相關的結果。但若針對體態內心自我認同度來看,體態對自身滿意程度以及自我認同體態吸引他人程度皆有顯著的負相關。 / Numerous studies have shown that physical appearance has strong economic as well psychological effects on an individual’s well-being in our society. A person’s physical appearance usually is characterized by his or her facial feature and body shape. However, recent studies on physical appearance in Taiwan mostly focus on the health effects of body shape and the psychological outcomes of physical appearance are still largely unexplored. Therefore, this study aims at this important but previously neglected aspect of research on physical appearance by examining the relationship between body shape and life satisfaction. The theoretical framework of this study is based on the model developed by Van Praag et al. (2003), and the empirical approach is a two-stage instrumental variable estimation. Specifically, we estimate an earning equation with the level of income as the dependent variable in the first stage, and then in the second stage, the relationship between body shape and life satisfaction is estimated with an ordered probit model. The findings of this study show that body shape does not have a significant impact on an individual’s income and life satisfaction. This result is substantially different from what have been found in previous studies using data from the US and European countries suggesting that obesity is negatively correlated with one’s earnings and life satisfaction. However, the results of this study also indicate that obesity has strong negative relationships with the self-reported levels of satisfaction and attractiveness on body shape.
2

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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