學術產出-Theses

Article View/Open

Publication Export

Google ScholarTM

政大圖書館

Citation Infomation

題名 虛擬世界之相關技術發展與應用:以虛擬實境與擴增實境為例
The development and application of related technologies in the virtual world: taking virtual reality and augmented reality as examples
作者 夏存孝
Hsia, Tsun-Hsiao
貢獻者 謝明華
Hsieh, Ming-Hua
夏存孝
Hsia, Tsun-Hsiao
關鍵詞 虛擬世界
虛擬實境
擴增實境
日期 2022
上傳時間 1-Apr-2022 15:02:18 (UTC+8)
摘要 本研究以虛擬實境(Virtual Reality, VR)與擴增實境(Augmented Reality, AR)為題,彙整虛擬世界之五個階段,並將之延伸介紹元宇宙之定義以及特性,其主要分別是現實、無所不在、交互操作性以及可擴展性。除了虛擬實境與擴增實境技術外,介紹同為元宇宙概念重要技術「非同質化代幣」(Non-Fungible Token, NFT)。在應用方面,彙整VR與AR可應用場景,並介紹兩個實現AR與VR技術之相關案例。
參考文獻 Au, W. J. (2009). The making of Second Life: Notes from the new world: Harper Collins.
Baratoff, G., & Regenbrecht, H. (2004). Developing and applying AR Technology in design, production, service and training. In Virtual and augmented reality applications in manufacturing (pp. 207-236): Springer.
Blanchard, C., Burgess, S., Harvill, Y., Lanier, J., Lasko, A., Oberman, M., & Teitel, M. (1990). Reality built for two: a virtual reality tool. Paper presented at the Proceedings of the 1990 symposium on Interactive 3D graphics.
Boellstorff, T. (2015). Coming of age in Second Life: Princeton University Press.
Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V., & Hart, J. C. (1992). The CAVE: audio visual experience automatic virtual environment. Communications of the ACM, 35(6), 64-73.
Gilbert, R. (2011). The PROSE Project: A program of in-world behavioral research on the Metaverse. Journal of Virtual Worlds Research, 4(1), 3-18.
Keller, J., & Simon, G. (2002). Toward a peer-to-peer shared virtual reality. Paper presented at the Proceedings 22nd International Conference on Distributed Computing Systems Workshops.
Krueger, M. W. (1993). An easy entry artificial reality. In Virtual Reality (pp. 147-161): Elsevier.
Lanier, J. (1992). Virtual reality: The promise of the future. Interactive Learning International, 8(4), 275-279.
Liu, H., Bowman, M., Adams, R., Hurliman, J., & Lake, D. (2010). Scaling virtual worlds: Simulation requirements and challenges. Paper presented at the Proceedings of the 2010 Winter Simulation Conference.
Ludlow, P., & Wallace, M. (2007). The Second Life Herald: The virtual tabloid that witnessed the dawn of the metaverse: MIT press.
Luo, Y., Ong, S., Chen, D., & Nee, A. (2002). An Internet-enabled image-and model-based virtual machining system. International Journal of Production Research, 40(10), 2269-2288.
Palandrani, P. (2021). The Metaverse Takes Shape as Several Themes Converge. Retrieved from https://www.globalxetfs.com/content/files/The-Metaverse-Takes-Shape-as-Several-Themes-Converge.pdf
PwC. (2019). Seeing is believing. Retrieved from https://www.pwc.com/gx/en/technology/publications/assets/how-virtual-reality-and-augmented-reality.pdf
Raymond, E., & Young, B. (2001). Thecathedral and the bazaar-musings on Linux and open source by an accidental revoltionary,(rev. ed.). In: O’reilly.
ROUNDHILL. (2021). The Roundhill Ball Metaverse ETF. Retrieved from https://www.roundhillinvestments.com/etf/meta/
Trattner, C., Steurer, M. E., & Kappe, F. (2010). Socializing virtual worlds with facebook: A prototypical implementation of an expansion pack to communicate between facebook and opensimulator based virtual worlds. Paper presented at the Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments.
Turkle, S. (1996). Life On The Screen: Identity in the Age of the Internet (Book Review). Journalism and Mass Communication Quarterly, 73(2), 490.
Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. arXiv preprint arXiv:2105.07447.
描述 碩士
國立政治大學
經營管理碩士學程(EMBA)
108932057
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108932057
資料類型 thesis
dc.contributor.advisor 謝明華zh_TW
dc.contributor.advisor Hsieh, Ming-Huaen_US
dc.contributor.author (Authors) 夏存孝zh_TW
dc.contributor.author (Authors) Hsia, Tsun-Hsiaoen_US
dc.creator (作者) 夏存孝zh_TW
dc.creator (作者) Hsia, Tsun-Hsiaoen_US
dc.date (日期) 2022en_US
dc.date.accessioned 1-Apr-2022 15:02:18 (UTC+8)-
dc.date.available 1-Apr-2022 15:02:18 (UTC+8)-
dc.date.issued (上傳時間) 1-Apr-2022 15:02:18 (UTC+8)-
dc.identifier (Other Identifiers) G0108932057en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/139549-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 經營管理碩士學程(EMBA)zh_TW
dc.description (描述) 108932057zh_TW
dc.description.abstract (摘要) 本研究以虛擬實境(Virtual Reality, VR)與擴增實境(Augmented Reality, AR)為題,彙整虛擬世界之五個階段,並將之延伸介紹元宇宙之定義以及特性,其主要分別是現實、無所不在、交互操作性以及可擴展性。除了虛擬實境與擴增實境技術外,介紹同為元宇宙概念重要技術「非同質化代幣」(Non-Fungible Token, NFT)。在應用方面,彙整VR與AR可應用場景,並介紹兩個實現AR與VR技術之相關案例。zh_TW
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究方法與目的 9
第二章 元宇宙 10
第一節 虛擬世界發展 10
第二節 元宇宙定義 17
第三節 擴增實境與虛擬實境 29
第四節 非同質化代幣 32
第三章 虛擬實境與擴增實境之應用 38
第一節 虛擬實境與擴增實境之應用 38
第二節 虛擬實境與擴增實境案例 40
第四章 結論 45
參考文獻 47
zh_TW
dc.format.extent 1337749 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108932057en_US
dc.subject (關鍵詞) 虛擬世界zh_TW
dc.subject (關鍵詞) 虛擬實境zh_TW
dc.subject (關鍵詞) 擴增實境zh_TW
dc.title (題名) 虛擬世界之相關技術發展與應用:以虛擬實境與擴增實境為例zh_TW
dc.title (題名) The development and application of related technologies in the virtual world: taking virtual reality and augmented reality as examplesen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Au, W. J. (2009). The making of Second Life: Notes from the new world: Harper Collins.
Baratoff, G., & Regenbrecht, H. (2004). Developing and applying AR Technology in design, production, service and training. In Virtual and augmented reality applications in manufacturing (pp. 207-236): Springer.
Blanchard, C., Burgess, S., Harvill, Y., Lanier, J., Lasko, A., Oberman, M., & Teitel, M. (1990). Reality built for two: a virtual reality tool. Paper presented at the Proceedings of the 1990 symposium on Interactive 3D graphics.
Boellstorff, T. (2015). Coming of age in Second Life: Princeton University Press.
Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V., & Hart, J. C. (1992). The CAVE: audio visual experience automatic virtual environment. Communications of the ACM, 35(6), 64-73.
Gilbert, R. (2011). The PROSE Project: A program of in-world behavioral research on the Metaverse. Journal of Virtual Worlds Research, 4(1), 3-18.
Keller, J., & Simon, G. (2002). Toward a peer-to-peer shared virtual reality. Paper presented at the Proceedings 22nd International Conference on Distributed Computing Systems Workshops.
Krueger, M. W. (1993). An easy entry artificial reality. In Virtual Reality (pp. 147-161): Elsevier.
Lanier, J. (1992). Virtual reality: The promise of the future. Interactive Learning International, 8(4), 275-279.
Liu, H., Bowman, M., Adams, R., Hurliman, J., & Lake, D. (2010). Scaling virtual worlds: Simulation requirements and challenges. Paper presented at the Proceedings of the 2010 Winter Simulation Conference.
Ludlow, P., & Wallace, M. (2007). The Second Life Herald: The virtual tabloid that witnessed the dawn of the metaverse: MIT press.
Luo, Y., Ong, S., Chen, D., & Nee, A. (2002). An Internet-enabled image-and model-based virtual machining system. International Journal of Production Research, 40(10), 2269-2288.
Palandrani, P. (2021). The Metaverse Takes Shape as Several Themes Converge. Retrieved from https://www.globalxetfs.com/content/files/The-Metaverse-Takes-Shape-as-Several-Themes-Converge.pdf
PwC. (2019). Seeing is believing. Retrieved from https://www.pwc.com/gx/en/technology/publications/assets/how-virtual-reality-and-augmented-reality.pdf
Raymond, E., & Young, B. (2001). Thecathedral and the bazaar-musings on Linux and open source by an accidental revoltionary,(rev. ed.). In: O’reilly.
ROUNDHILL. (2021). The Roundhill Ball Metaverse ETF. Retrieved from https://www.roundhillinvestments.com/etf/meta/
Trattner, C., Steurer, M. E., & Kappe, F. (2010). Socializing virtual worlds with facebook: A prototypical implementation of an expansion pack to communicate between facebook and opensimulator based virtual worlds. Paper presented at the Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments.
Turkle, S. (1996). Life On The Screen: Identity in the Age of the Internet (Book Review). Journalism and Mass Communication Quarterly, 73(2), 490.
Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. arXiv preprint arXiv:2105.07447.
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202200103en_US