政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/112206
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 113648/144635 (79%)
造访人次 : 51686276      在线人数 : 596
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻
    政大機構典藏 > 資訊學院 > 資訊科學系 > 學位論文 >  Item 140.119/112206


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/112206


    题名: 互動敘事中具沉浸感之互動動畫產生研究
    Animation Generation for Immersive Interaction in 3D Storytelling
    作者: 蘇雅雯
    Su, Ya Wen
    贡献者: 李蔡彥
    Li, Tsai Yen
    蘇雅雯
    Su, Ya Wen
    关键词: 互動敘事
    動畫產生
    虛擬實境
    Interactive storytelling
    Animation generation
    Virtual reality
    日期: 2017
    上传时间: 2017-08-28 11:41:46 (UTC+8)
    摘要: 隨著虛擬實境等互動媒體裝置日益精進,互動數位敘事(Interactive Digital Storytelling, IDS)的發展也逐漸受到重視。但目前對於互動敘事的沉浸感較無整體性的研究,對於故事體驗者的互動裝置的輸入自由度也有較多限制,故事體驗者能改變的場景、故事,非玩家控制之動畫角色(Non-Player Character, NPC)反應等皆還有改進的空間。而這些限制,皆可能會影響故事體驗者對於互動敘事的沉浸感。本論文將探討在互動敘事中,不同層次的人物動畫產生方式、以及如何根據故事體驗者的體驗歷程而產生不同的故事發展。我們將使用虛擬實境及語音辨識等互動方式來增加故事體驗者的自由度,分析其在互動敘事中對沉浸感所造成之影響。我們透過一個範例故事,包含完整的敘事及動畫,在我們所設計的互動敘事系統中,根據使用者行為紀錄及問卷調查,評估本系統之設計對使用者體驗的影響。
    With the development of interactive media devices such as virtual reality, Interactive Digital Storytelling (IDS) has become more popular these days. But there is not yet a holistic study on the immersion of interactive narratives, and there is also a limit on the degrees of free-dom that a user can use to experience interactive storytelling. In addition, there is still much room for further development such as scene and story variation, non-player character (NPC) responsive animation, etc. We think these factors all may affect the sense of immersion that a user experiences in interactive storytelling. In this thesis, we will focus on exploring two different aspects of these factors to analyze their impacts on immersion experience. The first aspect is to look into how the different levels of character animation and the progression of the interactive story can be used to create different animation responses for immersion enhancement. In the other aspect, we attempt to use Virtual Reality and other natural input devices in our storytelling to increase the degrees of freedom and naturalness of user input in experiencing the story. We have implemented such a VR-based interactive storytelling system with dynamic animation generation. We have also created an example to demonstrate and evaluate various features of the system. We will report and analyze the users’ feedbacks on the design through quantitative survey and behavior recording.
    參考文獻: [1] 李來春, 郝光中,鄭宇翔. "不同體感操控介面對搜尋及閃躲任務之遊戲經驗比較研究-以遊戲相關設計科系背景的學生為例." 設計學報 17.3 (2012): 1-22.

    [2] 吳蕙盈, "打破第四道牆: 以敘事理論為基礎之個人化 3D 互動敘事創作系統," 國立政治大學碩士論文,2012.

    [3] A. H. Maslow, Religions, values, and peak-experiences. Vol. 35. Columbus: Ohio State University Press, 1964.

    [4] A. Shoulson, N. Marshak, M. Kapadia, and N. Badler. "Adapt: the agent developmentand prototyping testbed." IEEE Transactions on Visualization and Computer Graphics, 20.7 (2014): 1035-1047.

    [5] B. Rozenn, V. Gouranton, and B. Arnaldi. "Virtual reality rehearsals for acting with visual effects." International Conference on Computer Graphics & Interactive Techniques. 2016.

    [6] “Industrial Technology Research Institute Text-To-Speech”, [Online]. Available: http://tts.itri.org.tw/. [Accessed:1-March-2017]

    [7] J. Porteous, A. Lindsay, J. Read, M. Truran, and M. Cavazza. "Automated extension of narrative planning domains with antonymic operators." Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems. International Foundation for Autonomous Agents and Multiagent Systems, 2015.

    [8] M. Cavazza, F. Charles, and S. J. Mead, "Interacting with virtual characters in interactive storytelling," Proc. of the First Int.l Joint Conf. on Autonomous Agents and Multiagent Systems: part 1. ACM, 2002.

    [9] M. Cavazza, D. Pizzi, F. Charles, T. Vogt, and E. André, "Emotional input for charac-ter-based interactive storytelling," in Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems-Volume 1, 2009, pp. 313-320.

    [10] M. Csikzentmihaly, Flow: The psychology of optimal experience. Vol. 41. New York: HarperPerennial, 1991.

    [11] M. Garber-Barron, and S. Mei. "Adaptive Storytelling Through User Understanding." Proceedings of the Nineth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2013.

    [12] M. O. Riedl and V. Bulitko,"Interactive Narrative- An Intelligent Systems Approach," in AI Magazine, 2012.

    [13] “Microsoft Speech API (SAPI) 5.4” , [Online]. Available:https://msdn.microsoft.com/en-us/library/ee125663(v=vs.85).aspx. [Accessed:1-Octorber-2016]

    [14] N. Padilla-Zea, F.L. Gutirrez, J.R. Lopez-Arcos, A. Abad-Arranz, and P. Paderewski. "Modeling storytelling to be used in educational video games." Computers in Human Behavior, 31 (2014): 461-474.

    [15] P. Alavesa, T. Ojala, D. Zanni, "Props: 3D-game-like mediator for improvisational story-telling," in Entertainment Computing, 5(4), Dec. 2014, pp.381–390

    [16] R. Bouville, G. Valérie, and A. Bruno. "Virtual reality rehearsals for acting with visual effects." International Conference on Computer Graphics & Interactive Techniques. 2016.

    [17] S.P. Hernandez, B. Vadim, and E. S. Hilaire. "Emotion-Based Interactive Storytelling with Artificial Intelligence." Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2014.

    [18] U. Spierling and S. Hoffmann, "Exploring Narrative Interpretation and Adaptation for Interactive Story Creation Interactive Storytelling." [Publication: vol. 6432], R. Aylett, et al., Eds., ed: Springer Berlin / Heidelberg, 2010, pp. 50-61.

    [19] “Unity3D Game engine”, [Online]. Available: http://unity3d.com/. [Accessed:15-May-2016]

    [20] W. Ijsselsteijn, W. van den Hoogen, C. Klimmt, Y. de Kort, C. Lindley, K. Mathiak, P. Klaus K. Poels, N. Ravaja, M. Turpeinen, and P. Vorderer. "Measuring the experience of digital game enjoyment." Proceedings of Measuring Behavior. Wageningen, Netherlands: Noldus Information Tecnology, 2008.
    描述: 碩士
    國立政治大學
    資訊科學學系
    104753020
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0104753020
    数据类型: thesis
    显示于类别:[資訊科學系] 學位論文

    文件中的档案:

    档案 大小格式浏览次数
    302001.pdf2599KbAdobe PDF2311检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回馈