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題名 結合虛擬實境、擴增實境與手勢感測器於歷史故事導覽-以大稻埕歷史街區為例
Integration of Virtual Reality, Augmented Reality and Motion Detector in Historic Story Telling—a Case Study of Dadaocheng Historic Districts
作者 周子凱
Chou, Tzu-Kai
貢獻者 詹進發
Jan, Jihn-Fa
周子凱
Chou, Tzu-Kai
關鍵詞 虛擬實境
擴增實境
人機互動
手勢感測器
遊戲開發引擎
Virtual reality
Augmented reality
HCI
Leap motion
Unity
日期 2018
上傳時間 18-Jul-2018 11:08:45 (UTC+8)
摘要 虛擬實境(Virtual Reality, VR)及擴增實境(Augmented Reality, AR)嘗試讓體驗者如同在真實世界進行感官體驗,不同於以往純粹視覺性呈現,進一步延伸至多元化之人機互動(Human-Computer Interaction, HCI)方式。本研究目的為以普及性高之智慧型手機搭配價格便宜之Gear VR頭戴式顯示器(Head-mounted Display, HMD)並結合手勢感測器Leap Motion,嘗試增進使用者體驗設計穿梭虛實之感受及多種虛擬探索方式,建置大稻埕歷史街區之虛實互動式導覽平台。

本研究以跨平台遊戲開發引擎Unity設計虛實穿梭及虛擬探索的體驗。虛實穿梭部分,由於Gear VR HMD搭載智慧型手機平台,因此得以透過開關智慧型手機之相機鏡頭搭配Vuforia擴增實境軟體開發套件(Software Develop Kit, SDK)達到虛實穿梭的體驗。虛擬探索部分,將Leap Motion連接筆記型電腦,透過網路傳輸雙手位置及旋轉的資訊,並依照大稻埕發展歷史分為四大虛擬探索體驗: (1)發源--稻香四溢、(2)械鬥--頂下郊拚、(3)開港--徜徉河畔、(4)舊址重現--臨床講義。本研究以智慧型手機為開發平台,整合擴增實境、虛擬實境及人機互動技術,以講述一個地區之歷史故事及發展脈絡,這種方式比傳統的文宣產品更能引發體驗者有更深刻的情感連結與歷史記憶。
Virtual Reality (VR) and Augmented Reality (AR) are techniques that try to create a real-world perception by digital means. In contrast to only visual perception in the past, VR and AR further extend this experience to various fields of human-computer interaction. The purpose of this study is to design the experience of virtual transition and virtual exploration in the historic districts of Dadaocheng by using Gear VR HMD and Leap Motion.

The study mainly uses the cross-platform game development engine Unity to design the experience of virtual transition and virtual exploration. In order to achieve the experience of virtual transition, we switch the camera of the mobile device equipped with Gear VR HMD and combine Vuforia AR SDK. As for the experience of virtual exploration, we connect leap motion to a laptop and transmit hand position and rotation data through network. In order to reflect the history of Dadaocheng, the virtual exploration tour is divided into four parts: (1) Overflowing rice incense, (2) the Dingxiajiao Conflict, (3) Wandering around the riverside, (4) Clinical notes. The study uses smart phone as a development platform, and integrates augmented reality, virtual reality, and human-computer interaction to tell historic stories in historic districts. In this manner, the participants have more profound emotional connection and historic memory in a historic district than a traditional propaganda product.
參考文獻 一、 中文參考文獻

王曉璿、黃昭儒、林志宏與吳浚瑋,2012,「可觸式擴增實境輔助博物館導覽效益之研究」,『教育資料與圖書館學』, 50(1):135-167。
李建珍、官海萍,2012,「手勢計算技術的發展研究」,『電化教育研究』,11: 39-43。
周文忠,2005,「虛擬實境之意義與應用」,『資訊科學應用期刊』,1 (1 ):121-127。
黄俊、景红,2015,「基於Leap Motion的手勢控制技術初探」,『計算機系統應用』,24(10):259-263。
楊俊宴、吳明偉,2008,「城市歷史文化保護的多元化發展趨勢」,『現代城市研究』,9(4):2-4。
郭其綱、鄭泰昇,2008,「擴增實境定位技術應用於建築與城市戶外導覽之研究—以古蹟導覽系統與隱形招牌應用為例」,『建築學報』,66:145-166。
陳麒安,2016,「基於頭戴式顯示器與雙手控制器之虛實互動:以敦煌石窟為例」,國立臺灣大學資訊工程學研究所學位論文:台北。
鄭雅心、施翔云,2016,「虛擬實境與擴增實境的應用及發展」,『臺灣經濟研究月刊』,39(12): 62-70。

二、 外文參考文獻

Alger, M., 2015. “Visual design methods for virtual reality. ”
Amir, M. H., Quek, A., Sulaiman, N. R. B., and See, J., 2016, “Duke: Enhancing virtual reality based fps game with full-body interactions.”, Paper presented at the 13th International Conference on Advances in Computer Entertainment Technology , ACM, Amsterdam, October 15 - October 19.
Amin, D., and Govilkar, S., 2015, “Comparative study of augmented reality SDK’s.”, International Journal on Computational Science & Applications, 5(1):11-26.
Azuma, R. T., 1997, “A survey of augmented reality.”, Presence: Teleoperators and virtual environments, 6(4):355-385.
Akenine-Moller, T., Haines, E., and Hoffman, N., 2008, Real-time rendering, A K Peters: CRC Press.
Barron, A. E., 2002, Technologies for education: A practical guide, Libraries Unlimited.
Baus, O., and Bouchard, S., 2014, Moving from virtual reality exposure-based therapy to augmented reality exposure-based therapy: a review, Frontiers in human neuroscience.
Beattie, N., Horan, B., & McKenzie, S. (2015). “Taking the LEAP with the Oculus HMD and CAD-Plucking at thin Air?”, Procedia Technology, 20: 149-154.
Bimber, O., and Raskar, R., 2005, Spatial augmented reality: merging real and virtual worlds, CRC press.
Boyer, M. C., 1996, CyberCities: visual perception in the age of electronic communication, Princeton Architectural Press.
Burdea Grigore, C., and Coiffet, P., 1994, Virtual reality technology, London: Wiley-Interscience.
Castells, M., 1993, “The informational economy and the new international division of labor.”pp. 15-43 in The new global economy in the information age, University Park, PA : The Pennsylvania State University Press.
Cawood, S., and Fiala, M., 2008, Augmented Reality, A Practical.
Cheng, K. H., and Tsai, C. C., 2013, “Affordances of augmented reality in science learning: Suggestions for future research.” Journal of Science Education and Technology, 22(4):449-462.
Clouth, R., 2013, Mobile Augmented Reality as a Control Mode for Real-time Music Systems, Unpublished doctoral dissertation, Universitat Pompeu Fabra, Barcelona.
Costello, P. J., 1997, Health and safety issues associated with virtual reality: a review of current literature , Advisory Group on Computer Graphics.
Cruz-Neira, C., Sandin, D. J., and DeFanti, T. A., 1993, “Surround-screen projection-based virtual reality: the design and implementation of the CAVE”, pp. 135-142 in the 20th annual conference on Computer graphics and interactive techniques, ACM.
Damianova, R., 2015, The Nonverbal Abhinaya Codes As Fondation Of Performing Emotion, Senses and Sensitivity.
Dix, A., 2009, “Human-computer interaction.” pp. 1327-1331 in Encyclopedia of database systems, Springer US.
Durlach, N. I., and Mavor, A. S., 1995, Virtual reality. Scientific and technological challenges, Naval training systems center.
Fernandes, A. S., and Feiner, S. K., 2016, “Combating VR sickness through subtle dynamic field-of-view modification.” pp. 201-210 in 3D User Interfaces (3DUI), 2016 IEEE Symposium on IEEE.
Fua, P., and Leclerc, Y. G., 1994, “Using 3-dimensional meshes to combine image-based and geometry-based constraints.” pp. 281-291 in European Conference on Computer Vision, Berlin: Springer.
Gaitatzes, A., Christopoulos, D., and Roussou, M., 2001. “Reviving the past: cultural heritage meets virtual reality. ” Paper presented at the Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage.
Goldberg, K., 1998, “Virtual reality in the age of telepresence.”, Convergence, 4(1): 33-37.
Grahn, I., 2017, “The Vuforia SDK and Unity3D Game Engine: Evaluating Performance on Android Devices.”
Gregory, J., 2017, Virtual reality, Cherry Lake.
H. Kato, and M. Billinghurst, 1999, “Marker Tracking and HMD Calibration for a Video-based Augmented Reality Conferencing System”, in 2nd IEEE and ACM International Workshop on Augmented Reality.
Hassenzahl, M., 2003, “The thing and I: understanding the relationship between user and product. ” pp. 31-42 in Funology, Netherlands: Springer.
Herling, J., and Broll, W., 2011, “Markerless tracking for augmented reality.” pp. 255-272 in Handbook of Augmented Reality, New York: Springer.
Huang, Z., Hui, P., Peylo, C., and Chatzopoulos, D., 2013, “Mobile augmented reality survey: a bottom-up approach.”, arXiv preprint arXiv.
Ibañez, A. S., and Figueras, J. P., 2013, Vuforia v1. 5 SDK: Analysis and evaluation of capabilities, Unpublished doctoral dissertation, Universitat Politecnica De Catalunya.
Kang, J., 2012. “Ar teleport: Digital reconstruction of historical and cultural-heritage sites using mobile augmented reality. ” Paper presented at the Trust, Security and Privacy in Computing and Communications (TrustCom), 2012 IEEE 11th International Conference on.
Kalawsky, R., 1993, The science of virtual reality and virtual environments, Addison-Wesley Longman Publishing Co., Inc..
Kiyokawa, K., Kurata, Y., and Ohno, H., 2000, “An optical see-through display for mutual occlusion of real and virtual environments.” pp. 60-67 in Augmented Reality, 2000 IEEE and ACM International Symposium on IEEE.
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Milgram, P., and Kishino, F., 1994, “A taxonomy of mixed reality visual displays.”, IEICE TRANSACTIONS on Information and Systems, 77(12): 1321-1329.
Miyashita, T., Meier, P., Tachikawa, T., Orlic, S., Eble, T., Scholz, V., .Lieberknecht, S., 2008. “An augmented reality museum guide.”, Paper presented at the Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Myers, B. A., 1998, “A brief history of human-computer interaction technology.”, interactions, 5(2): 44-54.
Nguyen, V. T., 2014, Enhancing touchless interaction with the leap motion using a haptic glove, Comput. Sci.
Plosz, S., Kertesz, Z., Lukovszki, C., Kovacs, D., Moldovan, I., and Hollosi, G., 2013, “Practical aspects of visual recognition for indoor mobile positioning. ” pp. 527-532 in Cognitive Infocommunications (CogInfoCom), 2013 IEEE 4th International Conference on IEEE.
Rae, J., and Edwards, L., 2016, Virtual reality at the British Museum: what is the value of virtual reality environments for learning by children and young people, schools, and families, MW2016: Museums and the Web .
Riisgaard, S., Blas, M. R., 2003, SLAM for Dummies. A Tutorial Approach to Simultaneous Localization and Mapping, 22: 1-127.
Rosten, E., and Drummond, T., 2006, “Machine learning for high-speed corner detection.”, Computer Vision–ECCV 2006, 430-443.
Roussou, M., 2000, “Immersive interactive virtual reality and informal education. ”, Proceedings of User Interfaces for All: Interactive Learning Environments for Children:1-9.
Shi, L., 2017, Improving AR tracking and registration with markerless technology, Unpublished doctoral dissertation, Universitat Politècnica de Catalunya.
Slater, M., Lotto, B., Arnold, M. M., and Sanchez-Vives, M. V., 2009, “How we experience immersive virtual environments: the concept of presence and its measurement.”, Anuario de psicología, 40(2).
Stanney, K. M., 2003, The human-computer interaction handbook: Fundamentals, evolving technologies and emerging applications, NJ: Lawrence Erlbaum Associates.
Steuer, J., 1992, “Defining virtual reality: Dimensions determining telepresence.”, Journal of communication, 42(4): 73-93.
Sutherland, I. E., 1965, The ultimate display, Multimedia: From Wagner to virtual reality.
Vlahakis, V., Karigiannis, J., Tsotros, M., Gounaris, M., Almeida, L., Stricker, D.,and Ioannidis, N., 2001. “Archeoguide: first results of an augmented reality, mobile computing system in cultural heritage sites.”, Virtual Reality, Archeology, and Cultural Heritage, 9.
Wilson, J. R., 1999, “Virtual environments applications and applied ergonomics”, Applied Ergonomics, 30(1): 3-9.
三、 網頁參考文獻

ARCore (2017). ARCore. Retrieved May 4, 2017 from ARCore on the World Wide Web: https://developers.google.com/ar/discover/
Unity (2017). Unity. Retrieved September 1, 2017 from Unity on the World Wide Web: https://unity3d.com/
Leap Motion (2017). Leap Motion. Retrieved December 1, 2017 from Leap Motion on the World Wide Web: https://www.leapmotion.com/
Vuforia (2017). Vuforia. Retrieved November 1, 2017 from Vuforia on the World Wide Web: https://www.vuforia.com/
Resonance Audio (2017). Resonance Audio. Retrieved March 03, 2018 from Resonance Audio on the World Wide Web: https://developers.google.com/resonance-audio/discover/concepts
Mapbox (2017). Mapbox. Retrieved February 05, 2018 from Mapbox on the World Wide Web: http://www.mapbox.com.s3-website-us-east-1.amazonaws.com/blog/real-world-terrain-unity/
描述 碩士
國立政治大學
地政學系 
105257029
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0105257029
資料類型 thesis
dc.contributor.advisor 詹進發zh_TW
dc.contributor.advisor Jan, Jihn-Faen_US
dc.contributor.author (Authors) 周子凱zh_TW
dc.contributor.author (Authors) Chou, Tzu-Kaien_US
dc.creator (作者) 周子凱zh_TW
dc.creator (作者) Chou, Tzu-Kaien_US
dc.date (日期) 2018en_US
dc.date.accessioned 18-Jul-2018 11:08:45 (UTC+8)-
dc.date.available 18-Jul-2018 11:08:45 (UTC+8)-
dc.date.issued (上傳時間) 18-Jul-2018 11:08:45 (UTC+8)-
dc.identifier (Other Identifiers) G0105257029en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/118739-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 地政學系 zh_TW
dc.description (描述) 105257029zh_TW
dc.description.abstract (摘要) 虛擬實境(Virtual Reality, VR)及擴增實境(Augmented Reality, AR)嘗試讓體驗者如同在真實世界進行感官體驗,不同於以往純粹視覺性呈現,進一步延伸至多元化之人機互動(Human-Computer Interaction, HCI)方式。本研究目的為以普及性高之智慧型手機搭配價格便宜之Gear VR頭戴式顯示器(Head-mounted Display, HMD)並結合手勢感測器Leap Motion,嘗試增進使用者體驗設計穿梭虛實之感受及多種虛擬探索方式,建置大稻埕歷史街區之虛實互動式導覽平台。

本研究以跨平台遊戲開發引擎Unity設計虛實穿梭及虛擬探索的體驗。虛實穿梭部分,由於Gear VR HMD搭載智慧型手機平台,因此得以透過開關智慧型手機之相機鏡頭搭配Vuforia擴增實境軟體開發套件(Software Develop Kit, SDK)達到虛實穿梭的體驗。虛擬探索部分,將Leap Motion連接筆記型電腦,透過網路傳輸雙手位置及旋轉的資訊,並依照大稻埕發展歷史分為四大虛擬探索體驗: (1)發源--稻香四溢、(2)械鬥--頂下郊拚、(3)開港--徜徉河畔、(4)舊址重現--臨床講義。本研究以智慧型手機為開發平台,整合擴增實境、虛擬實境及人機互動技術,以講述一個地區之歷史故事及發展脈絡,這種方式比傳統的文宣產品更能引發體驗者有更深刻的情感連結與歷史記憶。
zh_TW
dc.description.abstract (摘要) Virtual Reality (VR) and Augmented Reality (AR) are techniques that try to create a real-world perception by digital means. In contrast to only visual perception in the past, VR and AR further extend this experience to various fields of human-computer interaction. The purpose of this study is to design the experience of virtual transition and virtual exploration in the historic districts of Dadaocheng by using Gear VR HMD and Leap Motion.

The study mainly uses the cross-platform game development engine Unity to design the experience of virtual transition and virtual exploration. In order to achieve the experience of virtual transition, we switch the camera of the mobile device equipped with Gear VR HMD and combine Vuforia AR SDK. As for the experience of virtual exploration, we connect leap motion to a laptop and transmit hand position and rotation data through network. In order to reflect the history of Dadaocheng, the virtual exploration tour is divided into four parts: (1) Overflowing rice incense, (2) the Dingxiajiao Conflict, (3) Wandering around the riverside, (4) Clinical notes. The study uses smart phone as a development platform, and integrates augmented reality, virtual reality, and human-computer interaction to tell historic stories in historic districts. In this manner, the participants have more profound emotional connection and historic memory in a historic district than a traditional propaganda product.
en_US
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 3
第三節 論文架構 5
第二章 文獻回顧 7
第一節 虛擬實境 7
第二節 擴增實境 15
第三節 人機互動 23
第三章 研究方法 25
第一節 研究區域 25
第二節 研究工具 28
第三節 研究流程 46
第四節 研究方法與理論基礎 47
第四章 研究成果 58
第一節 大稻埕歷史街區虛實穿梭 58
第二節 Leap Motion雙手資訊 68
第三節 大稻埕歷史街區虛擬探索 70
第五章 結論與建議 86
第一節 結論 86
第二節 建議 88
zh_TW
dc.format.extent 7029239 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0105257029en_US
dc.subject (關鍵詞) 虛擬實境zh_TW
dc.subject (關鍵詞) 擴增實境zh_TW
dc.subject (關鍵詞) 人機互動zh_TW
dc.subject (關鍵詞) 手勢感測器zh_TW
dc.subject (關鍵詞) 遊戲開發引擎zh_TW
dc.subject (關鍵詞) Virtual realityen_US
dc.subject (關鍵詞) Augmented realityen_US
dc.subject (關鍵詞) HCIen_US
dc.subject (關鍵詞) Leap motionen_US
dc.subject (關鍵詞) Unityen_US
dc.title (題名) 結合虛擬實境、擴增實境與手勢感測器於歷史故事導覽-以大稻埕歷史街區為例zh_TW
dc.title (題名) Integration of Virtual Reality, Augmented Reality and Motion Detector in Historic Story Telling—a Case Study of Dadaocheng Historic Districtsen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 一、 中文參考文獻

王曉璿、黃昭儒、林志宏與吳浚瑋,2012,「可觸式擴增實境輔助博物館導覽效益之研究」,『教育資料與圖書館學』, 50(1):135-167。
李建珍、官海萍,2012,「手勢計算技術的發展研究」,『電化教育研究』,11: 39-43。
周文忠,2005,「虛擬實境之意義與應用」,『資訊科學應用期刊』,1 (1 ):121-127。
黄俊、景红,2015,「基於Leap Motion的手勢控制技術初探」,『計算機系統應用』,24(10):259-263。
楊俊宴、吳明偉,2008,「城市歷史文化保護的多元化發展趨勢」,『現代城市研究』,9(4):2-4。
郭其綱、鄭泰昇,2008,「擴增實境定位技術應用於建築與城市戶外導覽之研究—以古蹟導覽系統與隱形招牌應用為例」,『建築學報』,66:145-166。
陳麒安,2016,「基於頭戴式顯示器與雙手控制器之虛實互動:以敦煌石窟為例」,國立臺灣大學資訊工程學研究所學位論文:台北。
鄭雅心、施翔云,2016,「虛擬實境與擴增實境的應用及發展」,『臺灣經濟研究月刊』,39(12): 62-70。

二、 外文參考文獻

Alger, M., 2015. “Visual design methods for virtual reality. ”
Amir, M. H., Quek, A., Sulaiman, N. R. B., and See, J., 2016, “Duke: Enhancing virtual reality based fps game with full-body interactions.”, Paper presented at the 13th International Conference on Advances in Computer Entertainment Technology , ACM, Amsterdam, October 15 - October 19.
Amin, D., and Govilkar, S., 2015, “Comparative study of augmented reality SDK’s.”, International Journal on Computational Science & Applications, 5(1):11-26.
Azuma, R. T., 1997, “A survey of augmented reality.”, Presence: Teleoperators and virtual environments, 6(4):355-385.
Akenine-Moller, T., Haines, E., and Hoffman, N., 2008, Real-time rendering, A K Peters: CRC Press.
Barron, A. E., 2002, Technologies for education: A practical guide, Libraries Unlimited.
Baus, O., and Bouchard, S., 2014, Moving from virtual reality exposure-based therapy to augmented reality exposure-based therapy: a review, Frontiers in human neuroscience.
Beattie, N., Horan, B., & McKenzie, S. (2015). “Taking the LEAP with the Oculus HMD and CAD-Plucking at thin Air?”, Procedia Technology, 20: 149-154.
Bimber, O., and Raskar, R., 2005, Spatial augmented reality: merging real and virtual worlds, CRC press.
Boyer, M. C., 1996, CyberCities: visual perception in the age of electronic communication, Princeton Architectural Press.
Burdea Grigore, C., and Coiffet, P., 1994, Virtual reality technology, London: Wiley-Interscience.
Castells, M., 1993, “The informational economy and the new international division of labor.”pp. 15-43 in The new global economy in the information age, University Park, PA : The Pennsylvania State University Press.
Cawood, S., and Fiala, M., 2008, Augmented Reality, A Practical.
Cheng, K. H., and Tsai, C. C., 2013, “Affordances of augmented reality in science learning: Suggestions for future research.” Journal of Science Education and Technology, 22(4):449-462.
Clouth, R., 2013, Mobile Augmented Reality as a Control Mode for Real-time Music Systems, Unpublished doctoral dissertation, Universitat Pompeu Fabra, Barcelona.
Costello, P. J., 1997, Health and safety issues associated with virtual reality: a review of current literature , Advisory Group on Computer Graphics.
Cruz-Neira, C., Sandin, D. J., and DeFanti, T. A., 1993, “Surround-screen projection-based virtual reality: the design and implementation of the CAVE”, pp. 135-142 in the 20th annual conference on Computer graphics and interactive techniques, ACM.
Damianova, R., 2015, The Nonverbal Abhinaya Codes As Fondation Of Performing Emotion, Senses and Sensitivity.
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dc.identifier.doi (DOI) 10.6814/THE.NCCU.LE.003.2018.A05-