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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 洪一平 | |
dc.contributor.author | Yilun Zhong | en |
dc.contributor.author | 鍾毅倫 | zh_TW |
dc.date.accessioned | 2021-06-17T01:54:04Z | - |
dc.date.issued | 2017 | |
dc.date.submitted | 2017-07-23 | |
dc.identifier.citation | [1] T. Iwaanaguchi, M. Shinya, S. Nakajima and M. Shiraishi, 'Cyber Tai Chi - CG-based Video Materials for Tai Chi Chuan Self-Study,' in 2015 International Conference on Cyberworlds (CW), Visby, 2015.
[2] P. T. Chua, R. Crivella, B. Daly, N. Hu, R. Schaaf, D. Ventura, T. Camill, J. Hodgins and R. Pausch, 'Training for physical tasks in virtual environments: Tai Chi,' in IEEE Virtual Reality, 2003. Proceedings., Los Angeles, 2003. [3] E. Velloso, A. Bulling and H. Gellersen, 'MotionMA: motion modelling and analysis by demonstration,' in SIGCHI Conference on Human Factors in Computing Systems (CHI '13), New York, 2013. [4] F. Anderson, T. Grossman, J. Matejka and G. Fitzmaurice, 'YouMove: enhancing movement training with an augmented reality mirror,' in 26th annual ACM symposium on User interface software and technology (UIST '13), New York, 2013. [5] U. Yang and G. J. Kim, 'Implementation and Evaluation of “Just Follow Me”: An Immersive, VR-Based, Motion-Training System,' Presence: Teleoperators and Virtual Environments, vol. 11, no. 3, pp. 304-323, 2002. [6] R. L. Gregory, Eye and Brain: The Psychology of Seeing, Princeton University Press, 1997. [7] B. Poppinga, N. Henze, J. Fortmann, W. Heuten and S. Boll, 'AmbiGlasses – Information in the Periphery of the Visual Field,' in Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, München, 2012. [8] J. Rasmussen, 'Skills, rules, and knowledge; signals, signs, and symbols, and other distinctions in human performance models,' IEEE Transactions on Systems, Man, and Cybernetics, Vols. SMC-13, no. 3, pp. 257-266, 1983. [9] S. Matsuzoe, S. Jiang, M. Ueki and K. Okabayashi, 'Intuitive visualization method for locating off-screen objects inspired by motion perception in peripheral vision,' in 8th Augmented Human International Conference (AH '17), New York, 2017. [10] P. Renner and T. Pfeiffer, 'Attention guiding techniques using peripheral vision and eye tracking for feedback in augmented-reality-based assistance systems,' in 2017 IEEE Symposium on 3D User Interfaces (3DUI), Los Angeles, 2017. [11] EPSON, 'MOVERIO - Smart Eyewear - Epson,' [Online]. Available: https://tech.moverio.epson.com/en/pdf/comparison.pdf. [Accessed July 2017]. [12] 'Microsoft HoloLens - Wikipedia,' [Online]. Available: https://en.wikipedia.org/wiki/Microsoft_HoloLens. [Accessed July 2017]. [13] S. Feiner, B. Macintyre and D. Seligmann, 'Knowledge-based augmented reality,' Communications of the ACM, vol. 36, no. 7, pp. 53-62, 1993. [14] Yiwei Guo, 'Movement Recognition and Guidance Based on Inertial Measurement Unit: Use Tai-Chi Chuan Movement as an Example,' M.S. thesis, National Taiwan University, Taipei, Taiwan, 2017. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/67856 | - |
dc.description.abstract | 中國傳統武術太極拳,具有益於身心健康等優點,許多人投身於太極拳的學習當中。常見的太極拳學習方式,通常是由太極拳教練言傳身教,或是透過觀看太極拳教學影片等方式自學。對於上述傳統的太極拳學習形式,學員必須直視站在前方的太極拳教練或位於前方的螢幕,因此學員在學習過程中無法自由轉動頭部,而且學員只能從單一角度觀察太極拳教練的動作。此外,當學員人數較多時,前方的其他學員會遮擋到最前面的教練,因而難以觀察教練的動作。本論文針對上述的頭部轉向問題以及視線遮擋問題,設計了一套基於光學透視式頭戴顯示器的太極拳擴增學習系統。(1)對於頭部轉向問題,本論文提出了數種視覺引導方式,而使用者研究的結果表明,利用虛擬教練本身作為頭部轉向引導提示的“Flying Coach”介面,對於引導使用者學習頭部轉向動作有較好的顯著效果。(2)對於視線遮擋問題,本論文提出了“Mirrored Coach”介面,讓使用者可以清楚地觀察到太極拳教練的肢體動作。論文最後針對“Mirrored Coach”介面進行使用者研究,結果顯示,面向使用者做鏡面動作的虛擬教練,相較於背對使用者做正向動作的虛擬教練,對於引導使用者學習太極拳肢體動作有更好的顯著效果。 | zh_TW |
dc.description.abstract | Tai-Chi Chuan (TCC), a Chinese traditional physical exercise, is able to promote physical well-being. For TCC beginners, the common ways of learning TCC are observing and mimicking the coach in class or watching video tutorials. In these cases, beginners can hardly move their heads towards the correct directions while learning TCC because they have to watch the front coach in class or the fixed display. Besides, it is difficult for them to observe the coach’s posture clearly in class because of the occlusion problem. This thesis develops an augmented learning system of TCC with optical see-through head-mounted display (OST-HMD) to solve the head direction problem and the occlusion problem. In this TCC learning system, several visual methods are designed for guiding head movement and body movement. (1) For the head movement, based on the baseline, three visual guiding designs are proposed and also compared in a user study. The results show that the “Flying Coach” visual design, which uses the virtual coaches as the hints to guide user’s head movement, can help users perform well in learning TCC. The questionnaire results also show that it is an intuitively understandable design and is able to help users learn the head movement and body movement simultaneously. (2) For the body movement, this system adopts “Mirrored Coach” to help users observe the body movement of virtual coaches clearly. A user study is conducted to evaluate the Mirrored Coach. The results show that Mirrored Coach with mirrored movement is better than the virtual coach with non-mirrored movement at guiding body movement. | en |
dc.description.provenance | Made available in DSpace on 2021-06-17T01:54:04Z (GMT). No. of bitstreams: 1 ntu-106-R04944043-1.pdf: 2075961 bytes, checksum: 4c314451fdf62f0ae53674b99f1ffc7c (MD5) Previous issue date: 2017 | en |
dc.description.tableofcontents | 口試委員會審定書 (i)
誌謝 (ii) 中文摘要 (iii) ABSTRACT (iv) CONTENTS (v) LIST OF FIGURES (vii) LIST OF TABLES (ix) Chapter 1 Introduction (1) Chapter 2 Related Work (3) 2.1 Physical Activity Guiding (3) 2.2 Guiding User Attention (4) Chapter 3 System Overview (5) 3.1 Hardware/Software Description (5) 3.2 System Architecture (6) Chapter 4 Visual Hints of Guiding Head Movement (9) 4.1 Design (9) 4.2 User Study (16) 4.2.1 Study Design (16) 4.2.2 Result (17) 4.2.3 Discussion (19) Chapter 5 Mirrored Coach for Guiding Body Movement (21) 5.1 Design (21) 5.2 User Study (22) 5.2.1 Study Design (22) 5.2.2 Result (24) 5.2.3 Discussion (27) Chapter 6 Conclusion (28) Chapter 7 Future Work (29) 7.1 Freeze Mode (29) 7.2 Trail of Hands Movement (30) REFERENCE (32) | |
dc.language.iso | en | |
dc.title | 基於光學透視式頭戴顯示器之太極拳擴增學習系統 | zh_TW |
dc.title | An Augmented Learning System of Tai-Chi Chuan with Optical See-Through Head-Mounted Display | en |
dc.type | Thesis | |
dc.date.schoolyear | 105-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 石勝文,李明穗,陳冠文,蔡玉寶 | |
dc.subject.keyword | 太極拳,混合實境,頭戴顯示器,學習系統,使用者介面, | zh_TW |
dc.subject.keyword | Tai-Chi Chuan,Mixed Reality,Head-Mounted Display,Learning System,User Interface, | en |
dc.relation.page | 33 | |
dc.identifier.doi | 10.6342/NTU201700837 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2017-07-24 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 資訊網路與多媒體研究所 | zh_TW |
顯示於系所單位: | 資訊網路與多媒體研究所 |
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