| 研究生: |
阮氏惠 Thi-Huyen Nguyen |
|---|---|
| 論文名稱: |
設計透過立體互動的虛擬實境教學遊戲系統 A VIRTUAL REALITY LEARNING GAME BY USING STEREOSCOPIC AND INTERACTION |
| 指導教授: |
葉士青
shih-ching yeh 陳國棟 gwo-dong chen |
| 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 |
| 畢業學年度: | 98 |
| 語文別: | 英文 |
| 論文頁數: | 65 |
| 中文關鍵詞: | 立體 、虛擬實境 |
| 外文關鍵詞: | Sterescopic, 3D, Virtual reality |
| 相關次數: | 點閱:15 下載:0 |
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立體技術是目前最吸引人最新趨勢之一。雖然 3D技術常用在電影上,但也是有很多機會將此技術慢慢應用在教育上面。這將有助於它應用在課堂上學習,並有更多以立體技術形成的工作應用在教育,就像我們的眼睛看到立體影像的方式,以及學生能欺騙眼睛的各種技術,例如是否對用戶實施他們的相機的焦點,用戶如何處理景深等,這使得有趣和愉快的學習過程,使學習者也可以改善記憶。這項研究說明了創造一個三維立體的應用在教室命名MAGICLAND。
MAGICLAND是一個虛擬現實(VR)的遊戲已發展,為了年齡在8-12歲左的小孩子。我們的目標是MAGICLAND項目是建立一個可以體驗語言學習環境,學習者能夠充分生產和使用知識學習,並在一個幻想世界立體學習和身體姿勢(共有肢體反應法)。重點在非正規教育與社會內容和領域,MAGICLAND擁抱建構主義的學習方法,協作和敘事發展,目的是利用虛擬現實技術的優勢:一組合浸泡,臨場感,即時的視覺回饋,動態互動性。
這項研究描述了採用遊戲在MAGICLAND中的經驗,通過學習教育立體化的技術將影響到改革的工作場所。我們的論點是從實驗結果支持一項試驗研究表明:在最後一次會議。根據我們的評估,這項研究還討論了雙方的成功和局限性,並得出結論與建議 MAGICLAND為研究方向的應用身臨其境,存在,從事虛擬現實技術,以兒童的學習。
One of the most intriguing recent trends is the return of stereoscopic technology. While 3D technology is more commonly used in movies, many good opportunities seem to have emerged from education. It would be helpful to apply it in classroom commonly, to have more education about the stereo works, the way our eyes perceive 3D images, and the way students can trick the eye with various techniques, such as whether users aim their cameras toward a focal point, how users handle depth of field, etc. It makes the learning process interesting and enjoyable, so learners can also improve retention. This study illustrates the process of creating a 3D Stereoscopic application in classroom named MAGICLAND.
MAGICLAND is a Virtual reality (VR) game has been developed for a children age in 8-12 years old. The goal of the MAGICLAND project was to build an experiential language learning environment, learners to be able to fully produce and use knowledge learn with and a fantasy learning world under stereoscopic and body gestures (Total Physical Response method). With a focus on informal education and domains with social content, MAGICLAND embraces the constructivist approach to learning, collaboration, and narrative development, and is designed to utilize the strengths of virtual reality: a combination of immersion, telepresence, immediate visual feedback, and dynamic interactivity.
This study describes the game with a view toward how this MAGICLAND for experiential learning through Stereoscopic technique will affect educational reform in the workplace. Our argument was supported by experiment results from a pilot study shows in last session. Based on our evaluation, the study also discusses both the successes and limitations of MAGICLAND and concludes with recommendations for research directions in the application of immersive, presence, engaging VR technologies to children''s learning
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