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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.
11

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.
12

Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities

Sharir, Yacov January 2013 (has links)
This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.

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