博碩士論文 108526020 完整後設資料紀錄

DC 欄位 語言
DC.contributor資訊工程學系zh_TW
DC.creator林孟衡zh_TW
DC.creatorMeng-Heng Linen_US
dc.date.accessioned2023-8-3T07:39:07Z
dc.date.available2023-8-3T07:39:07Z
dc.date.issued2023
dc.identifier.urihttp://ir.lib.ncu.edu.tw:88/thesis/view_etd.asp?URN=108526020
dc.contributor.department資訊工程學系zh_TW
DC.description國立中央大學zh_TW
DC.descriptionNational Central Universityen_US
dc.description.abstract在傳統的教學方法中,教師大多以紙本的方式教授知識,造成學生無法將知識運用在真實情境之中,為了讓學習者學以致用,情境學習強調學習者應將學習內容和情境相結合,讓學習者在應用環境中實踐知識與技能。為了將真實情境帶入至一般教室中,有研究開始使用虛擬實境與擴增實境的技術打造數位的情境學習系統。然而,現階段的情境學習系統大多透過滑鼠或其他控制器在數位實境中操作虛擬替身與虛擬物件互動,缺乏以真實物件互動的學習方式,導致學習者的感知與動作無法在數位實境中如實呈現。 因此,本研究設計了一款可融入使用者與實體物件之數位雙生實境學習系統,藉由立體視覺相機將使用者與周遭實體環境放入數位實境之中。教師可以透過編輯系統將課本內容轉換成情境教材,讓學生以操作實體物件的方式在數位情境中學習相關知識。實驗結果顯示,操作實體物件的學習模式可以有效提升學習者的學習成效,而在問卷與訪談的部分,則顯示結合物件追蹤與數位雙生設計的情境學習系統在學習動機、任務價值與自我表現上皆有正面影響。zh_TW
dc.description.abstractIn traditional teaching methods, teachers often deliver knowledge through paper-based materials, which limits students′ ability to apply knowledge in real-world contexts. To promote practical application of learning, context-based learning emphasizes the integration of learning content with real-world situations, allowing learners to apply knowledge and skills in authentic environments. To bring real-world contexts into conventional classrooms, researchers have started developing digital context-based learning systems using virtual reality (Ahuja et al.) and augmented reality (AR) technologies. However, existing context-based learning systems primarily rely on mouse or other controllers to interact with virtual avatars and objects in digital environments, lacking interaction with physical objects, resulting in a weaker connection between learners and applied contexts. Therefore, this study designs a digital twin augmented reality learning system that incorporates users and physical objects. Through stereo vision cameras, users and their surrounding physical environments are merged into the digital environment. Teachers can convert textbook content into contextual teaching materials using the editing system, enabling students to learn relevant knowledge by interacting with physical objects in the digital context. Experimental results demonstrate that the learning mode involving physical object manipulation effectively enhances learners′ learning outcomes. Questionnaire and interview data further indicate that the context-based learning system, integrating object tracking and digital twin design, positively impacts learners′ motivation, task value, and self-performance.en_US
DC.subject情境認知zh_TW
DC.subject具身認知zh_TW
DC.subject具身互動zh_TW
DC.subject具身學習zh_TW
DC.subject虛擬實境zh_TW
DC.subject擴增實境zh_TW
DC.subject混合實境zh_TW
DC.subject實體用戶介面zh_TW
DC.subject數位雙生zh_TW
DC.subjectSituational Cognitionen_US
DC.subjectEmbodied Cognitionen_US
DC.subjectEmbodied Interactionen_US
DC.subjectEmbodied Learningen_US
DC.subjectVirtual realityen_US
DC.subjectAugmented Realityen_US
DC.subjectMixed realityen_US
DC.subjectTangible User Interfaceen_US
DC.subjectDigital Twinen_US
DC.title可融入使用者與實體物件之數位雙生實境學習系統zh_TW
dc.language.isozh-TWzh-TW
DC.titleAn Interactive Digital Twin Augmented Reality Learning System Integrating Users and Physical Objectsen_US
DC.type博碩士論文zh_TW
DC.typethesisen_US
DC.publisherNational Central Universityen_US

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