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研究生: 陳子琦
Tzu-Chi Chen
論文名稱: 使用可穿式裝置和運動傳感器之全息虛擬實驗室
Toward a Holodeck like edutainment game using 3D Wearable device and Motion Sensors
指導教授: 施國琛
Timothy K. Shih
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 資訊工程學系
Department of Computer Science & Information Engineering
論文出版年: 2015
畢業學年度: 103
語文別: 英文
論文頁數: 84
中文關鍵詞: 虛擬現實基於遊戲的學習學習環境
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  • 虛擬現實(VR)已經廣泛地滲透到我們的日常生活,並成為連接信息和人際交往,行為和情感的橋樑。利用虛擬現實技術,開發學習環境也頗為盛行,但是很少見到一個學習環境的操作過程中,有考慮到有關使用者體驗和變化將如何影響學習環境的實例設計。在這項研究中,我們開發了一個3D環境寓教於樂實驗室(HL),提供其設計的教育內容和教育結合虛擬現實技術,在設計了能提高玩家體驗以及參與度的數個遊戲關卡。我們招募的參與者包含熟悉虛擬環境和寓教於樂環境或不具有相關經歷的各種背景。在這篇論文中,我們設計寓教於樂遊戲關卡考慮的VR條件和基於遊戲的學習並提升玩家的體驗以及學習者的解決問題的能力和學習動機。


    Virtual Reality (VR) is now widely infiltrated to our daily life and becomes a bridge for connecting information and human interaction, behavior and feeling. Uses of VR technology to develop learning environment are very exceptional, but rarely seem to have misgivings about the experience change during operating, and what alteration would be happened in the learning environment design, instance of VR experience. In this study, we develop a 3D edutainment environment call Holodeck Laboratory (HL). The HL provides several playable stages. They are designed with several educational contents, and bound with VR technologies, aimed to increase the presence and player experience. We recruit the participants who are whether familiar with VR environment and 3D edutainment environment or not, to participate in the playing test for all stages. Our study attempts to give an explanation that, the design of edutainment game stages by considering several VR conditions that bases on Game-Based Learning model, can enhance the players experiences as well as problem solving skills, including learning motivation.

    摘要 i Abstract ii Acknowledgements iii Contents iv List of Figures vii List of Tables x Chapter 1. Introduction 1 1.1 Background 1 1.2 Motivation 2 1.3 Thesis Organization 3 Chapter 2. Related Works 6 2.1 VR Environment 6 2.2 3D Edutainment Environment 8 2.3 Player Experience 9 2.4 Game-Based Learning 11 Chapter 3. Proposed method 13 3.1 The work flow of system 13 3.2 High-Immersive Virtual Reality using Wearable Device 15 3.3 System Architecture 16 3.4 Stereoscopic vision 17 3.5 Real-time video streaming 17 A. DirectX screen capture 18 B. FFMpeg encoder 19 C. Decoding on Android Application 21 3.6 Wearable device 21 A. Stereoscopic HUD 22 B. Wiimote controller 25 Chapter 4. Applications 28 4.1 The Holodeck Laboratory 28 4.2 Game Design 28 4.3 Objective, Task and Stage 30 4.4 Game Art Design 30 4.5 Pedagogic Methods 33 4.6 Concept of Cartesian coordinate system 36 4.7 Concept of Time 37 4.8 Concept of Mass 38 4.9 Velocity and Acceleration 39 4.10 Quiz 42 4.11 Manipulating in Holodeck 45 Chapter 5. Experimental Results and Discussions 52 5.1 Environment 52 5.2 Experiment 53 A. Participant 53 B. Experiment scenario 53 C. Data collection 54 5.3 Comparison 55 Chapter 6. Conclusions and Future Works 61 6.1 Conclusions 61 A. Player experience 61 B. Game-Based learning 61 6.2 Future Works 62 References 63 Appendix 66

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