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題名 《追蹤一道虛擬的光》——移動投影裝置創作論述
Creation of a Movable Projection Installation "A Traced Ray"
作者 黃建榮
Huang, Chien-Jung
貢獻者 陶亞倫<br>廖峻鋒
Tao, Ya-Lun<br>Liao, Chun-Feng
黃建榮
Huang, Chien-Jung
關鍵詞 遊戲引擎
虛幻引擎
光線追蹤
新媒體藝術
移動投影裝置
3D掃描
Game Engine
Unreal Engine
Ray tracing
New Media Art
Movable Projection Installation
3D Scanning
日期 2023
上傳時間 1-Sep-2023 15:56:11 (UTC+8)
摘要 隨著各家科技巨擘提出對於元宇宙的願景,在當代科技推波助瀾之下,人們生活的軌跡逐漸涵蓋虛擬空間,因此本創作研究將主軸聚焦於探討人、現實空間、虛擬空間的關係美學,並且透過實踐開發新型態的影像裝置的過程,進行行動研究,於創作實踐中的產生的問題,藉由實驗與檢討,不斷修正思路,並且透過進行文獻探討,借助理性的思辯方式,深入探究創作行為背後的哲學意涵。爬梳研究相關的藝術典範、科技哲學、社會現象等,以加深對創作的理解和認識。本創作研究透過軟硬體開發整合,以遊戲引擎Unreal Engine 5為開發平台,視覺呈現以即時光線追蹤系統為核心,以手機作為移動感測器,結合微型投影機,打造「移動投影裝置」。並且創作現地製作的新媒體藝術作品,進行展覽現場的3D掃描。透過作品展覽展出的過程,觀察體驗者的反應與回饋。最終,進行回顧與省思,本創作研究為個人未來的創作和研究提供重要的基礎和啟發。
As tech giants revealed their visions for the Metaverse, the relentless advancement of technology has increasingly ushered people`s lives into the domain of virtual spaces. This study places its focus on the exploration of the Relational Aesthetic among individuals, physical spaces, and the virtual spaces. Through practical implementation, navigating an innovative form of the new media installation, the study`s methodological evolution is shaped by action research, which actively involving problem-solving and iterations during the creative process. Thorough analysis of related art paradigms, technological philosophies, and phenomenalism enhances the study`s comprehension.
This study deploys integration of software and hardware, leveraging the real-time ray tracing technology in Unreal Engine 5 for visual presentation, while utilizing mobile devices as motion sensors and micro projectors to construct a "Movable Projection Installation." Additionally, it creates new media art pieces on-site, incorporating 3D scanning of the exhibition venue. Via observing audience responses and feedback during the exhibition, the study culminates in a reflective analysis. Ultimately, this creative exploration serves as a significant foundation and inspiration for the future works.
參考文獻 Appel, Arthur. (1968) “Some techniques for shading machine renderings of solids.” AFIPS `68 (Spring) .

Barrett, William(1958)著。《非理性的人—存在主義的現代面貌與西方傳統淵源》。彭鏡禧譯。臺北市:立緒文化,2001。頁248-249。

Cañada, Juan and Kelly, Patrick. "Ray Tracing in Unreal Engine 4.23" Presentation at ACM SIGGRAPH 2019 Exhibitor Tech Talk (SIGGRAPH `19). 2019-7-31

Cook, Robert L, and Torrance, K. E.. 1982. A Reflectance Model for Computer Graphics. ACM Trans. Graph. 1, 1 (Jan. 1982), 7–24.

Grieves, Michael. (2011). Virtually Perfect: Driving Innovative and Lean Products through Product Lifecycle Management. Space Coast Press, Inc., USA.

Grieves, M. (2015). “Digital Twin: Manufacturing Excellence through Virtual Factory Replication.” White Paper 1: 1–7.

Grieves, M. (2016). “Origins of the Digital Twin Concept.” Digital Twin: Mitigating Unpredictable, Undesirable. Emergent Behavior in Complex Systems

Grieves, M., & Vickers, J. (2017). Digital Twin: Mitigating Unpredictable, Undesirable. Emergent Behavior in Complex Systems. In F.-J. Kahlen, S. Flumerfelt, & A. Alves (Eds.), Transdisciplinary Perspectives on Complex Systems: New Findings and Approaches : 85-113

Heidegger, Martin (1954) 著。《演講與論文集》。孫周興譯。北京市:生活‧讀書‧新知三聯書店,2011。

Heidegger, Martin (1957) 著。《林中路》。孫周興譯。臺北市,時報出版,1994。

Hu, W., Zhang, T., Deng, X., Liu, Z., & Tan, J. (2021). Digital twin: a state-of-the-art review of its enabling technologies, applications and challenges. Journal of Intelligent Manufacturing and Special Equipment, 2(1): 1-34.

Kajiya, James T..(1986) "The rendering equation.” SIGGRAPH Comput. Graph. 20, 4 (Aug. 1986), 143-150.

Lerp, Victor. “Inside Unreal: Lumen”. Unreal Engine Forums. 2021-6-10. Retrieved 2023-2-27. https://forums.unrealengine.com/t/inside-unreal-lumen/234121.

Michael Henry Heim. (1993) The Metaphysics of Virtual Reality (1st. ed.). Oxford University Press, Inc., USA.

Rhyn, Jacques van. "DirectX Raytracing and the Windows 10 October 2018 Update". DirectX Developer Blog. 2018-10-02. Retrieved 2020-10-27. Retrieved 2023-2-27. https://devblogs.microsoft.com/directx/directx-raytracing-and-the-windows-10-october-2018-update/

Stich, Martin. " Introduction to NVIDIA RTX and DirectX Ray Tracing". NVIDIA Developer Blog. 2018-3-19. Retrieved 2023-2-27. https://devblogs.microsoft.com/directx/directx-raytracing-and-the-windows-10-october-2018-update/

Whitted, Turner. (1980). An improved illumination model for shaded display. Commun. ACM 23, 6 (June 1980), 343–349.

Wright, Daniel. Narkowicz, Krzysztof. and Kelly, Patrick. " Lumen: Real-time Global Illumination in Unreal Engine 5 " Presentation at ACM SIGGRAPH 2022 Course (SIGGRAPH `19). 2022-7-31

Wu, J., Yang, Y., Cheng, X., Zuo, H., & Cheng, Z. (2020, 6-8 Nov. 2020). The Development of Digital Twin Technology Review. Paper presented at the 2020 Chinese Automation Congress (CAC).

池永歆。〈空間,地方與鄉土:大茅埔地方的構成及其聚落的空間性〉。未出版之博士論文,國立臺灣師範大學地理研究所,2000。

陶亞倫。〈《留白》創作論述〉。《交互視象:2013海峽兩岸當代藝術展》。台中:國美館,2013。頁126。

陳永賢。〈湯尼‧奧斯勒錄像創作的演進與特色〉。《藝術認證》92期「湯尼.奧斯勒的奇異世界」,2020。頁6-15。

戴念祖。《中國物理學史大系 光學史》。湖南,湖南教育出版社,2001。

關子尹。《徘徊於天人之際:海德個的哲學思路》。臺北市:聯經出版,2021。
描述 碩士
國立政治大學
數位內容碩士學位學程
108462012
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108462012
資料類型 thesis
dc.contributor.advisor 陶亞倫<br>廖峻鋒zh_TW
dc.contributor.advisor Tao, Ya-Lun<br>Liao, Chun-Fengen_US
dc.contributor.author (Authors) 黃建榮zh_TW
dc.contributor.author (Authors) Huang, Chien-Jungen_US
dc.creator (作者) 黃建榮zh_TW
dc.creator (作者) Huang, Chien-Jungen_US
dc.date (日期) 2023en_US
dc.date.accessioned 1-Sep-2023 15:56:11 (UTC+8)-
dc.date.available 1-Sep-2023 15:56:11 (UTC+8)-
dc.date.issued (上傳時間) 1-Sep-2023 15:56:11 (UTC+8)-
dc.identifier (Other Identifiers) G0108462012en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/147167-
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) 108462012zh_TW
dc.description.abstract (摘要) 隨著各家科技巨擘提出對於元宇宙的願景,在當代科技推波助瀾之下,人們生活的軌跡逐漸涵蓋虛擬空間,因此本創作研究將主軸聚焦於探討人、現實空間、虛擬空間的關係美學,並且透過實踐開發新型態的影像裝置的過程,進行行動研究,於創作實踐中的產生的問題,藉由實驗與檢討,不斷修正思路,並且透過進行文獻探討,借助理性的思辯方式,深入探究創作行為背後的哲學意涵。爬梳研究相關的藝術典範、科技哲學、社會現象等,以加深對創作的理解和認識。本創作研究透過軟硬體開發整合,以遊戲引擎Unreal Engine 5為開發平台,視覺呈現以即時光線追蹤系統為核心,以手機作為移動感測器,結合微型投影機,打造「移動投影裝置」。並且創作現地製作的新媒體藝術作品,進行展覽現場的3D掃描。透過作品展覽展出的過程,觀察體驗者的反應與回饋。最終,進行回顧與省思,本創作研究為個人未來的創作和研究提供重要的基礎和啟發。zh_TW
dc.description.abstract (摘要) As tech giants revealed their visions for the Metaverse, the relentless advancement of technology has increasingly ushered people`s lives into the domain of virtual spaces. This study places its focus on the exploration of the Relational Aesthetic among individuals, physical spaces, and the virtual spaces. Through practical implementation, navigating an innovative form of the new media installation, the study`s methodological evolution is shaped by action research, which actively involving problem-solving and iterations during the creative process. Thorough analysis of related art paradigms, technological philosophies, and phenomenalism enhances the study`s comprehension.
This study deploys integration of software and hardware, leveraging the real-time ray tracing technology in Unreal Engine 5 for visual presentation, while utilizing mobile devices as motion sensors and micro projectors to construct a "Movable Projection Installation." Additionally, it creates new media art pieces on-site, incorporating 3D scanning of the exhibition venue. Via observing audience responses and feedback during the exhibition, the study culminates in a reflective analysis. Ultimately, this creative exploration serves as a significant foundation and inspiration for the future works.
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 研究方法與步驟 3
第四節 研究範圍與限制 4

第二章 文獻探討 5
第一節 當代科技應用反思 5
第二節 理論文獻回顧 8
第三節 藝術典範回顧 13

第三章 創作理念 16

第四章 創作內容與形式 18
第一節 創作內容 18
第二節 創作形式 19

第五章 創作方法與技巧 20
第一節 創作方法與技巧 20
第二節 創作展出歷程 24

第六章 結論 32
第一節 回顧與省思 32
第二節 藝術價值與貢獻 33
第三節 未來的研究與創作方向 34

第七章 參考文獻 35
zh_TW
dc.format.extent 23596876 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108462012en_US
dc.subject (關鍵詞) 遊戲引擎zh_TW
dc.subject (關鍵詞) 虛幻引擎zh_TW
dc.subject (關鍵詞) 光線追蹤zh_TW
dc.subject (關鍵詞) 新媒體藝術zh_TW
dc.subject (關鍵詞) 移動投影裝置zh_TW
dc.subject (關鍵詞) 3D掃描zh_TW
dc.subject (關鍵詞) Game Engineen_US
dc.subject (關鍵詞) Unreal Engineen_US
dc.subject (關鍵詞) Ray tracingen_US
dc.subject (關鍵詞) New Media Arten_US
dc.subject (關鍵詞) Movable Projection Installationen_US
dc.subject (關鍵詞) 3D Scanningen_US
dc.title (題名) 《追蹤一道虛擬的光》——移動投影裝置創作論述zh_TW
dc.title (題名) Creation of a Movable Projection Installation &quot;A Traced Ray&quot;en_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Appel, Arthur. (1968) “Some techniques for shading machine renderings of solids.” AFIPS `68 (Spring) .

Barrett, William(1958)著。《非理性的人—存在主義的現代面貌與西方傳統淵源》。彭鏡禧譯。臺北市:立緒文化,2001。頁248-249。

Cañada, Juan and Kelly, Patrick. "Ray Tracing in Unreal Engine 4.23" Presentation at ACM SIGGRAPH 2019 Exhibitor Tech Talk (SIGGRAPH `19). 2019-7-31

Cook, Robert L, and Torrance, K. E.. 1982. A Reflectance Model for Computer Graphics. ACM Trans. Graph. 1, 1 (Jan. 1982), 7–24.

Grieves, Michael. (2011). Virtually Perfect: Driving Innovative and Lean Products through Product Lifecycle Management. Space Coast Press, Inc., USA.

Grieves, M. (2015). “Digital Twin: Manufacturing Excellence through Virtual Factory Replication.” White Paper 1: 1–7.

Grieves, M. (2016). “Origins of the Digital Twin Concept.” Digital Twin: Mitigating Unpredictable, Undesirable. Emergent Behavior in Complex Systems

Grieves, M., & Vickers, J. (2017). Digital Twin: Mitigating Unpredictable, Undesirable. Emergent Behavior in Complex Systems. In F.-J. Kahlen, S. Flumerfelt, & A. Alves (Eds.), Transdisciplinary Perspectives on Complex Systems: New Findings and Approaches : 85-113

Heidegger, Martin (1954) 著。《演講與論文集》。孫周興譯。北京市:生活‧讀書‧新知三聯書店,2011。

Heidegger, Martin (1957) 著。《林中路》。孫周興譯。臺北市,時報出版,1994。

Hu, W., Zhang, T., Deng, X., Liu, Z., & Tan, J. (2021). Digital twin: a state-of-the-art review of its enabling technologies, applications and challenges. Journal of Intelligent Manufacturing and Special Equipment, 2(1): 1-34.

Kajiya, James T..(1986) "The rendering equation.” SIGGRAPH Comput. Graph. 20, 4 (Aug. 1986), 143-150.

Lerp, Victor. “Inside Unreal: Lumen”. Unreal Engine Forums. 2021-6-10. Retrieved 2023-2-27. https://forums.unrealengine.com/t/inside-unreal-lumen/234121.

Michael Henry Heim. (1993) The Metaphysics of Virtual Reality (1st. ed.). Oxford University Press, Inc., USA.

Rhyn, Jacques van. "DirectX Raytracing and the Windows 10 October 2018 Update". DirectX Developer Blog. 2018-10-02. Retrieved 2020-10-27. Retrieved 2023-2-27. https://devblogs.microsoft.com/directx/directx-raytracing-and-the-windows-10-october-2018-update/

Stich, Martin. " Introduction to NVIDIA RTX and DirectX Ray Tracing". NVIDIA Developer Blog. 2018-3-19. Retrieved 2023-2-27. https://devblogs.microsoft.com/directx/directx-raytracing-and-the-windows-10-october-2018-update/

Whitted, Turner. (1980). An improved illumination model for shaded display. Commun. ACM 23, 6 (June 1980), 343–349.

Wright, Daniel. Narkowicz, Krzysztof. and Kelly, Patrick. " Lumen: Real-time Global Illumination in Unreal Engine 5 " Presentation at ACM SIGGRAPH 2022 Course (SIGGRAPH `19). 2022-7-31

Wu, J., Yang, Y., Cheng, X., Zuo, H., & Cheng, Z. (2020, 6-8 Nov. 2020). The Development of Digital Twin Technology Review. Paper presented at the 2020 Chinese Automation Congress (CAC).

池永歆。〈空間,地方與鄉土:大茅埔地方的構成及其聚落的空間性〉。未出版之博士論文,國立臺灣師範大學地理研究所,2000。

陶亞倫。〈《留白》創作論述〉。《交互視象:2013海峽兩岸當代藝術展》。台中:國美館,2013。頁126。

陳永賢。〈湯尼‧奧斯勒錄像創作的演進與特色〉。《藝術認證》92期「湯尼.奧斯勒的奇異世界」,2020。頁6-15。

戴念祖。《中國物理學史大系 光學史》。湖南,湖南教育出版社,2001。

關子尹。《徘徊於天人之際:海德個的哲學思路》。臺北市:聯經出版,2021。
zh_TW