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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 康仕仲(Shih-Chung Kang) | |
dc.contributor.author | Feng Wu | en |
dc.contributor.author | 吳丰 | zh_TW |
dc.date.accessioned | 2021-06-17T06:20:26Z | - |
dc.date.available | 2018-08-24 | |
dc.date.copyright | 2018-08-24 | |
dc.date.issued | 2018 | |
dc.date.submitted | 2018-08-19 | |
dc.identifier.citation | Al-Kodmany, K. (2000). Public Participation: Technology and Democracy. Journal of Architectural Education, 53(4), pp.220-228.
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Emotional Response–Based Approach for Assessing the Sense of Presence of Subjects in Virtual Building Evacuation Studies. Journal of Computing in Civil Engineering, 31(5), p.04017028. 楊君儀,以參與式設計探討學習歷程及校園介面設計-以亮綠校顏規劃為例,碩士論文,臺北科技大學建築與都市設計研究所學位論文,台北市,2011。 | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/72041 | - |
dc.description.abstract | 本研究旨在解決使用者參與式設計在建築討論上所遇到的兩大門檻,使用者專業度不足及參與者眾多。專業度不足導致在建築設計圖上認知困難;參與者眾多導致難以安排討論的時間和空間。因此,本研究希望以數位化的建築資訊模型作為基礎,藉由遊戲引擎進行視覺化及體感化以增加對建築設計的認知能力;並透過網路連線達到非同時同地的溝通,再藉由各式輔助功能以消弭網路溝通的隔閡。所以設計了一個討論平台Virtual BIM Reviewer(簡稱VBR)讓使用者可以透過平台觀察模型及互相溝通。
本研究利用Unity3D遊戲引擎作為工具,針對網路資訊傳達、虛擬環境建置及虛擬替身操作進行探討。並根據建築討論過程中的互動來設計輔助用的工具,包含雷射指標、標籤、測量、分享畫面等功能。讓使用者可以透過這些工具進行空間認知、意見表達和達成共識。 為了測試VBR的成效,本研究設計了一項實驗。這個實驗會分為兩組,分別使用BIM軟體或VBR來進行。實驗會提供一個有各項設計瑕疵的建築模型,讓受測者進行探索及透過網路討論這個模型。探索模型是為了測驗兩個不同方式對建築設計的認知的表現差異;網路討論的表現可以反映出是否有消弭異地討論的隔閡。 實驗結果表示VBR在探索的效率上有所提升,而在討論的負擔上也能有所下降。效率的提升反映了認知上升可以降低專業的門檻,討論負擔下降代表能透過網路順暢的跨越空間進行溝通。整體而言VBR可以降低使用者參與式建築設計討論的門檻。 | zh_TW |
dc.description.abstract | The purpose of this study is to address the two problems faced by users in participatory design in building discussions. One problem is the lack of experience, which provokes users to have cognitive difficulties when interpreting architectural technical drawings. Another problem is the large number of participants, which leads to difficulties in time and space administration for discussion. Therefore, this research hopes to use the building information model as a basis to visualize and comprehend the building design through using a game engine, to increase the cognitive ability of the users and to achieve non-simultaneous communication; all of these by using the Internet connection. A discussion platform, Virtual BIM Reviewer (VBR) was designed to allow users to observe models and communicate with each other through the platform. Which contains different kinds of auxiliary functions that eliminate the barriers of network communication. Therefore, this study uses the Unity3D game engine as a tool to explore network, virtual environment building, and virtual avatar operations. According to the interaction in the construction discussion process, auxiliary tools are designed, and those tools include laser indicators, labels, measurements, and sharing screens. Users can use these tools for spatial awareness, opinion expression, and consensus. To test the effectiveness of VBR, we designed an experiment where we divided the testers into two groups, each using BIM software or VBR respectively. In the experiment, we provided an architectural model with some design particularities, allowing the subjects to explore and discuss them through the Internet. The exploration model is designed to test the performance differences between two different approaches to architectural design; the performance of the Internet discussion can reflect whether there is a gap between different types discussions methods. The experimental results show that VBR has improved its exploration efficiency, and it has also reduced the burden of discussion. The increase in efficiency reflects the fact that rising cognition can lower the visualization experience problems, and reduce the burden of discussion which means that communication can be smoothly achieved across the Internet. Overall, VBR can reduce the barriers to user participation in discussion of architectural design. | en |
dc.description.provenance | Made available in DSpace on 2021-06-17T06:20:26Z (GMT). No. of bitstreams: 1 ntu-107-R03521607-1.pdf: 4085030 bytes, checksum: cf63b965b5900a98a957f69461b45782 (MD5) Previous issue date: 2018 | en |
dc.description.tableofcontents | 摘要 i
Abstract ii 目錄 iv 圖目錄 vi 表目錄 viii 第一章 、研究背景 1 1.1 參與式設計的背景 1 1.2 參與式設計遇到的問題 1 1.3 研究目標 2 第二章 、相關研究 4 2.1、參與式設計及建築模型檢討 4 2.2、建築資訊模型在工程溝通上的運用 5 2.3、遠端溝通與虛擬團隊 6 2.4、虛擬溝通 6 2.5、遊戲式建築工程模擬 7 2.6、小結 8 第三章 、研究方法 10 3.1、平台架構 10 3.2、虛擬環境基礎建置: 12 3.3、輔助溝通工具: 17 3.4、小結: 23 第四章 、系統實作 24 4.1、平台概觀 24 4.2、基本功能 26 4.3、輔助功能 31 第五章 、實驗設計 39 5.1、簡介 39 5.2、受測者 39 5.3 實驗素材 39 5.4 實驗過程 43 5.5、數據蒐集 44 第六章 、驗證與結果 47 6.1、問題發現頻率 47 6.2 達成共識平均時間 48 6.3 問題發現過程之身心負荷程度 50 6.4、達成共識過程之身心負荷程度 53 第七章 、討論 56 7.1、第一階段:問題發掘 56 7.2、第二階段:方案討論 57 7.3 未來工作 58 第八章 、結論 60 參考文獻 61 | |
dc.language.iso | zh-TW | |
dc.title | 使用者參與式建築資訊模型檢討平台設計 | zh_TW |
dc.title | Designing of Participatory BIM Model Reviewing Platform | en |
dc.type | Thesis | |
dc.date.schoolyear | 106-2 | |
dc.description.degree | 碩士 | |
dc.contributor.coadvisor | 紀宏霖(Hung-Lin Chi) | |
dc.contributor.oralexamcommittee | 林祐正(YU-CHENG LIN),陳鴻銘(Hung-Ming Chen) | |
dc.subject.keyword | 參與式設計,建築資訊模型,虛擬實境,遊戲引擎,虛擬替身,遠端溝通, | zh_TW |
dc.subject.keyword | Participatory design,BIM,Virtual Reality,Game Engine,Avatar,Remote Communication, | en |
dc.relation.page | 64 | |
dc.identifier.doi | 10.6342/NTU201803973 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2018-08-19 | |
dc.contributor.author-college | 工學院 | zh_TW |
dc.contributor.author-dept | 土木工程學研究所 | zh_TW |
顯示於系所單位: | 土木工程學系 |
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