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題名 大型機械動態光雕投影之研究以《械動影》為例
A Study of Dynamic Projection Mapping with Giant Machinery:Psychic of Light
作者 陳芸軒
Chen, Yun-Hsuan
貢獻者 黃心健<br>陶亞倫
Huang, Hsin Chien<br>Tao, Ya Lun
陳芸軒
Chen, Yun-Hsuan
關鍵詞 光雕投影
動態投影校正
機械手臂
動作捕捉
電音VJ
大型舞台表演
行動研究
Projection mapping
Dynamic projection mapping
Mechanical arm
Motion capture
Electronic music
Visual jockey
Stage performance
Action research
日期 2018
上傳時間 3-Jul-2018 17:36:42 (UTC+8)
摘要 近年來光雕投影作品常可見於各類展演活動,透過將絢麗的視覺效果,投射於建築體或立體物件之上,或利用強化物體輪廓外型的特性,巧妙讓影像內容與被投射物產生視覺上的連動,帶給觀眾意想之外的驚奇體驗。而本研究有幸能參與《械動影》光雕計劃,此為結合光雕投影、電子音樂演奏與大型機械裝置的創作計劃,希望藉由實務操作與實驗研究的角度,針對表演裝置初期版本所遭遇之問題,進行檢討釐清。透過行動研究的核心精神,計劃新裝置版本的改良方向;實際執行軟硬體層面的改善工程,並以修改後版本正式展演;記錄觀察表演過程中所注意的問題與建議;最終進行整體研究與作品的檢討分析。

藉由歸納出《械動影》所需要的原理技術,深入理解此類型表演軟體的系統功能與動態物件投影的結合形式,必須針對既有表演架構與手臂改良需求,設計一套專屬於本計畫的光雕投影系統,包含3D即時運算的視覺內容、機械手臂的訊號指令操作,以及動作捕捉與表演裝置的連動控制。此外,參考光雕投影現今的展演趨勢,彙整其形式與技術應用,藉此修正整體計畫架構,期望能從中找尋出改良方向並豐富表演內容。本實驗過程中,反覆測試機械手臂的運行操作,持續修改硬體構件與軟體控制系統,而針對手臂運轉時所造成的投影晃動,提出即時追蹤、延遲計算、預先製作等,三種馬達操作與投影校正間的配套方式,以期能夠製作出更為穩定的動態投影裝置。

在後續研究結果部分,詳細記錄第二、第三次《械動影》表演於空總中正堂及海外休士頓的展演過程,將裝置進場安裝施作與現場問題詳加記錄,並且嘗試彙整觀眾與參與人員意見回饋,期望藉由實際表演,更能檢視新版裝置與改良前版本的活動狀態及表演效益,並且休士頓展演是在戶外環境演出,透過比較與中正堂室內表演差異,能更全面地審視表演環境對於作品的影響,以期能讓作品與研究探討的面向更至完善。從整體裝置改良到正式公開展演,藉由經歷完整實驗計劃過程,將執行中所遭遇的問題與實務操作相接合,帶來許多寶貴的實驗經驗與嘗試觀點,期望能在相關表演領域,展現出更具創意、創新的表演形式。
In recent years, works of projection mapping can be frequently seen in various performance activities. The operation of projection mapping is to project brilliant visual effect onto buildings or three-dimensional objects. Try to create a visual movement of image content and the mapped object by highlighting features of the object’s outline, bringing an unexpected and amazing experience for the audience. This research is of great honor to be given the opportunity to join the Projection Mapping Project of Psychic of Light which is a project combining projection mapping, electronic music performance and giant machinery equipment. Look forward to examining the problems that the first version of device has encountered from the perspective of practical operation and experiment. With the core spirit of action research, this thesis intends to plan the improvement direction of the new software and hardware version, practically implement the modified version to observe and record the problems and suggestions in the process of performance. Finally, it can make an examination and analysis on the overall research and work.

With concluded principles and technologies needed by Psychic of Light, tries to have an in-depth understanding with dynamic object projection, and to design a projection mapping system exclusive to this project. The project on the improvement demand of performance framework and its mechanical arm, including the visual content of 3D real-time computing, signal operating instructions of mechanical arm as well as the movement control of both motion capture and performance device. Additionally, this thesis refers to the current development trend of projection mapping and integrates its pattern with technical application so as to modify the project framework, hoping to find out improvement direction and enrich the content. In the process of experiment, the research repetitively tests the operation of the mechanical arm, constantly optimizes the hardware components and the software controlling system. Meanwhile, in terms of the projection waving resulting from the operation of the mechanical arm, this thesis puts forward three operation methods, including real-time tracking, delaying computing and pre-made in order to produce a dynamic projection device with higher stability.

For the results of consequent research, this thesis records the second and third performance processes of Psychic of Light in the Jhongjheng Hall and Sugar Land, makes detailed records of device installation and on-site problems, and tries to collect the feedback of the audience and participants. Hoping to examine the operation status and effect through practical performance of the new version. In addition, the performance in Sugar Land is an outdoor performance. The impact of performance on the projection mapping work can be studied in a more comprehensive perspective via comparing with the performance made in the Jhongjheng Hall so as to improve the work and the study. In summary, this research experiences the complete process of experiment and planning, combines problems in the execution with the practical operation, and puts forward many precious experimental experience and tentative views in the hope of displaying more creative and innovative performance patterns in related fields.
參考文獻 巫銘紘(2014)‧空間超連之設計體現(博士論文)‧臺北市:國立臺灣科技大學建築系。

管倖生等編著(2006)‧設計研究方法(初版,265-266)‧臺北市:全華。

蔡寬祥(2011)‧擴增雕塑技術在建築空間上之改造應用(碩士論文)‧臺北市:國立臺灣科技大學建築系。

CAVEDU(2012)‧推薦創作─NXT 五軸機械手臂 S750‧取自http://blog.cavedu.com/%E6%8A%80%E8%A1%93%E4%BA%A4%E6%B5%81/%E6%8E%A8%E8%96%A6%E5%89%B5%E4%BD%9C%E2%94%80nxt-%E4%BA%94%E8%BB%B8%E6%A9%9F%E6%A2%B0%E6%89%8B%E8%87%82-s750/

Chinahpsy(2017)‧这么好玩的实时跟踪的投影,你想不想也尝试下‧取自http://www.chinahpsy.com/article-863-1.html

EDN電子設計技術(2016)‧動作捕捉系統的三種主流解決方案解析‧取自https://read01.com/ERoxAo.html#.Wd8E2miCyMo

FINAL FANTASY XIV活動網站‧ファイナルファンタジーXIV プロジェクションマッピング「海洋都市ヨコハマ『龍神バハムート、襲来。』」FINAL FANTASY XIV‧取自http://www.finalfantasy.jp/30th/yokohama/

GarageCUBE Softwares (2017). Modul8. Retrieved from http://www.modul8.ch/
Jamie(2014)‧品味:驚心又動魄的 3D 動態上妝‧取自http://mrjamie.cc/2014/08/22/omote/

Jay(2015). Perception Neuron : Virtual Reality Motion Capturing Game Changer. Retrieved from https://virtualrealityreporter.com/perception-neuron-motion-capture-technology-virtualreality/

Rachel England(2017). Real-time tracking and projection mapping keeps getting better. Retrieved from https://www.engadget.com/2017/06/28/real-time-tracking-and-projection-mapping-keeps-getting-better/

Robotanton (2017). vvvv - a multipurpose toolkit. Retrieved from https://vvvv.org/

Shoichi Chou(2016)‧日本東京大學發表革命性高速即時動態光雕投影技術,扭曲變形的衣服一樣能投影‧取自http://technews.tw/2016/10/30/dynamic-projection-mapping-onto-deforming-non-rigid-surface-using-a-high-speed-projector/

wownews(2015)‧日本光影舞團enra今年登台 受邀坎城影展舒淇、張震一致讚賞‧取自http://www.wownews.tw/newsdetail/motion/28146

人工智能機器人聯盟(2016)‧手抓東西原理是什麼?同樣都是機械臂,性能到底相差在哪?‧取自https://kknews.cc/zh-tw/tech/e9k2gxq.html

人工智能機器人聯盟(2016)‧見過7軸機器人嗎?機器人是否軸越多越好?‧取自https://kknews.cc/tech/6kozgvp.html

立體時代(2016)‧各大外媒評選「CES2016最佳VR設備體驗」總覽‧取自https://read01.com/5QJPaE.html#.Wd8OfmiCwRk

在心娛樂(2016)‧為什麼說VJ在大型派對里的作用舉足輕重‧取自https://kknews.cc/zh-tw/news/59zmjr6.html

尖叫設計(2016)‧5分鐘,5天,300萬次播放——這個工作室顛覆你的感官‧取自https://kknews.cc/zh-tw/news/pz8a82.html

李明學(2016)‧虛擬神靈與科技的文化雜化:械動影‧取自http://talks.taishinart.org.tw/event/talks/2016112902

黃詩茜(2017)‧週末全台慶元宵,五大燈節該怎麼玩一次告訴你‧取自http://istyle.ltn.com.tw/article/4920

楊安琪(2014)‧還在用彩妝品化妝?OMOTE 為你打造電子妝容‧取自http://technews.tw/2014/08/19/omote-digital-makeup-by-nobumichi-asai/

資訊工業策進會 數位教育研究所(2017)‧Open CV於影像處理與電腦視覺應用‧取自http://www.iiiedu.org.tw/ites/OCV.htm

雷科技(2016)‧Xsens推出虛擬現實追蹤套裝,像運動服一樣‧取自https://kknews.cc/tech/5njgel.html
描述 碩士
國立政治大學
數位內容碩士學位學程
103462007
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0103462007
資料類型 thesis
dc.contributor.advisor 黃心健<br>陶亞倫zh_TW
dc.contributor.advisor Huang, Hsin Chien<br>Tao, Ya Lunen_US
dc.contributor.author (Authors) 陳芸軒zh_TW
dc.contributor.author (Authors) Chen, Yun-Hsuanen_US
dc.creator (作者) 陳芸軒zh_TW
dc.creator (作者) Chen, Yun-Hsuanen_US
dc.date (日期) 2018en_US
dc.date.accessioned 3-Jul-2018 17:36:42 (UTC+8)-
dc.date.available 3-Jul-2018 17:36:42 (UTC+8)-
dc.date.issued (上傳時間) 3-Jul-2018 17:36:42 (UTC+8)-
dc.identifier (Other Identifiers) G0103462007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/118301-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 103462007zh_TW
dc.description.abstract (摘要) 近年來光雕投影作品常可見於各類展演活動,透過將絢麗的視覺效果,投射於建築體或立體物件之上,或利用強化物體輪廓外型的特性,巧妙讓影像內容與被投射物產生視覺上的連動,帶給觀眾意想之外的驚奇體驗。而本研究有幸能參與《械動影》光雕計劃,此為結合光雕投影、電子音樂演奏與大型機械裝置的創作計劃,希望藉由實務操作與實驗研究的角度,針對表演裝置初期版本所遭遇之問題,進行檢討釐清。透過行動研究的核心精神,計劃新裝置版本的改良方向;實際執行軟硬體層面的改善工程,並以修改後版本正式展演;記錄觀察表演過程中所注意的問題與建議;最終進行整體研究與作品的檢討分析。

藉由歸納出《械動影》所需要的原理技術,深入理解此類型表演軟體的系統功能與動態物件投影的結合形式,必須針對既有表演架構與手臂改良需求,設計一套專屬於本計畫的光雕投影系統,包含3D即時運算的視覺內容、機械手臂的訊號指令操作,以及動作捕捉與表演裝置的連動控制。此外,參考光雕投影現今的展演趨勢,彙整其形式與技術應用,藉此修正整體計畫架構,期望能從中找尋出改良方向並豐富表演內容。本實驗過程中,反覆測試機械手臂的運行操作,持續修改硬體構件與軟體控制系統,而針對手臂運轉時所造成的投影晃動,提出即時追蹤、延遲計算、預先製作等,三種馬達操作與投影校正間的配套方式,以期能夠製作出更為穩定的動態投影裝置。

在後續研究結果部分,詳細記錄第二、第三次《械動影》表演於空總中正堂及海外休士頓的展演過程,將裝置進場安裝施作與現場問題詳加記錄,並且嘗試彙整觀眾與參與人員意見回饋,期望藉由實際表演,更能檢視新版裝置與改良前版本的活動狀態及表演效益,並且休士頓展演是在戶外環境演出,透過比較與中正堂室內表演差異,能更全面地審視表演環境對於作品的影響,以期能讓作品與研究探討的面向更至完善。從整體裝置改良到正式公開展演,藉由經歷完整實驗計劃過程,將執行中所遭遇的問題與實務操作相接合,帶來許多寶貴的實驗經驗與嘗試觀點,期望能在相關表演領域,展現出更具創意、創新的表演形式。
zh_TW
dc.description.abstract (摘要) In recent years, works of projection mapping can be frequently seen in various performance activities. The operation of projection mapping is to project brilliant visual effect onto buildings or three-dimensional objects. Try to create a visual movement of image content and the mapped object by highlighting features of the object’s outline, bringing an unexpected and amazing experience for the audience. This research is of great honor to be given the opportunity to join the Projection Mapping Project of Psychic of Light which is a project combining projection mapping, electronic music performance and giant machinery equipment. Look forward to examining the problems that the first version of device has encountered from the perspective of practical operation and experiment. With the core spirit of action research, this thesis intends to plan the improvement direction of the new software and hardware version, practically implement the modified version to observe and record the problems and suggestions in the process of performance. Finally, it can make an examination and analysis on the overall research and work.

With concluded principles and technologies needed by Psychic of Light, tries to have an in-depth understanding with dynamic object projection, and to design a projection mapping system exclusive to this project. The project on the improvement demand of performance framework and its mechanical arm, including the visual content of 3D real-time computing, signal operating instructions of mechanical arm as well as the movement control of both motion capture and performance device. Additionally, this thesis refers to the current development trend of projection mapping and integrates its pattern with technical application so as to modify the project framework, hoping to find out improvement direction and enrich the content. In the process of experiment, the research repetitively tests the operation of the mechanical arm, constantly optimizes the hardware components and the software controlling system. Meanwhile, in terms of the projection waving resulting from the operation of the mechanical arm, this thesis puts forward three operation methods, including real-time tracking, delaying computing and pre-made in order to produce a dynamic projection device with higher stability.

For the results of consequent research, this thesis records the second and third performance processes of Psychic of Light in the Jhongjheng Hall and Sugar Land, makes detailed records of device installation and on-site problems, and tries to collect the feedback of the audience and participants. Hoping to examine the operation status and effect through practical performance of the new version. In addition, the performance in Sugar Land is an outdoor performance. The impact of performance on the projection mapping work can be studied in a more comprehensive perspective via comparing with the performance made in the Jhongjheng Hall so as to improve the work and the study. In summary, this research experiences the complete process of experiment and planning, combines problems in the execution with the practical operation, and puts forward many precious experimental experience and tentative views in the hope of displaying more creative and innovative performance patterns in related fields.
en_US
dc.description.tableofcontents 第一章 緒論 ... 1
1.1 研究背景與動機 ... 1
1.1.1 研究背景 ... 1
1.1.2 研究動機 ... 3
1.2 研究目的 ... 5
1.3 研究方法與步驟 ... 7
1.4 研究架構 ... 9
1.5 研究範圍限制 ... 10

第二章 原理技術與案例分析 ... 11
2.1 原理與技術分析 ... 11
2.1.1 光雕投影 ... 12
2.1.2 動態物件即時偵測技術 ... 21
2.1.3 手臂原理與設計 ... 30
2.2 相關展演形式與技術分析 ... 32
2.2.1 enra光影舞團舞台表演 ... 32
2.2.2 Excision光雕電音演唱會 ... 33
2.2.3 OMOTE臉部對位投影 ... 34
2.2.4 《EXISDANCE》光雕動態投影表演 ... 35
2.2.5 《BOX》機械手臂動態投影 ... 37
2.2.6 結語 ... 39
2.3 章節總結 ... 40

第三章 研究規劃測試與操作 ... 41
3.1 整理規劃 ... 42
3.1.1 《械動影》計畫觀察 ... 43
3.1.2 軟體技術 ... 45
3.1.3 製作規劃 ... 46
3.2 實驗操作 ... 47
3.2.1 硬體實驗 ... 47
3.2.2 軟體設計 ... 54
3.2.3 整合測試 ... 56
3.3 排演測試 ... 60
3.3.1 現場調整 ... 60
3.4 章節總結 ... 64

第四章 結果記錄與分析 ... 65
4.1 展演紀錄 ... 65
4.1.1 國內展演 台北空總中正堂 ... 66
4.1.2 海外展演 美國休士頓糖城 ... 91
4.2 結果分析 ... 108
4.2.1 裝置結構改良成果 ... 108
4.2.2 版本差異與影響 ... 109
4.2.3 展演觀察與分析 ... 114
4.2.4 結語 ... 114

第五章 結論與建議 ... 115
5.1 檢討建議 ... 115
5.1.1 裝置結構改良 ... 115
5.1.2 表演籌備與時間安排 ... 118
5.1.3 相關製作人員意見彙整 ... 121
5.1.4 表演內容設計 ... 122
5.1.5 待完成規劃 ... 123
5.2 結論 ... 124

參考文獻 ... 126
圖片來源 ... 128
附錄 ... 131
zh_TW
dc.format.extent 10698783 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0103462007en_US
dc.subject (關鍵詞) 光雕投影zh_TW
dc.subject (關鍵詞) 動態投影校正zh_TW
dc.subject (關鍵詞) 機械手臂zh_TW
dc.subject (關鍵詞) 動作捕捉zh_TW
dc.subject (關鍵詞) 電音VJzh_TW
dc.subject (關鍵詞) 大型舞台表演zh_TW
dc.subject (關鍵詞) 行動研究zh_TW
dc.subject (關鍵詞) Projection mappingen_US
dc.subject (關鍵詞) Dynamic projection mappingen_US
dc.subject (關鍵詞) Mechanical armen_US
dc.subject (關鍵詞) Motion captureen_US
dc.subject (關鍵詞) Electronic musicen_US
dc.subject (關鍵詞) Visual jockeyen_US
dc.subject (關鍵詞) Stage performanceen_US
dc.subject (關鍵詞) Action researchen_US
dc.title (題名) 大型機械動態光雕投影之研究以《械動影》為例zh_TW
dc.title (題名) A Study of Dynamic Projection Mapping with Giant Machinery:Psychic of Lighten_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 巫銘紘(2014)‧空間超連之設計體現(博士論文)‧臺北市:國立臺灣科技大學建築系。

管倖生等編著(2006)‧設計研究方法(初版,265-266)‧臺北市:全華。

蔡寬祥(2011)‧擴增雕塑技術在建築空間上之改造應用(碩士論文)‧臺北市:國立臺灣科技大學建築系。

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dc.identifier.doi (DOI) 10.6814/THE.NCCU.DCT.001.2018.B02-