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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/88711
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dc.contributor.advisor鄭龍磻zh_TW
dc.contributor.advisorLung-Pan Chengen
dc.contributor.author林奕碩zh_TW
dc.contributor.authorYi-Shuo Linen
dc.date.accessioned2023-08-15T17:28:11Z-
dc.date.available2023-11-10-
dc.date.copyright2023-08-15-
dc.date.issued2023-
dc.date.submitted2023-08-07-
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[2] P. Abtahi, S. Q. Hough, J. A. Landay, and S. Follmer. Beyond being real: A sensorimotor control perspective on interactions in virtual reality. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, CHI ’22, New York, NY, USA, 2022. Association for Computing Machinery.
[3] S. Barman, S. Chasins, R. Bodik, and S. Gulwani. Ringer: Web automation by demonstration. In Proceedings of the 2016 ACM SIGPLAN International Conference on Object-Oriented Programming, Systems, Languages, and Applications, OOPSLA 2016, page 748–764, New York, NY, USA, 2016. Association for Computing Machinery.
[4] A.Drogemuller,A.Verhulst,B.Volmer,B.H.Thomas,M.Inami,andM.Sugimoto. Remapping a third arm in virtual reality. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 898–899, 2019.
[5] N. G. Entertainment. Quantum league, April 2021. https://store. steampowered.com/app/651150/Quantum_League/.
[6] D. F. Glas, T. Kanda, H. Ishiguro, and N. Hagita. Teleoperation of multiple social robots. IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans, 42(3):530–544, 2012.
[7] L. Hoyet, F. Argelaguet, C. Nicole, and A. Lécuyer. “wow! i have six fingers!": Would you accept structural changes of your hand in vr? Frontiers in Robotics and AI, 3, 2016.
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[10] J. Kim, M. Kasper, T. Yeh, and N. Correll. Sikulibot: Automating physical interface using images. In Adjunct Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology, UIST ’14 Adjunct, page 53–54, New York, NY, USA, 2014. Association for Computing Machinery.
[11] I. Kotziampasis, N. Sidwell, and A. Chalmers. Portals: Increasing visibility in virtual worlds. In Proceedings of the 19th Spring Conference on Computer Graphics, SCCG ’03, page 257–261, New York, NY, USA, 2003. Association for Computing Machinery.
[12] M. Le Goc, L. H. Kim, A. Parsaei, J.-D. Fekete, P. Dragicevic, and S. Follmer. Zooids: Building blocks for swarm user interfaces. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology, UIST ’16, page 97–109, New York, NY, USA, 2016. Association for Computing Machinery.
[13] T. J.-J. Li, A. Azaria, and B. A. Myers. Sugilite: Creating multimodal smartphone automation by demonstration. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, CHI ’17, page 6038–6049, New York, NY, USA, 2017. Association for Computing Machinery.
[14] H. Lieberman. Your wish is my command: Programming by example. Morgan Kaufmann, 2001.
[15] P. Lubos, G. Bruder, and F. Steinicke. Are 4 hands better than 2? bimanual interaction for quadmanual user interfaces. In Proceedings of the 2nd ACM Symposium on Spatial User Interaction, SUI ’14, page 123–126, New York, NY, USA, 2014. Association for Computing Machinery.
[16] K. Mahadevan, Y. Chen, M. Cakmak, A. Tang, and T. Grossman. Mimic: In-situ recording and re-use of demonstrations to support robot teleoperation. In Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, UIST ’22, New York, NY, USA, 2022. Association for Computing Machinery.
[17] R. d. A. Maués and S. D. J. Barbosa. Keep doing what i just did: Automating smartphones by demonstration. In Proceedings of the 15th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI ’13, page 295–303, New York, NY, USA, 2013. Association for Computing Machinery.
[18] R. Miura, S. Kasahara, M. Kitazaki, A. Verhulst, M. Inami, and M. Sugimoto. Multisoma: Distributed embodiment with synchronized behavior and perception. In Proceedings of the Augmented Humans International Conference 2021, AHs ’21, page 1–9, New York, NY, USA, 2021. Association for Computing Machinery.
[19] Y. Nakanishi, M. Fukuoka, S. Kasahara, and M. Sugimoto. Synchronous and asynchronous manipulation switching of multiple robotic embodiment using emg and eye gaze. In Proceedings of the Augmented Humans International Conference 2022, AHs ’22, page 94–103, New York, NY, USA, 2022. Association for Computing Machinery.
[20] J. Ota. Multi-agent robot systems as distributed autonomous systems. Advanced Engineering Informatics, 20(1):59–70, 2006.
[21] H. Pohl, K. Lilija, J. McIntosh, and K. Hornbæk. Poros: Configurable proxies for distant interactions in vr. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, CHI ’21, New York, NY, USA, 2021. Association for Computing Machinery.
[22] Pontoco. The last clockwinder, June 2022. https://www.oculus.com/ experiences/quest/4837365566303714.
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[25] J. Schjerlund, K. Hornbæk, and J. Bergström. Ovrlap: Perceiving multiple locations simultaneously to improve interaction in vr. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, CHI ’22, New York, NY, USA, 2022. Association for Computing Machinery.
[26] R. Stoakley, M. J. Conway, and R. Pausch. Virtual reality on a wim: Interactive worlds in miniature. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI ’95, page 265–272, USA, 1995. ACM Press/Addison- Wesley Publishing Co.
[27] K. Takada, M. Kawaguchi, A. Uehara, Y. Nakanishi, M. Armstrong, A. Verhulst, K. Minamizawa, and S. Kasahara. Parallel ping-pong: Exploring parallel embodiment through multiple bodies by a single user. In Proceedings of the Augmented Humans International Conference 2022, AHs ’22, page 121–130, New York, NY, USA, 2022. Association for Computing Machinery.
[28] K. Takada, N. Kumasaki, T. Froese, K. Shibata, J. Nishida, and S. Kasahara. Shadowclones: An interface to maintain a multiple sense of body-space coordination in multiple visual perspectives. In Proceedings of the Augmented Humans International Conference 2023, AHs ’23, page 171–178, New York, NY, USA, 2023. Association for Computing Machinery.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/88711-
dc.description.abstractClonemator 是一個虛擬實境(VR)系統,讓使用者建立分身並在時空上安排他們,以創建出自動化工具來完成複雜的任務。分身可以(1)定格使用者的身體姿勢成為靜態物體、(2)同步地模仿使用者的動作,以及(3)重播使用者在一段時間中的一連串動作。結合像是縮放、位置重新排列、群組選擇和複製等傳統技術,Clonemator 讓使用者透過將復雜的任務分解為一系列與分身的合作,來迭代開發出客製化且可重複使用的解決方案。這避免了實作專用的互動技術或程式,同時允許在 VR 應用中進行靈活的互動。我們透過多個例子來展示 Clonemator 的靈活度,並透過初步的使用者研究來驗證它的易用性和有效性。最後,我們討論 Clonemator 在遊戲機制、空間互動、多機器人控制等應用的潛力,並為未來的研究提供我們的見解。zh_TW
dc.description.abstractClonemator is a virtual reality (VR) system allowing users to create their avatar clones and configure them spatially and temporally, forming automators to accomplish complex tasks. In particular, clones can (1) freeze at a user's body pose as static objects, (2) synchronously mimic the user's movement, and (3) replay a sequence of the user's actions in a period of time later. Combined with traditional techniques such as scaling, positional rearrangement, group selection, and duplication, Clonemator enables users to iteratively develop customized and reusable solutions by breaking down complex tasks into a sequence of collaborations with clones. This bypasses implementing dedicated interaction techniques or scripts while allowing flexible interactions in VR applications. We demonstrate the flexibility of Clonemator with several examples and validate its usability and effectiveness through a preliminary user study. Finally, we discuss the potential of Clonemator in VR applications such as gaming mechanisms, spatial interaction techniques, and multi-robot control and provide our insights for future research.en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-08-15T17:28:11Z
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dc.description.tableofcontents致謝 i
摘要 ii
Abstract iii
Contents v
List of Figures viii
Chapter 1 Introduction 1
Chapter 2 Example Walkthrough 3
2.1 Summary of the Walkthrough 9
Chapter 3 Contributions 12
Chapter 4 Clonemator 13
4.1 Spawning Methods 13
4.1.1 Out-of-Body 13
4.1.2 Raycast Spawning 14
4.1.3 Auto Spawning and Relative Spawning 14
4.2 Clone Basics 15
4.2.1 Static Mode 15
4.2.2 Synchronous Mode 16
4.2.3 Replayed Mode 16
4.3 Cloning with Traditional Techniques 16
4.3.1 Transform 17
4.3.2 Group 17
4.3.3 Duplicate 17
4.3.4 Mirror 18
4.3.5 Remove 18
4.3.6 Undo 18
4.4 Switching Perspectives 19
Chapter 5 Implementation 20
5.1 User Interface 20
Chapter 6 Preliminary Study 22
6.1 Design, Tasks, and Participants 22
6.2 Solutions Generated by Participants 24
6.3 Quantitative and Qualitative Result 25
6.3.1 Completion Time 25
6.3.2 Overall Experience 27
6.3.3 Usefulness and Learnability 27
6.3.4 Use Cases and Further Applications 27
6.4 Study Summary 28
Chapter 7 Related Work 29
7.1 Replicating Movement in the Real World 29
7.2 Beyond-Real Interaction in VR 30
7.3 Programming by Demonstration 31
Chapter 8 Discussion and Limitations 33
8.1 Challenges of Alignment 33
8.2 Future Features of Clonemator System 33
8.3 Merging a Clone's Experience 35
8.4 Distributed Perception 36
8.5 Conditional Trigger 36
8.6 Clonemator in Other Applications 37
Chapter 9 Conclusion 39
References 40
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dc.language.isoen-
dc.subject超現實互動zh_TW
dc.subject分身zh_TW
dc.subject虛擬實境zh_TW
dc.subjectCloneen
dc.subjectVirtual Realityen
dc.subjectBeyond-real Interactionen
dc.titleClonemator: 在虛擬實境中組合時空分身以創建互動式自動化工具zh_TW
dc.titleClonemator: Composing Spatiotemporal Clones to Create Interactive Automators in Virtual Realityen
dc.typeThesis-
dc.date.schoolyear111-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee陳炳宇;詹力韋;蔡欣叡zh_TW
dc.contributor.oralexamcommitteeBing-Yu Chen;Liwei Chan;Hsin-Ruey Tsaien
dc.subject.keyword分身,超現實互動,虛擬實境,zh_TW
dc.subject.keywordClone,Beyond-real Interaction,Virtual Reality,en
dc.relation.page45-
dc.identifier.doi10.6342/NTU202303156-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2023-08-09-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊工程學系-
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