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姓名 洪安源(LE HOANG) 查詢紙本館藏 畢業系所 資訊工程學系 論文名稱 透過使用擷取和嵌入使用者的印象到虛擬空間的混合實境學習遊戲
(A MIXED REALITY LEARNING GAME BY USING CAPTURING AND EMBEDDING USER’S IMAGES INTO VIRTUAL SPACE)相關論文 檔案 [Endnote RIS 格式]
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摘要(中) 似幻似真的混合實境遊戲能提供使用者高度的體驗感,此技術所提供的沉浸體驗環境讓遊戲能臻於另一高峰,基於此混合實境概念所設計的大量遊戲也正傾巢而出;近期教育系統也多有採用混合實境概念來開發,以提升學校教學和學生學習的品質,也同時讓學生對真實生活有更好的體驗。因此此研究提出了學習英語的混合實境遊戲,以試衣間為場景,讓學生在混合實境的試穿衣服過程,學習關於衣服的尺寸大小、顏色,以及練習日常購買衣服時的對話。
此遊戲是以Object-Oriented Graphics Rendering Engine (OGRE) 在開發,互動的方式則是以VR commander語音辨識軟體來讓使用者以語音來和螢幕內的虛擬物件互動,並以2D攝影機將使用者的面貌攝影擷取後,呈現在虛擬實境當中,讓使用者能感受到自己好像真的在虛擬的空間中遊玩。
此研究針對使用者對此系統的有用性認同度和效用的評估,採用科技接受模式問卷來評估受測者對使用此系統的接受情形,也包括受測者使用記錄的統計與分析,此外並測量使用者對於自己影像能呈現在虛擬實境中的沉浸感受度,實驗結果顯示運用混合實境技術的學習系統能有更好的認知成效。
摘要(英) Gaming using mixed reality components can enhance the player’s experience and blur the distinction between what is real and what is virtual. It is these immersive environments that will help push gaming to the next level and perhaps help to diversify the concepts so that more serious applications for mixed reality can be considered. In recent years, there are many mixed reality applications built for education. These applications are used for improving the quality of teaching and learning in schools, and enhance the student’s experience in life. Therefore, we proposed the mixed reality game for education: Fitting Room with purposes: allowing student to learn vocabularies about sizes and colors, and learn every day conversations (buys, sells in clothes shop) in English.
Fitting room is designed with field of view like the real clothes shop. We use Object-Oriented Graphics Rendering Engine (OGRE) to design and program a virtual clothes shop. In the game, students can interact with virtual objects through voice recognition by using VR commander. Specially, using user’s images (2D video) capture technology and rendering user’s images into virtual spaces, student can see themselves playing a role in game. In recent years, the researchers study 3D video processing to enhance natural interaction of the user with the virtual world. We did the 3D video processing algorithms but still missing the correspondent tools for 3D video processing technology. In the future, we have a instead 2D video by 3D video in this game.
In this thesis, we get experimental studies to understand user perceptions of usability and usefulness of Fitting Room system. We used the TAM model to questionnaire to understand students’ acceptance of the Mixed Reality technologies for learning, also to collect statistics on mixed reality interaction. Beside we also did experimental studies to understand user perceptions of immersion, field of view of embedding user’s images into the virtual spaces. And we believe that formal investigation into the area of acceptance of Mixed Reality technologies in the context of education could yield a better understanding of the criteria that are important to users.
關鍵字(中) ★ 混合實境
★ 學習遊戲
★ 擷取和嵌入使用者的印象關鍵字(英) ★ Learning Game
★ Capture and Embed User's Images
★ Mixed Reality論文目次 Gaming using mixed reality components can enhance the player’s experience and blur the distinction between what is real and what is virtual. It is these immersive environments that will help push gaming to the next level and perhaps help to diversify the concepts so that more serious applications for mixed reality can be considered. In recent years, there are many mixed reality applications built for education. These applications are used for improving the quality of teaching and learning in schools, and enhance the student’s experience in life. Therefore, we proposed the mixed reality game for education: Fitting Room with purposes: allowing student to learn vocabularies about sizes and colors, and learn every day conversations (buys, sells in clothes shop) in English.
Fitting room is designed with field of view like the real clothes shop. We use Object-Oriented Graphics Rendering Engine (OGRE) to design and program a virtual clothes shop. In the game, students can interact with virtual objects through voice recognition by using VR commander. Specially, using user’s images (2D video) capture technology and rendering user’s images into virtual spaces, student can see themselves playing a role in game. In recent years, the researchers study 3D video processing to enhance natural interaction of the user with the virtual world. We did the 3D video processing algorithms but still missing the correspondent tools for 3D video processing technology. In the future, we have a instead 2D video by 3D video in this game.
In this thesis, we get experimental studies to understand user perceptions of usability and usefulness of Fitting Room system. We used the TAM model to questionnaire to understand students’ acceptance of the Mixed Reality technologies for learning, also to collect statistics on mixed reality interaction. Beside we also did experimental studies to understand user perceptions of immersion, field of view of embedding user’s images into the virtual spaces. And we believe that formal investigation into the area of acceptance of Mixed Reality technologies in the context of education could yield a better understanding of the criteria that are important to users.
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