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  • 學位論文

空間定位系統應用於傳統戲偶虛擬互動之研究

A Study of the spatial orientation system applied on the interactive virtual traditional puppet.

指導教授 : 張世熙
共同指導教授 : 莊昌霖(Chang-Lin Chuang)
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摘要


近年來人與電腦的溝通模式,已從傳統的滑鼠、鍵盤等單方面輸入,改為影像辨識、各式感應模組等多元性之互動。以往電子產品所追求的通常是更多樣性的規格及更快速的運算,隨著硬體的運算速度達到一個新的頂點,人們開始思考如何提升傳統文化再造及利用數位科技帶動地方文化產業。現今文化創意已成為藝術工作者及科技從業人員共同發展及努力之方向,拜數位科技發展之賜,各式傳統文物現今不但可轉為數位資料,還可以讓現代人用全新的角度去與其互動。在眾多民俗文化中,傳統戲偶與台灣早期庶民生活有密切關聯,屬於相當重要的一項資產,實不應讓其隨著時間沒落。因此,本研究期望利用數位科技增進傳統文物之推廣,以數位手套結合傳統戲偶,並提升人機介面之即時互動性,達到真實與虛擬交互融合的互動體驗。本研究採用動作擷取裝置系統及手部資料擷取裝置,結合傳統戲偶之操作,製作出戲偶之虛擬角色,透過陀螺儀式之動作擷取裝置定位出使用者三維空間之座標資料,並以光纖紀錄手指之動作細節,讓使用者透過手指之動作達到與虛擬角色即時互動效果,期能提升傳統文化在數位展演的質與量。

並列摘要


In recent years, the method of communication between human and computershas changed from the traditional mouse, keyboard and other unilateral input methods to image recognitions, and various types of sensor modules based on a diversity of user motions. As digital technology advances, people start thinking about how to promote traditional culture and local cultural industries by digital reconstruction. Lately, culture innovation has become a joint development for both creative artists and technology professionals. With digital technology, various traditional art pieces can nowadays be digitally stored. This also helps people to interact with them from a new perspective. Among many folk cultures, the traditional puppet shows are closely associated with daily life in early Taiwan history. They have become very important culture assets and should not be forgotten over the time. Therefore, using digital technology to enhance and promote this traditional culture art is the main focus of this study. By using digital glove and improving the user interface of real-time human-machine interaction, we expect to achieve a fusion of real and virtual interactive experience. We adopt data acquisition system with motion capture and the hand gesture recognition devices during the operation of traditional puppets to make virtual characters (avatar) of the puppets. Through the gyroscope motion capturing device, the three-dimensional coordinates of the user are obtained. Furthermore, by Fiber-type finger gesture capturing device, one can recorddetailed motions of user’s fingers. This also allows users to have a real-time interaction with virtual characters through moving their fingers. We expect this can greatly enhance the quality and quantities during the digital performances of traditional culture arts.

參考文獻


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[14] 陳旻廷,以資料手套輸入裝置之手勢操控虛擬人物系統之建構,2007
[5] Virtual Realities, Inc.
[7] Frank H. Netter, Atlas of Human Anatomy - 4th Edition,2008
[8] Hislop & Montgomery, 1995

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