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題名 互動敘事中具沉浸感之互動動畫產生研究
Animation Generation for Immersive Interaction in 3D Storytelling
作者 蘇雅雯
Su, Ya Wen
貢獻者 李蔡彥
Li, Tsai Yen
蘇雅雯
Su, Ya Wen
關鍵詞 互動敘事
動畫產生
虛擬實境
Interactive storytelling
Animation generation
Virtual reality
日期 2017
上傳時間 28-Aug-2017 11:41:46 (UTC+8)
摘要 隨著虛擬實境等互動媒體裝置日益精進,互動數位敘事(Interactive Digital Storytelling, IDS)的發展也逐漸受到重視。但目前對於互動敘事的沉浸感較無整體性的研究,對於故事體驗者的互動裝置的輸入自由度也有較多限制,故事體驗者能改變的場景、故事,非玩家控制之動畫角色(Non-Player Character, NPC)反應等皆還有改進的空間。而這些限制,皆可能會影響故事體驗者對於互動敘事的沉浸感。本論文將探討在互動敘事中,不同層次的人物動畫產生方式、以及如何根據故事體驗者的體驗歷程而產生不同的故事發展。我們將使用虛擬實境及語音辨識等互動方式來增加故事體驗者的自由度,分析其在互動敘事中對沉浸感所造成之影響。我們透過一個範例故事,包含完整的敘事及動畫,在我們所設計的互動敘事系統中,根據使用者行為紀錄及問卷調查,評估本系統之設計對使用者體驗的影響。
With the development of interactive media devices such as virtual reality, Interactive Digital Storytelling (IDS) has become more popular these days. But there is not yet a holistic study on the immersion of interactive narratives, and there is also a limit on the degrees of free-dom that a user can use to experience interactive storytelling. In addition, there is still much room for further development such as scene and story variation, non-player character (NPC) responsive animation, etc. We think these factors all may affect the sense of immersion that a user experiences in interactive storytelling. In this thesis, we will focus on exploring two different aspects of these factors to analyze their impacts on immersion experience. The first aspect is to look into how the different levels of character animation and the progression of the interactive story can be used to create different animation responses for immersion enhancement. In the other aspect, we attempt to use Virtual Reality and other natural input devices in our storytelling to increase the degrees of freedom and naturalness of user input in experiencing the story. We have implemented such a VR-based interactive storytelling system with dynamic animation generation. We have also created an example to demonstrate and evaluate various features of the system. We will report and analyze the users’ feedbacks on the design through quantitative survey and behavior recording.
參考文獻 [1] 李來春, 郝光中,鄭宇翔. "不同體感操控介面對搜尋及閃躲任務之遊戲經驗比較研究-以遊戲相關設計科系背景的學生為例." 設計學報 17.3 (2012): 1-22.

[2] 吳蕙盈, "打破第四道牆: 以敘事理論為基礎之個人化 3D 互動敘事創作系統," 國立政治大學碩士論文,2012.

[3] A. H. Maslow, Religions, values, and peak-experiences. Vol. 35. Columbus: Ohio State University Press, 1964.

[4] A. Shoulson, N. Marshak, M. Kapadia, and N. Badler. "Adapt: the agent developmentand prototyping testbed." IEEE Transactions on Visualization and Computer Graphics, 20.7 (2014): 1035-1047.

[5] B. Rozenn, V. Gouranton, and B. Arnaldi. "Virtual reality rehearsals for acting with visual effects." International Conference on Computer Graphics & Interactive Techniques. 2016.

[6] “Industrial Technology Research Institute Text-To-Speech”, [Online]. Available: http://tts.itri.org.tw/. [Accessed:1-March-2017]

[7] J. Porteous, A. Lindsay, J. Read, M. Truran, and M. Cavazza. "Automated extension of narrative planning domains with antonymic operators." Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems. International Foundation for Autonomous Agents and Multiagent Systems, 2015.

[8] M. Cavazza, F. Charles, and S. J. Mead, "Interacting with virtual characters in interactive storytelling," Proc. of the First Int.l Joint Conf. on Autonomous Agents and Multiagent Systems: part 1. ACM, 2002.

[9] M. Cavazza, D. Pizzi, F. Charles, T. Vogt, and E. André, "Emotional input for charac-ter-based interactive storytelling," in Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems-Volume 1, 2009, pp. 313-320.

[10] M. Csikzentmihaly, Flow: The psychology of optimal experience. Vol. 41. New York: HarperPerennial, 1991.

[11] M. Garber-Barron, and S. Mei. "Adaptive Storytelling Through User Understanding." Proceedings of the Nineth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2013.

[12] M. O. Riedl and V. Bulitko,"Interactive Narrative- An Intelligent Systems Approach," in AI Magazine, 2012.

[13] “Microsoft Speech API (SAPI) 5.4” , [Online]. Available:https://msdn.microsoft.com/en-us/library/ee125663(v=vs.85).aspx. [Accessed:1-Octorber-2016]

[14] N. Padilla-Zea, F.L. Gutirrez, J.R. Lopez-Arcos, A. Abad-Arranz, and P. Paderewski. "Modeling storytelling to be used in educational video games." Computers in Human Behavior, 31 (2014): 461-474.

[15] P. Alavesa, T. Ojala, D. Zanni, "Props: 3D-game-like mediator for improvisational story-telling," in Entertainment Computing, 5(4), Dec. 2014, pp.381–390

[16] R. Bouville, G. Valérie, and A. Bruno. "Virtual reality rehearsals for acting with visual effects." International Conference on Computer Graphics & Interactive Techniques. 2016.

[17] S.P. Hernandez, B. Vadim, and E. S. Hilaire. "Emotion-Based Interactive Storytelling with Artificial Intelligence." Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2014.

[18] U. Spierling and S. Hoffmann, "Exploring Narrative Interpretation and Adaptation for Interactive Story Creation Interactive Storytelling." [Publication: vol. 6432], R. Aylett, et al., Eds., ed: Springer Berlin / Heidelberg, 2010, pp. 50-61.

[19] “Unity3D Game engine”, [Online]. Available: http://unity3d.com/. [Accessed:15-May-2016]

[20] W. Ijsselsteijn, W. van den Hoogen, C. Klimmt, Y. de Kort, C. Lindley, K. Mathiak, P. Klaus K. Poels, N. Ravaja, M. Turpeinen, and P. Vorderer. "Measuring the experience of digital game enjoyment." Proceedings of Measuring Behavior. Wageningen, Netherlands: Noldus Information Tecnology, 2008.
描述 碩士
國立政治大學
資訊科學學系
104753020
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0104753020
資料類型 thesis
dc.contributor.advisor 李蔡彥zh_TW
dc.contributor.advisor Li, Tsai Yenen_US
dc.contributor.author (Authors) 蘇雅雯zh_TW
dc.contributor.author (Authors) Su, Ya Wenen_US
dc.creator (作者) 蘇雅雯zh_TW
dc.creator (作者) Su, Ya Wenen_US
dc.date (日期) 2017en_US
dc.date.accessioned 28-Aug-2017 11:41:46 (UTC+8)-
dc.date.available 28-Aug-2017 11:41:46 (UTC+8)-
dc.date.issued (上傳時間) 28-Aug-2017 11:41:46 (UTC+8)-
dc.identifier (Other Identifiers) G0104753020en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/112206-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 104753020zh_TW
dc.description.abstract (摘要) 隨著虛擬實境等互動媒體裝置日益精進,互動數位敘事(Interactive Digital Storytelling, IDS)的發展也逐漸受到重視。但目前對於互動敘事的沉浸感較無整體性的研究,對於故事體驗者的互動裝置的輸入自由度也有較多限制,故事體驗者能改變的場景、故事,非玩家控制之動畫角色(Non-Player Character, NPC)反應等皆還有改進的空間。而這些限制,皆可能會影響故事體驗者對於互動敘事的沉浸感。本論文將探討在互動敘事中,不同層次的人物動畫產生方式、以及如何根據故事體驗者的體驗歷程而產生不同的故事發展。我們將使用虛擬實境及語音辨識等互動方式來增加故事體驗者的自由度,分析其在互動敘事中對沉浸感所造成之影響。我們透過一個範例故事,包含完整的敘事及動畫,在我們所設計的互動敘事系統中,根據使用者行為紀錄及問卷調查,評估本系統之設計對使用者體驗的影響。zh_TW
dc.description.abstract (摘要) With the development of interactive media devices such as virtual reality, Interactive Digital Storytelling (IDS) has become more popular these days. But there is not yet a holistic study on the immersion of interactive narratives, and there is also a limit on the degrees of free-dom that a user can use to experience interactive storytelling. In addition, there is still much room for further development such as scene and story variation, non-player character (NPC) responsive animation, etc. We think these factors all may affect the sense of immersion that a user experiences in interactive storytelling. In this thesis, we will focus on exploring two different aspects of these factors to analyze their impacts on immersion experience. The first aspect is to look into how the different levels of character animation and the progression of the interactive story can be used to create different animation responses for immersion enhancement. In the other aspect, we attempt to use Virtual Reality and other natural input devices in our storytelling to increase the degrees of freedom and naturalness of user input in experiencing the story. We have implemented such a VR-based interactive storytelling system with dynamic animation generation. We have also created an example to demonstrate and evaluate various features of the system. We will report and analyze the users’ feedbacks on the design through quantitative survey and behavior recording.en_US
dc.description.tableofcontents 第1章 導論 1
1.1 研究動機 1
1.2 研究目標 3
1.3 本進度報告之章節架構 6
第2章 相關研究 7
2.1 互動與故事設計 7
2.2 角色動畫 10
2.3 沉浸感 12
2.4 歷程記錄及使用者風格研究 14
第3章 系統架構 17
3.1 互動敘事系統使用載具 19
3.1.1 虛擬實境互動敘事平台的設計 19
3.1.2 自然的互動控制設計 20
3.2 多種不同的故事情節組合 25
3.2.1 在當下故事章節選擇下一個章節分支 26
3.2.2 因歷程而改變的故事組合 27
3.3 電腦控制的非玩家角色之動畫產生 27
3.3.1 即時回饋動畫 30
3.3.2 環境改變的動畫反應 33
3.3.3 根據故事體驗者歷程而改變的呈現內容 36
3.4 範例故事情節介紹 38
3.4.1 故事大綱 39
3.4.2 角色分類 43
3.4.3 故事節點模式 44
3.5 評估 46
第4章 實驗設計與結果分析 47
4.1 實驗目標 47
4.2 實驗流程細節 48
4.3 實驗對象 51
4.4 實驗結果分析 52
4.4.1 使用者行為之紀錄 52
4.4.2 問卷內容分析 54
4.4.3 訪談分析 59
第5章 結論與未來發展 61
5.1 研究結論 61
5.2 改進與未來發展 61
參考文獻 63
附錄 65
附錄1. 實驗同意書 65
附錄2. 實驗前流程介紹文件 66
附錄3. 實驗問卷 68
zh_TW
dc.format.extent 2661393 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0104753020en_US
dc.subject (關鍵詞) 互動敘事zh_TW
dc.subject (關鍵詞) 動畫產生zh_TW
dc.subject (關鍵詞) 虛擬實境zh_TW
dc.subject (關鍵詞) Interactive storytellingen_US
dc.subject (關鍵詞) Animation generationen_US
dc.subject (關鍵詞) Virtual realityen_US
dc.title (題名) 互動敘事中具沉浸感之互動動畫產生研究zh_TW
dc.title (題名) Animation Generation for Immersive Interaction in 3D Storytellingen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) [1] 李來春, 郝光中,鄭宇翔. "不同體感操控介面對搜尋及閃躲任務之遊戲經驗比較研究-以遊戲相關設計科系背景的學生為例." 設計學報 17.3 (2012): 1-22.

[2] 吳蕙盈, "打破第四道牆: 以敘事理論為基礎之個人化 3D 互動敘事創作系統," 國立政治大學碩士論文,2012.

[3] A. H. Maslow, Religions, values, and peak-experiences. Vol. 35. Columbus: Ohio State University Press, 1964.

[4] A. Shoulson, N. Marshak, M. Kapadia, and N. Badler. "Adapt: the agent developmentand prototyping testbed." IEEE Transactions on Visualization and Computer Graphics, 20.7 (2014): 1035-1047.

[5] B. Rozenn, V. Gouranton, and B. Arnaldi. "Virtual reality rehearsals for acting with visual effects." International Conference on Computer Graphics & Interactive Techniques. 2016.

[6] “Industrial Technology Research Institute Text-To-Speech”, [Online]. Available: http://tts.itri.org.tw/. [Accessed:1-March-2017]

[7] J. Porteous, A. Lindsay, J. Read, M. Truran, and M. Cavazza. "Automated extension of narrative planning domains with antonymic operators." Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems. International Foundation for Autonomous Agents and Multiagent Systems, 2015.

[8] M. Cavazza, F. Charles, and S. J. Mead, "Interacting with virtual characters in interactive storytelling," Proc. of the First Int.l Joint Conf. on Autonomous Agents and Multiagent Systems: part 1. ACM, 2002.

[9] M. Cavazza, D. Pizzi, F. Charles, T. Vogt, and E. André, "Emotional input for charac-ter-based interactive storytelling," in Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems-Volume 1, 2009, pp. 313-320.

[10] M. Csikzentmihaly, Flow: The psychology of optimal experience. Vol. 41. New York: HarperPerennial, 1991.

[11] M. Garber-Barron, and S. Mei. "Adaptive Storytelling Through User Understanding." Proceedings of the Nineth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2013.

[12] M. O. Riedl and V. Bulitko,"Interactive Narrative- An Intelligent Systems Approach," in AI Magazine, 2012.

[13] “Microsoft Speech API (SAPI) 5.4” , [Online]. Available:https://msdn.microsoft.com/en-us/library/ee125663(v=vs.85).aspx. [Accessed:1-Octorber-2016]

[14] N. Padilla-Zea, F.L. Gutirrez, J.R. Lopez-Arcos, A. Abad-Arranz, and P. Paderewski. "Modeling storytelling to be used in educational video games." Computers in Human Behavior, 31 (2014): 461-474.

[15] P. Alavesa, T. Ojala, D. Zanni, "Props: 3D-game-like mediator for improvisational story-telling," in Entertainment Computing, 5(4), Dec. 2014, pp.381–390

[16] R. Bouville, G. Valérie, and A. Bruno. "Virtual reality rehearsals for acting with visual effects." International Conference on Computer Graphics & Interactive Techniques. 2016.

[17] S.P. Hernandez, B. Vadim, and E. S. Hilaire. "Emotion-Based Interactive Storytelling with Artificial Intelligence." Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2014.

[18] U. Spierling and S. Hoffmann, "Exploring Narrative Interpretation and Adaptation for Interactive Story Creation Interactive Storytelling." [Publication: vol. 6432], R. Aylett, et al., Eds., ed: Springer Berlin / Heidelberg, 2010, pp. 50-61.

[19] “Unity3D Game engine”, [Online]. Available: http://unity3d.com/. [Accessed:15-May-2016]

[20] W. Ijsselsteijn, W. van den Hoogen, C. Klimmt, Y. de Kort, C. Lindley, K. Mathiak, P. Klaus K. Poels, N. Ravaja, M. Turpeinen, and P. Vorderer. "Measuring the experience of digital game enjoyment." Proceedings of Measuring Behavior. Wageningen, Netherlands: Noldus Information Tecnology, 2008.
zh_TW