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題名 以程序式動畫實現3D瑜珈運動教學系統
Realizing a 3D Yoga Tutoring System with Procedural Animation
作者 蔡函娟
貢獻者 李蔡彥
蔡函娟
關鍵詞 電腦動畫
瑜珈
程序式動畫
教學系統
Computer animation
Yoga
Procedural animation
Tutoring system
日期 2012
上傳時間 23-Jul-2013 13:20:24 (UTC+8)
摘要 瑜珈是近年來風行的運動,而數位學習則是近年來的學習趨勢。然目前以數位學習方式學習瑜珈,多只能以文字、圖片、及影像呈現教學內容。本研究希望能以電腦動畫技術,結合瑜珈運動知識,提出一個創新的瑜珈學習方式。我們使用程序式動畫做為人物運動的產生方法,並加入腳本和階層式的參數設計概念,讓使用者可以根據自我的學習需求和不同的體能條件輸入適合的模型和動作腳本,達到客製化教學呈現的目的。我們將動作程序模組化,不同的瑜珈動作之間可共用程序,使程序達到好的重用性,動作庫的擴充也會更容易。我們邀請使用者來操作本系統,體驗在不同參數變化和角色設定下所產生的動畫效果,同時也以評估系統各方面的使用觀感,並和教學影帶做比較。實驗結果顯示使用者對本系統比教學錄影帶有更好的接受度。
In recent years, Yoga is becoming a popular sport while e-learning is also becoming a trend in education and training. However, the way that we learn Yoga with e-learning mostly is through text, picture and video. In this research, we aim at incorporating 3D animation technologies with Yoga domain knowledge by proposing an innovation Yoga e-learning system. We use the approach of procedural animation to generate character motions with the help of XML script and hierarchical parameter design. The resulting animations can be customized for different characters with various physical conditions. Learners can select suitable and tailored character models and motion scripts for them to learn Yoga by themselves. We have tried to design the system by breaking a function into fundamental modules that can be reused in different cases. This design aims at increasing the reusability and extensibility of the proposed animation system. In these reusable procedures, we have made use of the Inverse Kinematics and a lookup table to generate natural 3D animations for articulated figures. In addition, we have implemented a specialized e-learning system based on 3D character animation that can generate customized motions and postures at run-time. We have implemented our tutoring system and designed experiments to study the issues of user interface, customized figures and effectiveness by comparing it with training video. The experimental results show that our system is well accepted by the participants for Yoga learning, and has higher scores than watching video.
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[2] Z. Luo, W. Yang, Z. Q. Ding, L. Liu, I.-M. Chen, S. H. Yeo, K. V. Ling, and H.-L. Duh, "“Left Arm Up!” Interactive Yoga Training in Virtual Environment." IEEE Virtual Reality Conference (VR), pp. 261-262, 2011.
[3] Y.-H. Lin, “Designing Parameterized Procedures for Real-Time 3D Figure Animation with Affective Expression,” Master Thesis, Computer Science Department, National Chengchi University, 2009.
[4] S.-k. Chung, and J. K. Hahn, "Animation of human walking in virtual environments." Proceedings of IEEE Computer Animation, pp. 4-15, 1999.
[5] J. S. Joon, "Reviewing Principles and Elements of Animation for Motion Capture-Based Walk, Run and Jump." IEEE Seventh International Conference on Computer Graphics, Imaging and Visualization (CGIV), pp. 55-59, 2010.
[6] Z. Liu, "Simulation of pedestrians in computer animation." IEEE First International Conference on Innovative Computing, Information and Control, pp. 229-232, 2006.
[7] P.-F. Yang, J. Laszlo, and K. Singh, "Layered dynamic control for interactive character swimming." Eurographics Association Proceedings of the ACM SIGGRAPH/Eurographics symposium on Computer animation, pp. 39-47, 2004.
[8] K.-S. Huang, C.-F. Chang, Y.-Y. Hsu, and S.-N. Yang, “Key probe: a technique for animation keyframe extraction,” The Visual Computer, vol. 21, no. 8-10, pp. 532-541, 2005.
[9] P. T. Chua, R. Crivella, B. Daly, N. Hu, R. Schaaf, D. Ventura, T. Camill, J. Hodgins, and R. Pausch, "Training for physical tasks in virtual environments: Tai chi." Proceedings of IEEE Virtual Reality, pp. 87-94, 2003.
[10] M. Oshita, R. Yamanaka, M. Iwatsuki, Y. Nakatsuka, and T. Seki, "Development of Easy-To-Use Authoring System for Noh (Japanese Traditional) Dance Animation." IEEE International Conference on Cyberworlds (CW), pp. 45-52, 2012.
[11] J. Laszlo, M. van de Panne, and E. Fiume, "Interactive control for physically-based animation." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pp. 201-208, 2000.
[12] M. Oshita, "Pen-to-mime: A pen-based interface for interactive control of a human figure." Eurographics Association Proceedings of the First Eurographics conference on Sketch-Based Interfaces and Modeling, pp. 43-52, 2004.
[13] "OGRE," : http://www.ogre3d.org/, 2013.
[14] "Qt," : http://qt.digia.com/, 2013.
[15] A. Bruderlin, and T. W. Calvert, “Goal-directed, dynamic animation of human walking,” ACM SIGGRAPH Computer Graphics, vol. 23, no. 3, pp. 233-242, 1989.
[16] K. Yin, K. Loken, and M. van de Panne, "SIMBICON: simple biped locomotion control." ACM Transactions on Graphics (TOG), pp. 105, 2007.
[17] H. Ko, and N. I. Badler, “Animating human locomotion with inverse dynamics,” IEEE Computer Graphics and Applications, vol. 16, no. 2, pp. 50-59, 1996.
[18] J. Laszlo, M. van de Panne, and E. Fiume, "Limit cycle control and its application to the animation of balancing and walking." ACM Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, pp. 155-162, 1996.
[19] J. K. Hodgins, W. L. Wooten, D. C. Brogan, and J. F. O`Brien, “Animating Human Athletics,” Computer Graphics, 1995.
[20] J. K. Hodgins, and N. S. Pollard, "Adapting simulated behaviors for new characters." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 24th annual conference on Computer graphics and interactive techniques, 1997.
[21] D. Tolani, A. Goswami, and N. I. Badler, “Real-time inverse kinematics techniques for anthropomorphic limbs,” Graphical models, vol. 62, no. 5, pp. 353-388, 2000.
[22] D. Chi, M. Costa, L. Zhao, and N. Badler, "The EMOTE model for effort and shape." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pp. 173-182, 2000.
[23] L. Zhao, and N. I. Badler, “Acquiring and validating motion qualities from live limb gestures,” Graphical Models, vol. 67, no. 1, pp. 1-16, 2005.
[24] K. Amaya, A. Bruderlin, and T. Calvert, "Emotion from motion." Citeseer Graphics Interface, pp. 222-229, 1996.
[25] C.-L. Moore, and K. Yamamoto, Beyond Words: Movement Observation and Analysis; Instructor`s Guidebook: Routledge, 1988.
[26] C. Dell, A primer for movement description using effort-shape and supplementary concepts: Dance Notation Bureau, Center for Movement Research and Analysis, 1970.
[27] V. Maletic, Body-space-expression: The development of Rudolf Laban`s movement and dance concepts: De Gruyter Mouton, 1987.
[28] P. Chen, and T. Li, “Generating humanoid lower-body motions with real-time planning,” Proceedings of 2002 Computer Graphics Workshop, 2002.
[29] S. Dyer, J. Martin, and J. Zulauf, "Motion capture white paper," : ftp://ftp.sgi.com/sgi/A%7CW/jam/mocap/MoCapWP_v2.0.html, 1995.
[30] A. Bruderlin, and L. Williams, "Motion signal processing." Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 97-104, 1995.
[31] D. J. Heeger, and J. R. Bergen, "Pyramid-based texture analysis/synthesis." ACM Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 229-238, 1995.
[32] J. Lee, and S. Y. Shin, "A hierarchical approach to interactive motion editing for human-like figures." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 26th annual conference on Computer graphics and interactive techniques, pp. 39-48, 1999.
[33] A. Witkin, and Z. Popovic, “Motion warping. ” ACM Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 105-108, 1995.
[34] J. C. Chan, H. Leung, J. K. Tang, and T. Komura, “A virtual reality dance training system using motion capture technology.” IEEE Transactions on Learning Technologies, vol. 4, no. 2, pp. 187-195, 2011.
[35] 王炫智, “3D動畫對太極拳學習成效影響之研究,” 碩士論文, 運動科學研究所, 國立體育大學, 2009.
[36] Z. Luo, I.-M. Chen, S. H. Yeo, C.-C. Lin, and T.-Y. Li, “Building Hand Motion-Based Character Animation: The Case of Puppetry. ” IEEE International Conference on Cyberworlds (CW), pp. 46-52, 2010.
[37] C.-H. Liang, and T.-Y. Li, “Enhancing Procedural Animation with Motion Capture Data,” Master Thesis, Computer Science Department, National Chengchi University, 2009.
[38] H. A. W. G. W. D. Consortium, “H-Anim: Specification for a Standard VRML Humanoid, version 1.1,” On-line standard proposal, http://ece.uwaterloo. ca/h-anim/spec1, vol. 1, 1999.
[39] J. Gu, T. Chang, I. Mak, S. Gopalsamy, H. C. Shen, and M. M. F. Yuen, “A 3D Reconstruction System for Human Body Modeling,” Proceeding of CAPTECH` 98: Modeling and Motion Capture Technique for Virtual Environment, pp. 229-241, 1998.
[40] D. Xinyu, and J. Pin, "Three dimension human body format and its virtual avatar animation application." IEEE IITA`08. Second International Symposium on Intelligent Information Technology Application, pp. 1016-1019, 2008.
[41] T. Naka, Y. Mochizuki, and S. Asahara, “WonderSpace: web based humanoid animation,” Future Generation Computer Systems, vol. 17, no. 1, pp. 57-64, 2000.
[42] T. Naka, Y. Mochizuki, T. Hijiri, T. Cornish, and S. Asahara, "A compression/decompression method for streaming based humanoid animation." ACM Proceedings of the fourth symposium on Virtual reality modeling language, pp. 63-70, 1999.
[43] Z. Huang, A. Eliëns, and C. Visser, "Implementation of a scripting language for VRML/X3D-based embodied agents." ACM Proceedings of the eighth international conference on 3D Web technology, pp. 91-100, 2003.
[44] M. Endo, T. Yasuda, and S. Yokoi, "An application oriented humanoid animation system based on VRML." IEEE Seventh International Conference on Parallel and Distributed Systems: Workshops, pp. 213-218, 2000.
[45] 陳哲修, and 陳忠慶, “不同伸展運動所引起的生理效果之探討,” 運動生理暨體能學報, no. 5, pp. 47-59, 2006.
[46] J. A. Raub, “Psychophysiologic effects of Hatha Yoga on musculoskeletal and cardiopulmonary function: a literature review,” The Journal of Alternative & Complementary Medicine, vol. 8, no. 6, pp. 797-812, 2002.
[47] B. B. Birch, Power yoga: the total strength and flexibility workout: Touchstone, 2010.
[48] M. D. Tran, R. G. Holly, J. Lashbrook, and E. A. Amsterdam, “Effects of Hatha Yoga Practice on the Health‐Related Aspects of Physical Fitness,” Preventive cardiology, vol. 4, no. 4, pp. 165-170, 2001.
[49] V. S. Cowen, and T. B. Adams, “Physical and perceptual benefits of yoga asana practice: results of a pilot study,” Journal of Bodywork and Movement Therapies, vol. 9, no. 3, pp. 211-219, 2005.
[50] N. Belling, and 王俐之, 瑜珈慢慢來: 台北: 相映文化, 2005.
[51] K. Shoemaker, “Animating Rotation with Quaternion Curves,” Proceedings of ACM SIGGRAPH, 1985.
[52] E. B. Dam, M. Koch, and M. Lillholm, Quaternions, interpolation and animation: Datalogisk Institut, Københavns Universitet, 1998.
描述 碩士
國立政治大學
資訊科學學系
99971017
101
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0099971017
資料類型 thesis
dc.contributor.advisor 李蔡彥zh_TW
dc.contributor.author (Authors) 蔡函娟zh_TW
dc.creator (作者) 蔡函娟zh_TW
dc.date (日期) 2012en_US
dc.date.accessioned 23-Jul-2013 13:20:24 (UTC+8)-
dc.date.available 23-Jul-2013 13:20:24 (UTC+8)-
dc.date.issued (上傳時間) 23-Jul-2013 13:20:24 (UTC+8)-
dc.identifier (Other Identifiers) G0099971017en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/58980-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 99971017zh_TW
dc.description (描述) 101zh_TW
dc.description.abstract (摘要) 瑜珈是近年來風行的運動,而數位學習則是近年來的學習趨勢。然目前以數位學習方式學習瑜珈,多只能以文字、圖片、及影像呈現教學內容。本研究希望能以電腦動畫技術,結合瑜珈運動知識,提出一個創新的瑜珈學習方式。我們使用程序式動畫做為人物運動的產生方法,並加入腳本和階層式的參數設計概念,讓使用者可以根據自我的學習需求和不同的體能條件輸入適合的模型和動作腳本,達到客製化教學呈現的目的。我們將動作程序模組化,不同的瑜珈動作之間可共用程序,使程序達到好的重用性,動作庫的擴充也會更容易。我們邀請使用者來操作本系統,體驗在不同參數變化和角色設定下所產生的動畫效果,同時也以評估系統各方面的使用觀感,並和教學影帶做比較。實驗結果顯示使用者對本系統比教學錄影帶有更好的接受度。zh_TW
dc.description.abstract (摘要) In recent years, Yoga is becoming a popular sport while e-learning is also becoming a trend in education and training. However, the way that we learn Yoga with e-learning mostly is through text, picture and video. In this research, we aim at incorporating 3D animation technologies with Yoga domain knowledge by proposing an innovation Yoga e-learning system. We use the approach of procedural animation to generate character motions with the help of XML script and hierarchical parameter design. The resulting animations can be customized for different characters with various physical conditions. Learners can select suitable and tailored character models and motion scripts for them to learn Yoga by themselves. We have tried to design the system by breaking a function into fundamental modules that can be reused in different cases. This design aims at increasing the reusability and extensibility of the proposed animation system. In these reusable procedures, we have made use of the Inverse Kinematics and a lookup table to generate natural 3D animations for articulated figures. In addition, we have implemented a specialized e-learning system based on 3D character animation that can generate customized motions and postures at run-time. We have implemented our tutoring system and designed experiments to study the issues of user interface, customized figures and effectiveness by comparing it with training video. The experimental results show that our system is well accepted by the participants for Yoga learning, and has higher scores than watching video.en_US
dc.description.tableofcontents 第一章 導論………………………………………………………………1
1.1 研究動機與目的…………………………………………………1
1.2 問題描述…………………………………………………………3
1.3 論文貢獻…………………………………………………………5
1.4 本論文之章節架構………………………………………………7
第二章 相關研究…………………………………………………………8
2.1 動畫產生方法……………………………………………………8
2.1.1. 程序式動畫………………………………………………………8
2.1.2. 動作擷取…………………………………………………………11
2.2 人物角色參數化應用……………………………………………13
2.3 瑜珈運動…………………………………………………………14
第三章 系統總覽…………………………………………………………17
3.1 系統架構…………………………………………………………17
3.2 動畫產生流程……………………………………………………20
3.3 人物骨架和模型…………………………………………………22
3.4 關節限制和運動特色參數化……………………………………23
3.5 人物模型腳本和動作腳本描述…………………………………26
第四章 程序式動畫產生…………………………………………………30
4.1 關鍵格之程序設計………………………………………………30
4.1.1. 動作關鍵格………………………………………………………30
4.1.2. 關鍵格產生程序…………………………………………………38
4.2 關鍵格之間的內插方法…………………………………………43
4.2.1. 空間內插方法……………………………………………………43
4.2.2. 時間內插方法……………………………………………………45
4.2.3. 冗餘自由度設計…………………………………………………46
4.2.4. 碰撞修正…………………………………………………………49
第五章 實驗結果與評估…………………………………………………50
5.1 人物使用者介面和系統功能介紹………………………………50
5.2 人物模型參數實驗………………………………………………53
5.2.1. 關節限制參數……………………………………………………54
5.2.2. 人物平衡感和穩定度……………………………………………55
5.3 人物角色客製化實驗……………………………………………61
5.4 使用者評估實驗…………………………………………………62
5.4.1. 實驗設計…………………………………………………………63
5.4.2. 實驗結果與分析…………………………………………………68
第六章 結論與未來發展…………………………………………………73
6.1 結論………………………………………………………………73
6.2 未來發展…………………………………………………………73
參考文獻……………………………………………………………………75
附錄A:人物模型描述之XML Schema………………………………………79
附錄B:人物動作描述之XML Schema………………………………………81
附錄C:三種人物模型腳本範例……………………………………………82
zh_TW
dc.format.extent 2918055 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0099971017en_US
dc.subject (關鍵詞) 電腦動畫zh_TW
dc.subject (關鍵詞) 瑜珈zh_TW
dc.subject (關鍵詞) 程序式動畫zh_TW
dc.subject (關鍵詞) 教學系統zh_TW
dc.subject (關鍵詞) Computer animationen_US
dc.subject (關鍵詞) Yogaen_US
dc.subject (關鍵詞) Procedural animationen_US
dc.subject (關鍵詞) Tutoring systemen_US
dc.title (題名) 以程序式動畫實現3D瑜珈運動教學系統zh_TW
dc.title (題名) Realizing a 3D Yoga Tutoring System with Procedural Animationen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1] K. Pullen, and C. Bregler, "Motion capture assisted animation: Texturing and synthesis." ACM Transactions on Graphics (TOG), pp. 501-508, 2002.
[2] Z. Luo, W. Yang, Z. Q. Ding, L. Liu, I.-M. Chen, S. H. Yeo, K. V. Ling, and H.-L. Duh, "“Left Arm Up!” Interactive Yoga Training in Virtual Environment." IEEE Virtual Reality Conference (VR), pp. 261-262, 2011.
[3] Y.-H. Lin, “Designing Parameterized Procedures for Real-Time 3D Figure Animation with Affective Expression,” Master Thesis, Computer Science Department, National Chengchi University, 2009.
[4] S.-k. Chung, and J. K. Hahn, "Animation of human walking in virtual environments." Proceedings of IEEE Computer Animation, pp. 4-15, 1999.
[5] J. S. Joon, "Reviewing Principles and Elements of Animation for Motion Capture-Based Walk, Run and Jump." IEEE Seventh International Conference on Computer Graphics, Imaging and Visualization (CGIV), pp. 55-59, 2010.
[6] Z. Liu, "Simulation of pedestrians in computer animation." IEEE First International Conference on Innovative Computing, Information and Control, pp. 229-232, 2006.
[7] P.-F. Yang, J. Laszlo, and K. Singh, "Layered dynamic control for interactive character swimming." Eurographics Association Proceedings of the ACM SIGGRAPH/Eurographics symposium on Computer animation, pp. 39-47, 2004.
[8] K.-S. Huang, C.-F. Chang, Y.-Y. Hsu, and S.-N. Yang, “Key probe: a technique for animation keyframe extraction,” The Visual Computer, vol. 21, no. 8-10, pp. 532-541, 2005.
[9] P. T. Chua, R. Crivella, B. Daly, N. Hu, R. Schaaf, D. Ventura, T. Camill, J. Hodgins, and R. Pausch, "Training for physical tasks in virtual environments: Tai chi." Proceedings of IEEE Virtual Reality, pp. 87-94, 2003.
[10] M. Oshita, R. Yamanaka, M. Iwatsuki, Y. Nakatsuka, and T. Seki, "Development of Easy-To-Use Authoring System for Noh (Japanese Traditional) Dance Animation." IEEE International Conference on Cyberworlds (CW), pp. 45-52, 2012.
[11] J. Laszlo, M. van de Panne, and E. Fiume, "Interactive control for physically-based animation." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pp. 201-208, 2000.
[12] M. Oshita, "Pen-to-mime: A pen-based interface for interactive control of a human figure." Eurographics Association Proceedings of the First Eurographics conference on Sketch-Based Interfaces and Modeling, pp. 43-52, 2004.
[13] "OGRE," : http://www.ogre3d.org/, 2013.
[14] "Qt," : http://qt.digia.com/, 2013.
[15] A. Bruderlin, and T. W. Calvert, “Goal-directed, dynamic animation of human walking,” ACM SIGGRAPH Computer Graphics, vol. 23, no. 3, pp. 233-242, 1989.
[16] K. Yin, K. Loken, and M. van de Panne, "SIMBICON: simple biped locomotion control." ACM Transactions on Graphics (TOG), pp. 105, 2007.
[17] H. Ko, and N. I. Badler, “Animating human locomotion with inverse dynamics,” IEEE Computer Graphics and Applications, vol. 16, no. 2, pp. 50-59, 1996.
[18] J. Laszlo, M. van de Panne, and E. Fiume, "Limit cycle control and its application to the animation of balancing and walking." ACM Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, pp. 155-162, 1996.
[19] J. K. Hodgins, W. L. Wooten, D. C. Brogan, and J. F. O`Brien, “Animating Human Athletics,” Computer Graphics, 1995.
[20] J. K. Hodgins, and N. S. Pollard, "Adapting simulated behaviors for new characters." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 24th annual conference on Computer graphics and interactive techniques, 1997.
[21] D. Tolani, A. Goswami, and N. I. Badler, “Real-time inverse kinematics techniques for anthropomorphic limbs,” Graphical models, vol. 62, no. 5, pp. 353-388, 2000.
[22] D. Chi, M. Costa, L. Zhao, and N. Badler, "The EMOTE model for effort and shape." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pp. 173-182, 2000.
[23] L. Zhao, and N. I. Badler, “Acquiring and validating motion qualities from live limb gestures,” Graphical Models, vol. 67, no. 1, pp. 1-16, 2005.
[24] K. Amaya, A. Bruderlin, and T. Calvert, "Emotion from motion." Citeseer Graphics Interface, pp. 222-229, 1996.
[25] C.-L. Moore, and K. Yamamoto, Beyond Words: Movement Observation and Analysis; Instructor`s Guidebook: Routledge, 1988.
[26] C. Dell, A primer for movement description using effort-shape and supplementary concepts: Dance Notation Bureau, Center for Movement Research and Analysis, 1970.
[27] V. Maletic, Body-space-expression: The development of Rudolf Laban`s movement and dance concepts: De Gruyter Mouton, 1987.
[28] P. Chen, and T. Li, “Generating humanoid lower-body motions with real-time planning,” Proceedings of 2002 Computer Graphics Workshop, 2002.
[29] S. Dyer, J. Martin, and J. Zulauf, "Motion capture white paper," : ftp://ftp.sgi.com/sgi/A%7CW/jam/mocap/MoCapWP_v2.0.html, 1995.
[30] A. Bruderlin, and L. Williams, "Motion signal processing." Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 97-104, 1995.
[31] D. J. Heeger, and J. R. Bergen, "Pyramid-based texture analysis/synthesis." ACM Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 229-238, 1995.
[32] J. Lee, and S. Y. Shin, "A hierarchical approach to interactive motion editing for human-like figures." ACM Press/Addison-Wesley Publishing Co. Proceedings of the 26th annual conference on Computer graphics and interactive techniques, pp. 39-48, 1999.
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