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  • 學位論文

Slit-Scan影像技術應用在三維空間互動裝置之研究

The study of applying Slit-scan photography technique in three dimensional interactive installations

指導教授 : 魏德樂 陶亞倫

摘要


「Slit-Scan」影像技術運用多次重複曝光的方式儲存影像,讓影像產生抽象迷幻的視覺畫面。在過去Slit-Scan影像技術普遍運用在傳統攝影學上,Slit-Scan技術手法所產生的時間美學思維,呼應多數後現代的哲學思想外,所產生的視覺感知更讓人驚訝不已。當數位時代來臨時,此影像技術以數位的形式再現,並運用在電影、動畫與電玩遊戲等多媒體影像效果,在視覺畫面上有非常廣泛的應用。但一直以來都停留在二維影像的技術應用研究上,本研究以Slit-Scan技術運用在三維空間互動裝置上,並且以虛擬實境互動裝置的方式延伸,企圖讓Slit-Scan的解構概念與互動式藝術結合,並延伸到三維立體空間嘗試進入參與者的身體。 本論文把Slit-Scan分成傳統時期與數位時期進行文獻討論,並針對Slit-Scan影像技術運用在三維空間之研究上,提出了三件不同的互動藝術裝置探討該影像運算技術在三維空間上的應用與研究。 第一件互動藝術裝置《曲扭效應》,作品運用Slit-Scan的技術,分別讓攝影機擷取參與者身體,與一尊扭曲雕塑的影像,運算的結果探討人與雕塑間的關係,又延伸到虛擬與真實之間的美學觀,作品敘述Slit-Scan最基本的二維圖像形式用法與二維轉成三維思維的概念,並讓影像的解碼直接影響現實中的立體雕塑。 第二件互動藝術裝置《漩渦》,目的很明確的把二維空間的Slit-Scan技術直接運用在立體物件的三維概念上。漩渦系列創造了一個被Slit-Scan解構的三維場域,並且被旋轉的攝影機紀錄與切割著,目的使放入該場域的人或物被Slit-Scan運算技術360度的紀錄與解構,產生出扭曲的影像。 第三件互動藝術裝置《全景敞視監獄》,讓Slit-Scan的運算直接延伸到空間場域之中,並且運用大型的機械吊臂,帶動著攝影機旋轉,攝影機紀錄著整個空間場域的360度,並且讓紀錄的結果經過Slit-Scan的運算,使場域中的任何人與物混合在一起,創造出扭曲與糾纏的感覺。 Slit-Scan影像技術應用在三維空間的研究,除了使Slit-Scan技術能即時讓參與者即時互動外,更讓此技術的效果與美學思維延伸至人體與空間,結合科技、藝術與人機互動的多重思維,希望未來此研究能運用在更多互動裝置與虛擬實境上。

並列摘要


"Slit-Scan" Imaging Technology used the way of repeated-exposure to store visual images, which allows images to produce the abstract psychedelic visuals. In the past, Slit-Scan Imaging Technology was commonly used in the traditional photography and it generated the thoughts of Aesthetics of Time to echo the majority of post-modern philosophy. When it comes the digital era, this Imaging Technology reproduced in the form of digital form, using it in the films, animations, video games and other multimedia effects yet they have been staying on the two-dimensional imaging technology researches. In this study, Slit-Scan Imaging Technology is implemented in three-dimensional interactive devices and extended by the way of virtual reality and interactive installation, attempting to combine the concept of deconstruction and interactive art forms of Slit-Scan, extending to three-dimensional spaces and tring to enter the participants’ bodies, so that the thoughts of Aesthetics are able to extend to the disorder of the spaced deconstruction and information gap. This thesis discussion divides the Slit-Scan into traditional period of time and digital one, for the Slit-Scan Imaging Technology using three dimensional space research, it presents three different interactive art installations to discuss the applications and video operation technique research on three dimensional spaces. The first interactive art installation, Twisting Effect, used Slit-Scan technology on camera to capture the participants’ bodies and a sculpture of the distorted image. The result of operation discussed the relationship between a man and a sculpture as well as extended between virtual and real aesthetics. The work addressed the most basic form of two dimensional images transferring into three dimensional ones and two-dimensional thinking of Slit-Scan, and made the imaging decoding directly affect the real three dimensional sculpture. The second interactive art installation, Whirlpool, implemented two dimensional spaces of Slit-Scan directly int three dimensional object concept directly. Vortex line, deconstructed by Slit-Scan, created a three dimensional area and was recorded and segmented by the rotated camera. The aim was to record and segment the people and objects in the field by using the Slit-Scan technology. The third interactive art installation, Panoptic Prison, made the operations of Slit-Scan extend to the spacial field and used the large mechanical boom to rotate the camera. The camera recorded the entire 360 degree area, with the post processing of the Slit-Scan, and let people and objects in the field mix together to create a sense of twist and tangle. Implementing Slit-Scan Imaging Technology into three dimensional spaces not only allow more interactions in real time, leaving the effect of this technique and aesthetic thinking extends to human bodies and spaces. With the multiple thinking of combined technology, arts and human-machine interaction , it is hoped that this research could be used in more interactive devices and virtual reality.

參考文獻


[2] Andrew Davidhazy(2007). Scanning photographic processes. ACM SIGGRAPH 2007.
[3] Andrew Davidhazy(2007). Camera for conical peripheral and panoramic photography. ACM SIGGRAPH 2007,pp3-9.
[4] Anthony Tang, Saul Greenberg, Sidney Fels(2008). Exploring video streams using slit-tear visualizations. AVI '08.
[5] Andrew Jones , Rendering for an Interactive 360◦ Light Field Display , ACM SIGGRAPH.
[7] Eddie Elliott(1994). Video Streamer. MIT Media Lab / CHI '94.

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