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作者:譚翔
作者(英文):Shiang Tan
論文名稱:智慧型手機平台之全景影片式虛擬實境導覽
論文名稱(英文):Panoramic Video-based Virtual Reality Tour Guide on the Smartphone Platform
指導教授:楊茂村
指導教授(英文):Mau-Tsuen Yang
口試委員:王錫澤
賴來新
口試委員(英文):Shi-Tze Wang
Lai-Shin Lai
學位類別:碩士
校院名稱:國立東華大學
系所名稱:資訊工程學系
學號:610521231
出版年(民國):107
畢業學年度:106
語文別:中文
論文頁數:42
關鍵詞:虛擬實境Google CardboardUnity3D環境導覽
關鍵詞(英文):Virtual RealityGoogle CardboardUnity3DTour Guide
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虛擬實境是可以讓使用者感覺身歷其境的電腦技術,從早期使用大型機台和機械裝置模擬視覺、聽覺、觸覺甚至嗅覺,到近年來由於科技的發展迅速,虛擬實境在設備研發已經出現便於穿戴的全息頭戴式顯示器。

然而頭戴式顯示器產品由於其重量、高價位和硬體需求,對部分使用者難以接觸,針對這方面考量,Google 開發以智慧型手機作為使用平台的 Cardboard,成為一種輕巧的廉價版虛擬實境裝置概念,官方也發布開發資源,提供給開發者們研究相關應用。

本研究即是基於 Cardboard 的原理以 Unity3D 作為開發環境製作手機平台的虛擬實境環境導覽應用程式,先詳述介紹整個研究方法、開發流程與系統架構,再以使用者研究分析數個受測者實際進行測試使用並評估整體系統操作與設計的統計結果。
Virtual reality is a computer technology that makes users feel the immersive experience. From the early, some machine and equipment were able to stimulate sight, sound, touch, and even smell. Owing to the
fast growing technology of virtual reality in recent years, there have been holographic head-mounted displays that are easy to wear.

However, due to its weight, high price and hardware requirements, related products are difficult for some users to fetch and use. In response to this problem, Google announces Cardboard, a new concept of
virtual reality headset that is lightweight and low-priced for the smartphone platform, providing free resources for developers.

This paper is based on the concept of cardboard, using Unity3D as the development environment to build a virtual reality tour guide application for the smartphone platform. The whole research method,
development process and system architecture are described in detail first. After that, there is also analysis of user study for the evaluation of the overall system operation and design.
摘要 I
Abstract II
目錄 III
圖示目錄 V
表目錄 VI
第一章 序論 1
第一節 研究動機 1
第二節 研究目的 1
第二章 文獻探討 3
第一節 Google Cardboard 3
第二節 全景VR 4
第三節 Unity Video Player 6
第四節 文獻比較 8
第三章 研究方法 11
第一節 架構 11
第二節 前處理 12
第一項 拍攝器材 12
第二項 影片處理 14
第三節 環場影像 14
第一項 場景製作 14
第二項 場景視角校正 15
第四節 基本操作 17
第一項 陀螺儀 17
第二項 螢幕觸碰 18
第三項 凝視 18
第四項 立體聲 19
第五節 環境導覽 20
第一項 路線規劃 20
第二項 地圖導覽UI 22
第三項 文字導覽 26
第六節 專案資料 29
第一項 XML 資料與輔助工具 29
第二項 專案主題替換 33
第四章 使用者研究 35
第一節 問卷設計 35
第二節 測試流程 35
第三節 結果分析 36
第五章 結論 39
第一節 評估與改善 39
第二節 研究應用 39
第三節 未來研究方向 39
參考文獻 41
附錄 43
附錄一 系統易用性量表(SUS) 43
附錄二 自訂問題5點量表 44
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[11] Yaya Heryadi, Ahmad Zakky Robbany and Hantze Sudarma, “User Experience Evaluation of Virtual
Reality-based Cultural Gamification using GameFlow Approach” 1st International Conference on Game,
Game Art, and Gamification (ICGGAG), pp. 1-5, 19 Dec. 2016.
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Reality Visualisation” Big Data Visual Analytics (BDVA), pp. 1-6, 22 Nov. 2016.
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Majapahit Using Virtual Reality” International Conference on Soft Computing, Intelligent System and
Information Technology, pp. 263-269, 26 Sep. 2017.
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of representation of digital historical content.” Digital Heritage, pp. 541-548, 28 Sep. 2015.
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[16] Varun Jain, Ramakrishna Perla and Ramya Hebbalaguppe, “AirGestAR: Leveraging Deep Learning for
42
Complex Hand Gestural Interaction with Frugal AR Devices”, IEEE International Symposium on Mixed
and Augmented Reality Adjunct Proceedings, pp. 235-239, 9 Oct. 2017;
 
 
 
 
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