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姓名 陳禹傑(Yu-Jie, Chen) 查詢紙本館藏 畢業系所 資訊工程學系 論文名稱 虛擬實驗室:基於Unity3D打造空間規模沉浸式學習系統並結合客製化數位版權保護
(VR-Lab: Room-scale Immersive VR-Learning System with Customized DRM based on Unity3D)相關論文 檔案 [Endnote RIS 格式]
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摘要(中) 2016年,在HTC、Oculus以及SONY陸續推出新產品的帶動下,為虛擬實境技術帶來了突破性的發展,並帶領整個產業進入消費市場跨出重要的一步。根據市場調查研究機構IDC的預計,2016 年全球虛擬實境設備出貨量將超過900萬台,在2020年估計虛擬實境產業將會有300億的產值。而虛擬實境目前開發的主流領域為遊戲產業以及影音娛樂,在教育領域則較少著墨。其實虛擬實境在早期就已有用來訓練飛行員的前例,在特定的訓練中,虛擬實境的沉浸式第一視角體驗將會帶來非常大的幫助,例如戰爭演練、建築設計、醫療手術以及飛行與航行的模擬。另一方面在中小學生甚至是大學教育領域更是可以有極大的貢獻,開拓更多的教育可能性!在虛擬實境中,著名的線上公開課程(MOOCS)將更具有臨場感,並能與世界各地的學生「面對面」交流討論!因此在此篇論文中,我們透過Unity3D開發引擎建構出一個虛擬實驗室的環境,讓中小學生可以透過虛擬實境操作國高中的物理化學實驗。由於在實驗的過程中對手部控制的要求較高並且有走動的需要,因此我們選擇附有Vive控制器以及具有「房間規模VR(Room-scale VR)」追蹤技術的HTC Vive為我們開發的裝置,提供較佳的使用體驗。除此之外我們導入了客製化的數位版權管理系統,此系統可以有效地保護數位教材,並設置授權期限以及授權裝置。如此一來使用者在沒有廠商的授權下無法享用此服務,確保廠商的權益不會受損。 摘要(英) In the year 2016, the new products launched by HTC, Oculus and SONY lead to the breakthrough of virtual reality, which is a huge step for the VR industry to
enter the consumer market. According to IDC, a market research organization, it is estimated that the sales of VR equipment in 2016 will exceed 9 million. And the output value will reach 3 billion by year 2020. Nowadays, the main stream of VR development are game industry and media entertainment industry. Minority is used in education.
However, in the early stages, VR has been used as pilot-training. In one particular training, the Immersive first perspective of VR is really helpful. For instance, war practice, architecture design, medical surgery, and flight simulation. VR also contributes to education, where it can provide more possibility. By using VR, MOOCS can make people feel as if they were right in the scene. Furthermore, it allows students from all over the world to discuss "vis a vis.”
In this paper, I’ll present you a virtual laboratory made by Unity3D, which enable primary school students to make physical and chemical experiments at high school level. Since the process of experiments requires accurate hands
movements as well as accurate footsteps, we chose HTC vive for its Room-scale VR tracking function, which can provide a friendlier user experience. In addition,
we implement customized digital rights management system. This system protects digital teaching material efficiently, and at the same time at the authorization term.
Therefore, without the authority, no one has the access to the services-ensuring the rights and interest of firms.關鍵字(中) ★ 虛擬實境
★ 頭戴式顯示器
★ 虛擬數位學習
★ 數位版權管理關鍵字(英) ★ Virtual reality
★ VR-Learning
★ Digital Rights Management
★ DRM
★ Head-mounted Display
★ HMD論文目次 摘要....................................................................I
Abstract .............................................................. II
致謝....................................................................IV
Table of Contents...................................................... V
List of Figures ....................................................... VIII
List of Tables..........................................................XI
1. Introduction........................................................ 1
1.1 Challenge and Motivation........................................... 5
1.2 Organization of Thesis............................................. 6
2. Background and Related Works ....................................... 7
2.1 Virtual Laboratory................................................. 7
2.2 Unity3D............................................................ 10
2.2.1 Market Position of Unity3D [13].................................. 10
2.2.2 Advantages of Unity3D [14] ...................................... 13
2.3 Virtual Reality ................................................... 15
2.4 HTC VIVE .......................................................... 16
2.4.1 Advantages of HTC VIVE........................................... 17
2.4.2 Lighthouse ...................................................... 17
2.4.3 SteamVR Controller .............................................. 19
2.5 Chromium Embedded Framework [11]................................... 20
2.6 Legacy DRM System [18] ............................................ 22
2.7 Related Works...................................................... 25
2.7.1 Model of virtual reality environmental education [4] ............ 25
2.7.2 Distance education VR system - VEMA [5] ......................... 26
2.7.3 Triangulations and Coordinates Calculations [6].................. 27
3. System Design ...................................................... 28
3.1 System Overview.................................................... 28
3.2 Virtual Reality ................................................... 29
3.2.1 Interaction with Virtual Environment – SteamVR SDK ............. 29
3.2.2 Visual Effect in Virtual Reality................................. 29
3.3 Chromium Webview .................................................. 30
3.4 Digital Rights Management System .................................. 30
3.4.1 Video Protection ................................................ 31
3.4.2 WebGL 3D Animation Protection.................................... 32
4. Implementation...................................................... 34
4.1 Implementation Overview ........................................... 34
4.2 Virtual Reality Module............................................. 35
4.2.1 Control Module................................................... 35
4.2.2 Particle System Special Effect................................... 37
4.3 Chromium Webview Module............................................ 41
4.4 DRM Module ........................................................ 42
4.4.1 C# Based Decryption.............................................. 42
4.4.2 WebGL Animation Preprocessor .................................... 44
4.4.3 JavaScript Based Content Decryption ............................. 46
4.5 Flame Test ........................................................ 47
5. Conclusion and Future Works ........................................ 49
List of References..................................................... 51參考文獻 [1] Chris Chiaverina and Michael Vollmer, "Learning physics from the experiments".
[2] M. Travassos Valdez ; IPC, Inst. Super. de Eng. de Coimbra, Coimbra, Portugal ; C.
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52
[15] "Wiki - Virtual reality," [Online]. Available: https://en.wikipedia.org/wiki/Virtual_reality.
[16] M Nagendran, KS Gurusamy, R Aggarwal, Loizidou M, Davidson BR, "Virtual reality
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[19] "Asset Store - Unity, SteamVR Plugin," [Online]. Available:
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[20] "Dependency Walker 2.2," [Online]. Available: http://www.dependencywalker.com/.
[21] "Chemical flames," [Online]. Available: http://imgur.com/gallery/Dvd8gF0.指導教授 吳曉光(Hsiao-kuang Wu) 審核日期 2016-7-19 推文 plurk
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