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題名 虛擬片場中錄製演員演戲之輔助系統
A System to Assist Actor Recording in Virtual Studio
作者 康清鈺
Kang, Ching-Yu
貢獻者 李蔡彥
Li, Tsai-Yen
康清鈺
Kang, Ching-Yu
關鍵詞 虛擬實境
運動捕捉
電腦動畫
人機互動
日期 2020
上傳時間 5-十月-2020 15:16:53 (UTC+8)
摘要 電影在現今社會中是許多人在選擇休閒娛樂活動時不可或缺的角色之一,其中,演員們精湛的演技更是人們欣賞的重點。然而,一般大眾若是想要嘗試體驗演戲的話,通常必須透過演戲的社團或者俱樂部,甚至戲劇班等才能有機會參與戲劇的創作。本研究的目的在於設計一套虛擬實境中的電腦輔助系統,在前人已經建立好的導演、攝影師、剪輯師體驗功能之基礎上,我們將建立演員的體驗功能,讓一般人能夠輕易地體驗演戲,並且一個人能創作屬於自己的虛擬電影。透過虛擬實境與運動捕捉裝置,我們的系統讓體驗者進入虛擬拍攝片場內,從選擇自己想要扮演的角色開始,到完成戲劇的演出與角色動畫的錄製,以及最後透過操作介面來檢視自己演出的成果。除了扮演單一角色之外,體驗者也能選擇演出與錄製多個角色,如此將能夠達成整部虛擬電影都是由體驗者一人完成的目的。體驗過程中,我們的系統能夠在每個階段適當的提示體驗者當下所應該做的任務。並且在體驗者演出時,利用Time Warping與Motion Warping等動畫編輯技術,來動態調整與體驗者對戲的電腦演員們之速度與動作。透過整體系統簡易的互動介面,體驗者能輕鬆地體驗演戲並產出屬於自己的演出內容。最後,我們透過一系列的實驗與使用者調查來探討系統的實用性,其中包括各種情況下的提示與輔助介面是否夠清楚且容易瞭解、以及系統的娛樂性是否符合體驗者的期待等等,以此來評估本系統是否達到設計的目標。
Today, movies play an indispensable role in entertainment for many people, and some people appreciate the superb acting skills of the actors. However, if people want to ex-perience acting, they usually have to go through acting clubs or drama classes to have the opportunity to participate in drama creation. Based on the existing functions of di-rectors, photographers, and editors in a virtual studio that have been established in pre-vious work, this research aims to design a computer-assisted systems in virtual reality with actor functions allowing people to easily experience acting and create their own virtual movie. Through virtual reality and motion capture devices, our system allows the user to enter the virtual studio as an actor. The user starts by choosing the character they want to play, and then completing the drama performance. The motion of the actor will be recorded and replayed with the animations of other characters for further inspection. In addition to playing a single role, the user can also choose to perform and record mul-tiple roles, such that the entire virtual movie can be completed by the user alone. Finally, we will evaluate whether the system has achieved the design goals through a series of experiments and user surveys.
參考文獻 [1] D. Ota, B. Loftin, T. Saito, R. Lea, J. Keller. Virtual Reality in Surgical Education. Computers in Biology and Medicine, Volume 25 Issue 2, March 1995, pp. 127-137.
[2] M. A. Livingston, D. Brown, S. J. Julier, and G. S. Schmidt. Military applications of augmented reality. In NATO Human Factors and Medicine Panel Workshop on Virtual Media for Military Applications, June 2006.
[3] J. K. Argasiński, P. Wegrzyn, P. Strojny. Affective VR Serious Game for Firefighter Training. In Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI), October 2018.
[4] V. S. Pantelidis. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality. Themes in science and technology education, Special Issue, Klidarithmos Computer Books, Volume 2, No. 1-2, 2009, pp 59-70.
[5] T. Liao. Application of Virtual Reality Technology to Sports. In International Con-ference on Circuits and Systems (CAS 2015), 2015.
[6] G. Balakrishnan, P. J. Diefenbah. Virtual Cinematography: Beyond Big Studio Production. SIGGRAPH Studio Talks 2013, July 2013.
[7] Perception Neuron. https://neuronmocap.com
[8] Xsens. https://www.xsens.com
[9] Q. Galvane, M. Christie, I.S. Lin, T.Y. Li. Immersive Previz: VR Authoring for Film Previsualization. SIGGRAPH `18 ACM SIGGRAPH 2018 Studio, 2018, Article No. 4
[10] Behavior Markup Language 1.0 Standard. http://www.mindmakers.org/projects/bml-1-0/wiki
[11] R. Bouville, V. Gouranton, B.Arnaldi. Virtual Reality Rehearsals for Acting with Visual Effects. In Proceedings of International Conference on Computer Graphics & Interactive Techniques, GI, June 2016.
[12] 林毅聖, “提供多元角色體驗之虛擬拍攝片場," 碩士論文, 國立政治大學資訊科學系, 2018.
[13] J. Min, Y.L. Chen, J. Chai. Interactive Generation of Human Animation with Deformable Motion Models. ACM Transactions on Graphics, Volume 29 Issue 1, December 2009, Article No. 9.
[14] S. Coros, P. Beaudoin, M. van de Panne. Generalized Biped Walking Control. ACM Transaction on Graphics, Volume 29 Issue 4, July 2010, Article No. 130.
[15] A. Marriott, S. Beard, J. Stallo, Q. Huynh. VHML: virtual human modelling lan-guage. 2001. http://www.vhml.org
[16] Z. Huang, A. Eliens, C. Visser. STEP: a scripting language for embodied agents. In Proceedings of the workshop on lifelike animated agents, Tokyo, 2002, pp. 46–51
[17] J.F. Allen. Maintaining knowledge about temporal intervals. Communications of the ACM, Volume 26 Issue 11, November 1983, pp. 832–843.
[18] A. Witkin, Z. Popovic. Motion Warping. In SIGGRAPH `95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, 1995, pp. 105-108.
[19] E. Hsu, M. da Silva, J. Popovic. Guided Time Warping for Motion Editing. In SCA `07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation, 2007, pp. 45-52.
[20] S. Chagué, C. Charbonnier. Real Virtuality: A Multi-User Immersive Platform Connecting Real and Virtual Worlds. In Proceedings of the 2016 Virtual Reality International Conference, 2016.
[21] Vicon System. http://vicon.com/
[22] I. Podkosova, K. Vasylevska, C. Schoenauer, E. Vonach, P. Fikar, E. Bronederk, H. Kaufmann. Immersivedeck: a large-scale wireless VR system for multiple us-ers. 2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS), Greenville, SC, 2016, pp. 1-7.
[23] B. Daria, C. Martina, P. Alessandro, S. Fabio, V. Valentina, I. Zennaro. Integrat-ing mocap system and immersive reality for efficient human-centred workstation design. In IFAC-PapersOnLine, Volume 51 Issue 11, 2018, pp. 188-193.
描述 碩士
國立政治大學
資訊科學系
106753032
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0106753032
資料類型 thesis
dc.contributor.advisor 李蔡彥zh_TW
dc.contributor.advisor Li, Tsai-Yenen_US
dc.contributor.author (作者) 康清鈺zh_TW
dc.contributor.author (作者) Kang, Ching-Yuen_US
dc.creator (作者) 康清鈺zh_TW
dc.creator (作者) Kang, Ching-Yuen_US
dc.date (日期) 2020en_US
dc.date.accessioned 5-十月-2020 15:16:53 (UTC+8)-
dc.date.available 5-十月-2020 15:16:53 (UTC+8)-
dc.date.issued (上傳時間) 5-十月-2020 15:16:53 (UTC+8)-
dc.identifier (其他 識別碼) G0106753032en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/132069-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學系zh_TW
dc.description (描述) 106753032zh_TW
dc.description.abstract (摘要) 電影在現今社會中是許多人在選擇休閒娛樂活動時不可或缺的角色之一,其中,演員們精湛的演技更是人們欣賞的重點。然而,一般大眾若是想要嘗試體驗演戲的話,通常必須透過演戲的社團或者俱樂部,甚至戲劇班等才能有機會參與戲劇的創作。本研究的目的在於設計一套虛擬實境中的電腦輔助系統,在前人已經建立好的導演、攝影師、剪輯師體驗功能之基礎上,我們將建立演員的體驗功能,讓一般人能夠輕易地體驗演戲,並且一個人能創作屬於自己的虛擬電影。透過虛擬實境與運動捕捉裝置,我們的系統讓體驗者進入虛擬拍攝片場內,從選擇自己想要扮演的角色開始,到完成戲劇的演出與角色動畫的錄製,以及最後透過操作介面來檢視自己演出的成果。除了扮演單一角色之外,體驗者也能選擇演出與錄製多個角色,如此將能夠達成整部虛擬電影都是由體驗者一人完成的目的。體驗過程中,我們的系統能夠在每個階段適當的提示體驗者當下所應該做的任務。並且在體驗者演出時,利用Time Warping與Motion Warping等動畫編輯技術,來動態調整與體驗者對戲的電腦演員們之速度與動作。透過整體系統簡易的互動介面,體驗者能輕鬆地體驗演戲並產出屬於自己的演出內容。最後,我們透過一系列的實驗與使用者調查來探討系統的實用性,其中包括各種情況下的提示與輔助介面是否夠清楚且容易瞭解、以及系統的娛樂性是否符合體驗者的期待等等,以此來評估本系統是否達到設計的目標。zh_TW
dc.description.abstract (摘要) Today, movies play an indispensable role in entertainment for many people, and some people appreciate the superb acting skills of the actors. However, if people want to ex-perience acting, they usually have to go through acting clubs or drama classes to have the opportunity to participate in drama creation. Based on the existing functions of di-rectors, photographers, and editors in a virtual studio that have been established in pre-vious work, this research aims to design a computer-assisted systems in virtual reality with actor functions allowing people to easily experience acting and create their own virtual movie. Through virtual reality and motion capture devices, our system allows the user to enter the virtual studio as an actor. The user starts by choosing the character they want to play, and then completing the drama performance. The motion of the actor will be recorded and replayed with the animations of other characters for further inspection. In addition to playing a single role, the user can also choose to perform and record mul-tiple roles, such that the entire virtual movie can be completed by the user alone. Finally, we will evaluate whether the system has achieved the design goals through a series of experiments and user surveys.en_US
dc.description.tableofcontents 致謝 i
摘要 ii
Abstract iii
目錄 iv
圖目錄 vii
表目錄 ix
第1章 導論 1
1.1 研究動機 1
1.2 研究目標 2
1.3 預期貢獻 4
1.4 本論文之章節架構 5
第2章 相關研究 6
2.1 虛擬拍攝片場 6
2.2 角色動畫生成與調整 7
2.3 虛擬實境與運動捕捉技術 11
第3章 系統架構 12
3.1 系統操作流程 13
3.2 系統使用之載具 14
3.2.1 畫面呈現之載具 14
3.2.2 互動載具 15
3.3 結構化劇本之設計 16
3.4 NPC動畫動態調整 19
3.4.1 辨識體驗者動作之完結 19
3.4.2 時間調整Time Warping 20
3.4.3 運動變形Motion Warping 22
3.4.4 演員與道具的互動 24
3.5 輔助系統之介面設計 25
3.5.1 演戲準備 25
3.5.2 動畫錄製與演出介面 27
3.5.3 成果檢視 28
3.5.4 與過去成果對戲 30
3.5.5 其他輔助功能 31
3.6 系統新手教學 33
第4章 實驗設計與結果分析 35
4.1 實驗目標 35
4.2 實驗對象 36
4.3 實驗流程 38
4.3.1 實驗講解與系統介紹 38
4.3.2 穿戴設備與校正 39
4.3.3 系統新手教學 39
4.3.4 正式演出前練習 40
4.3.5 演出任務 40
4.3.6 自由體驗 41
4.3.7 問卷填寫與深度訪談 41
4.4 實驗結果與分析 42
4.4.1 問卷分析 42
4.4.2 深度訪談結果 47
第5章 結論與未來發展 49
5.1 研究結論 49
5.2 改進與未來發展 50
參考文獻 51
附錄一 結構化劇本 53
附錄二 實驗同意書 55
附錄三 問卷調查 56
zh_TW
dc.format.extent 4032188 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0106753032en_US
dc.subject (關鍵詞) 虛擬實境zh_TW
dc.subject (關鍵詞) 運動捕捉zh_TW
dc.subject (關鍵詞) 電腦動畫zh_TW
dc.subject (關鍵詞) 人機互動zh_TW
dc.title (題名) 虛擬片場中錄製演員演戲之輔助系統zh_TW
dc.title (題名) A System to Assist Actor Recording in Virtual Studioen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) [1] D. Ota, B. Loftin, T. Saito, R. Lea, J. Keller. Virtual Reality in Surgical Education. Computers in Biology and Medicine, Volume 25 Issue 2, March 1995, pp. 127-137.
[2] M. A. Livingston, D. Brown, S. J. Julier, and G. S. Schmidt. Military applications of augmented reality. In NATO Human Factors and Medicine Panel Workshop on Virtual Media for Military Applications, June 2006.
[3] J. K. Argasiński, P. Wegrzyn, P. Strojny. Affective VR Serious Game for Firefighter Training. In Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI), October 2018.
[4] V. S. Pantelidis. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality. Themes in science and technology education, Special Issue, Klidarithmos Computer Books, Volume 2, No. 1-2, 2009, pp 59-70.
[5] T. Liao. Application of Virtual Reality Technology to Sports. In International Con-ference on Circuits and Systems (CAS 2015), 2015.
[6] G. Balakrishnan, P. J. Diefenbah. Virtual Cinematography: Beyond Big Studio Production. SIGGRAPH Studio Talks 2013, July 2013.
[7] Perception Neuron. https://neuronmocap.com
[8] Xsens. https://www.xsens.com
[9] Q. Galvane, M. Christie, I.S. Lin, T.Y. Li. Immersive Previz: VR Authoring for Film Previsualization. SIGGRAPH `18 ACM SIGGRAPH 2018 Studio, 2018, Article No. 4
[10] Behavior Markup Language 1.0 Standard. http://www.mindmakers.org/projects/bml-1-0/wiki
[11] R. Bouville, V. Gouranton, B.Arnaldi. Virtual Reality Rehearsals for Acting with Visual Effects. In Proceedings of International Conference on Computer Graphics & Interactive Techniques, GI, June 2016.
[12] 林毅聖, “提供多元角色體驗之虛擬拍攝片場," 碩士論文, 國立政治大學資訊科學系, 2018.
[13] J. Min, Y.L. Chen, J. Chai. Interactive Generation of Human Animation with Deformable Motion Models. ACM Transactions on Graphics, Volume 29 Issue 1, December 2009, Article No. 9.
[14] S. Coros, P. Beaudoin, M. van de Panne. Generalized Biped Walking Control. ACM Transaction on Graphics, Volume 29 Issue 4, July 2010, Article No. 130.
[15] A. Marriott, S. Beard, J. Stallo, Q. Huynh. VHML: virtual human modelling lan-guage. 2001. http://www.vhml.org
[16] Z. Huang, A. Eliens, C. Visser. STEP: a scripting language for embodied agents. In Proceedings of the workshop on lifelike animated agents, Tokyo, 2002, pp. 46–51
[17] J.F. Allen. Maintaining knowledge about temporal intervals. Communications of the ACM, Volume 26 Issue 11, November 1983, pp. 832–843.
[18] A. Witkin, Z. Popovic. Motion Warping. In SIGGRAPH `95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, 1995, pp. 105-108.
[19] E. Hsu, M. da Silva, J. Popovic. Guided Time Warping for Motion Editing. In SCA `07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation, 2007, pp. 45-52.
[20] S. Chagué, C. Charbonnier. Real Virtuality: A Multi-User Immersive Platform Connecting Real and Virtual Worlds. In Proceedings of the 2016 Virtual Reality International Conference, 2016.
[21] Vicon System. http://vicon.com/
[22] I. Podkosova, K. Vasylevska, C. Schoenauer, E. Vonach, P. Fikar, E. Bronederk, H. Kaufmann. Immersivedeck: a large-scale wireless VR system for multiple us-ers. 2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS), Greenville, SC, 2016, pp. 1-7.
[23] B. Daria, C. Martina, P. Alessandro, S. Fabio, V. Valentina, I. Zennaro. Integrat-ing mocap system and immersive reality for efficient human-centred workstation design. In IFAC-PapersOnLine, Volume 51 Issue 11, 2018, pp. 188-193.
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202001737en_US