Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/118303
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dc.contributor.advisor黃心健<br>陶亞倫zh_TW
dc.contributor.advisorHuang, Hsin-Chien<br>Tao, Ya-Lunen_US
dc.contributor.author陳大戈zh_TW
dc.contributor.authorChen,Da-geen_US
dc.creator陳大戈zh_TW
dc.creatorChen, Da-geen_US
dc.date2018en_US
dc.date.accessioned2018-07-03T09:37:08Z-
dc.date.available2018-07-03T09:37:08Z-
dc.date.issued2018-07-03T09:37:08Z-
dc.identifierG0104462016en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/118303-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description數位內容碩士學位學程zh_TW
dc.description104462016zh_TW
dc.description.abstract隨著資訊科技日新月異,虛擬實境(Virtual Reality)廣泛應用於各行各業。 本研究致力於探究在影像式虛擬實境的製作流程探究,影像合成與數位特效技術 的運用,通過相關背景調研、文獻探討,設計並創作作品《優人神鼓 VR 奔騰》, 將優人神鼓的表演藝術與水墨暈染風格的古詩詞動畫相結合。\n本研究將於緒論中講述創作研究之背景、動機、目的與方法,在文獻探討部 分將包含虛擬實境的發展與應用、影像式虛擬實境(Image-based VR)的製作方法 介紹與比較、影像合成與數位特效的發展與介紹,以及包含數位特效的虛擬實境 相關作品。最後在創作理念與製作方法中分別討論創作調研與規劃、數位特效的 製作流程、全景影像的拍攝與製作、虛擬實境的影像渲染與格式編碼等。\n本研究的研究發現與貢獻主要為:總結歸納了影像式虛擬實境中的數位特效 技術、360°全景影像拍攝流程、360°全景影像渲染中的製作要點。為影像式虛 擬實境的製作流程與軟體領域提供個人用戶的製作流程與經驗,作為參考資料。zh_TW
dc.description.abstractWith the rapid advancement of information technology, Virtual Reality technology is widely used in all walks of life. This study is aiming at the exploration of the production process of image-based virtual reality, the application of image synthesis and digital special effects technology, and the design and creation of the work &quot;Utheatre VR Pentium&quot; through relevant background research and literature research, combining performance art with ancient poetry animation in the style of ink painting.\nThis paper will cover the background, motivation, purpose and method of creative research in the introduction. In literature review part, it will include the development and application of virtual reality, presentation and comparison of image-based VR production methods, and image synthesis, the development and introduction of digital special effects, and virtual reality related works containing digital special effects. In the end, in the creation concept and production method part, we will discuss the creation research and planning, the production process of digital special effects, the shooting and production of panoramic images, the image rendering and format encoding of virtual reality, etc.\nThe research findings and contributions of the paper conclude: summarizes the main points of digital effects in image-based virtual reality, the 360° panoramic image shooting process, and 360° panoramic image rendering. Moreover, it provides the production process and experience of individual users to image-based virtual reality production processes and software field as reference data.en_US
dc.description.tableofcontents中文摘要 i\n英文摘要 ii\n謝誌 iii\n目錄 iv\n圖目錄 vi\n表目錄 viii\n壹、緒論 1\n一、研究背景 1\n二、研究動機 3\n三、研究目的 5\n四、研究流程與框架 6\n五、研究範圍與限制 7\n貳、文獻探討 8\n一、虛擬實境 8\n1-1 虛擬實境 8\n1-2 虛擬實境的發展 8\n1-3 虛擬實境的應用 10\n二、影像式虛擬實境 14\n2-1 影像式虛擬實境 14\n2-2 影像式虛擬實境的製作方法與比較 15\n三、優人神鼓 17\n3-1 優人神鼓的發展與介紹 17\n四、影像合成與數位特效 18\n4-1 影像合成與數位特效的發展與介紹 18\n參、創作理念與製作方法 19\n一、創作調研與規劃 19\n二、數位特效的設計與製作 20\n三、360°全景影像的拍攝與設計 22\n四、虛擬實境的影像渲染與格式編碼 23\n五、案例分析與對比 24\n肆、《優人神鼓 VR 奔騰》創作展覽 26\n一、作品說明 26\n二、創作作品 27\n三、創作示意圖 32\n伍、研究結論與貢獻 34\n一、研究發現與結論 34\n二、未來展望 36\n參考文獻 38\n附錄一、《優人神鼓 VR 奔騰》製作人員名單 39zh_TW
dc.format.extent3422994 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0104462016en_US
dc.subject虛擬實境zh_TW
dc.subject影像式虛擬實境zh_TW
dc.subject數位特效zh_TW
dc.subject360°全景影像zh_TW
dc.subject優人神鼓zh_TW
dc.subject後期製作zh_TW
dc.subjectVirtual realityen_US
dc.subjectImage-based VRen_US
dc.subjectVisual effectsen_US
dc.subjectPanorama imagesen_US
dc.subjectUtheatreen_US
dc.subjectPost productionen_US
dc.title影像式虛擬實境的製作流程探究——以優人神鼓VR奔騰為例zh_TW
dc.typethesisen_US
dc.relation.referenceAdobe After Effects (CC 2018)[Computer software]. CA: Adobe Systems.\nAdobe Premiere Pro (CC 2018)[Computer software]. CA: Adobe Systems.\nAdobe Audition (CC 2018)[Computer software]. CA: Adobe Systems.\nBurdea, G. and Coiffet, P. (1994). Virtual Reality Technology. New York: Wiley- Interscience.\nBurdea, G.(1993). Virtual Reality System and Application, Eletro’93 International Conference. NJ: Short Course.
\nBrinkmann, R.(2008) The Art and Science of Digital Compositing. MA: Morgan Kaufmann\nJapan Travel Adventures. (2016, February 25). Virtual Reality 360°Japan Travel Retrieved from http://japantraveladventures.com/osaka-castle/\nJeremy Hsu . (2015, November 6). New York Times Bets on VR Journalism’s Future Retrieved from http://blogs.discovermagazine.com/lovesick-cyborg/tag/nyt-vr- app/#.WpuSHBNuZL8\nSamsung Gear 360 Action Director ( SM-C200 ) [Computer software]. South Korea: Samsung Electronics.\nTWOGOATS. (2017, May 20). Two Goats Education VR/ AR Schools Initiative. Retrieved from https://www.twogoats.us/case_study/two-goats-immersive-vr- education\n沈立勝(1999)。虛擬博物館,數位化博物館,博物館學季刊,13(1),81- 87。\n吳世光、陳建和(2002)。影像式虛擬實境之發展及其在觀光產業應用之研 究。觀光研究學報,8(1),109-125。\n謝旻儕、林語瑄( 2017 )。虛擬實境與擴增實境在醫護實務與教育之應用.護理雜誌,64(6),12-18。zh_TW
dc.identifier.doi10.6814/THE.NCCU.DCT.003.2018.B02-
item.fulltextWith Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_46ec-
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item.cerifentitytypePublications-
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