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  • 學位論文

運用錯視圖形於三維動畫與互動裝置之創作

Applying Visual Illusions for 3D Animation and Interactive Installation

指導教授 : 李其瑋
共同指導教授 : 王照明
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摘要


錯視圖形以往多半以平面繪畫之方式呈現,但隨著電腦繪圖技術與數位多媒體媒介的迅速發展,錯視之呈現也有了更多不同的可能性。本研究將散佈在各個不同領域中的錯視相關研究做一統整,並且以媒介的特性來分析相關的錯視作品,藉以歸納出運用錯視圖形於數位藝術創作時,設計之考量與選擇媒介類型的參考依據。本研究將理論與實際結合,運用三維電腦繪圖技術重新製作錯視圖形,嘗試讓電腦繪圖所製作出的錯視作品,能夠吸收並且重新展現出錯視圖形的效果。最後實際製作出一部電腦動畫,以空間趣聞的方式和敘事性劇情的安排,來重新詮釋與展現出錯視圖形的特性。除了在電腦動畫這個媒介上的發展外,本研究更希望透過多媒體媒介,將錯視圖形帶離平面或螢幕的展示,進一步在實體空間中延伸出更多元的表現形式。透過實際展示另一個多媒體互動的錯視作品,比較與討論出以平面螢幕或實體空間所呈現之錯視效果的異同。

關鍵字

錯視 電腦繪圖 視知覺 數位藝術

並列摘要


This research produces a 3D computer animation which remediates some 2D optical tricks. This animation’s claim is that drawing uses many techniques of perspective to achieve a sense of space. This sense of space is an illusion and a simulation of a non-existing dimension on a flat surface. What happens if we use computer rendered scenes to reproduce the same 2D drawing? Can virtual spaces recreate, reveal and possibly adopt the tricks and illusions of 2D visualization? Are there any possibilities for another dimension of visualizing in a virtual space that can be informed by 2D representations? In order to answer these questions, we create a series of “spatial anecdotes” that aims to reveal these targeted research issues and also to make a contribution to the discussion of virtual space in relation to and in distinction from physical space.

參考文獻


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Adelson, E. H. (1993). Perceptual organization and the judgment of brightness Science 262:2042–2044
Adelson, E. H. (2000). Lightness Perception and Lightness Illusions. Cambridge, MA: MIT Press, pp. 339–351
David Marr. (1982) Vision: A computational investigation into the human representation and processing of visual information. New York, NY. W. H. Freeman
Gregory, R. L. (1997). Visual illusion classified, Trends in Cognitive Sciences. 1, 190-194.

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