簡易檢索 / 詳目顯示

研究生: 柯皓中
Ko, Hao-Chung
論文名稱: 使用虛擬實境於校園互動遊戲之應用
Using Virtual Reality for Application of Campus Interactive Games
指導教授: 方瓊瑤
Fang, Chiung-Yao
葉耀明
Yeh, Yao-Ming
口試委員: 呂永和 楊明正 葉耀明 方瓊瑤
口試日期: 2020/07/28
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 74
中文關鍵詞: 虛擬實境防災演練校園導覽虛實整合
英文關鍵詞: virtual reality, disaster prevention drill, campus tour, cyber physical system
DOI URL: http://doi.org/10.6345/NTNU202101058
論文種類: 學術論文
相關次數: 點閱:158下載:39
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來虛擬實境 (Virtual Reality)的技術日漸成熟,許多產業因為這項技術的應用進而開發出各種不同虛擬實境的產品。在虛擬實境領域中,遊戲式應用為主要開發的重點方向,其依照不同的需求發展出有關教育、醫療、行銷…等呈現方式,藉由身歷其境的遊戲畫面來促使使用者有更深入的沉浸式遊戲體驗,讓使用者產生興趣與了解。
    本研究以Unity平台與HTC Vive,開發出一款虛擬實境校園互動遊戲應用系統。系統中包含防災演練、校園導覽、運動場域三項以校園環境為核心的子系統,讓使用者能夠更加認識校園,並透過遊戲式情境設計來增加使用者的學習興趣。虛擬實境的防災演練情境,讓使用者在面對火場時能夠即時的透過正確的判斷進行救火逃生等演練,並讓這些常識能稍微增加現實情境的反應速度增加逃生效率;虛擬實境的校園導覽則是能讓使用者不需到現場也能認識校園環境;虛擬實境的棒球場運動場域,也能透過打擊遊戲提供校園的運動學習。本研究結合此三樣功能讓整個虛擬實境環境內容更加完善,並於部分場景中融入空氣盒子資訊增進虛實整合概念,提升使用者多項體驗。

    In recent years, the technology of Virtual Reality (VR) has matured day by day. Many industries have developed various VR products because of the application of this technology. Game-based applications are the main development direction. According to different needs, education, medical, and business, etc. presentation methods have been developed. The immersive game scenes let users have a more in-depth game experience, making user to interested and understanding.
    This research uses the Unity platform and HTC Vive to develop a VR campus interactive game application system. The system includes three subsystems: disaster prevention drills, campus tour, and sports field. With the school environment as the core, user can better understand the campus and increase user's learning interest through gaming situational design. VR of disaster prevention drill scenario allows user to survive through correct judgments in real time when facing a fire, and allows these common sense to slightly increase the reaction speed of the real situation and increase the efficiency of escape. Campus tour in VR allows user to understand the campus environment without going to that place. Baseball sport field in VR provide sport learning on campus through hitting games. This study combines these three functions to make the entire virtual reality environment more complete, and incorporates air box information into some scenes to enhance the concept of virtual and reality integration, and enhance the user experience.

    摘要 i Abstract ii 目錄 iii 圖目錄 v 表目錄 ix 第1章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 3 1.3 研究流程與問題 4 第2章 文獻探討 5 2.1 虛擬實境(Virtual Reality) 5 2.2 Unity遊戲引擎 5 2.3 Mixamo 6 2.4 Sketchfab 7 2.5 Microsoft Visual Studio 7 2.6 EdiGreen AirBox空氣盒子 8 2.7 HTC Vive 8 第3章 系統架構及設計方法 10 3.1 系統規劃及架構 10 3.2 防災演練子系統設計方法 12 3.2.1 系統設計 12 3.2.2 3D人物與物品模組控制 19 3.2.3 粒子特效:起火與滅火 20 3.2.4 空氣盒子模組於虛擬實境環境之設計 22 3.2.5 虛擬實境防災演練之場景建置 25 3.2.5.1 滅火器滅火訓練情境 26 3.2.5.2 火場避難訓練情境 29 3.2.5.3 隨機演練情境 31 3.2.6 虛擬實境場景互動對話框實作 33 3.3 校園導覽子系統設計方法 35 3.3.1 系統設計 35 3.3.2 虛擬實境校園導覽之場景建置 37 3.4 運動場域子系統設計方法 41 3.4.1 系統設計 41 3.4.2 棒球3D模組控制 42 3.4.3 虛擬實境運動場域之場景建置 44 第4章 系統開發與實作 46 4.1 系統開發環境 46 4.2 系統實作 47 4.2.1 主介面系統實作 47 4.2.2 防災演練子系統系統實作 48 4.2.2.1 滅火器滅火訓練情境實作 49 4.2.2.2 火場避難訓練情境實作 52 4.2.2.3 隨機演練情境實作 56 4.2.3 校園導覽子系統系統實作 62 4.2.4 運動場域子系統系統實作 65 4.2.5 系統實作結果與討論 67 第5章 結論與未來發展 71 參考文獻 72

    [1] 科技政策研究與資訊中心-科技產業實驗室,全球VR硬軟體營收預估,取自:https://iknow.stpi.narl.org.tw/post/Read.aspx?PostID=15558,2019年。
    [2] 2017-2018台灣XR產業白皮書發表簡報_20190322(公開版),XR公司應用領域分布,取自:https://www.slideshare.net/secret/5iNSMbkYJQC0kI,2019年。
    [3] Unity遊戲引擎,取自:https://unity3d.com/es/legal/branding_trademarks。2019年。
    [4] Mixamo網站,取自:https://www.mixamo.com/#/。2019年。
    [5] Sketchfab網站,取自:https://sketchfab.com/。2019年。
    [6] AirBox空氣盒子,取自:https://www.edimax.com/edimax/merchandise/mercha ndise_detail/data/edimax/tw/air_quality_detection_semioutdoor/ai-1001w_v2/。2019年。
    [7] HTC Vive VR設備,取自:https://www.vive.com/tw/product/vive/。2020年。
    [8] 內政部消防署,滅火器性能檢查與使用步驟,取自:https://www.nfa.gov.tw/
    cht/index.php?code=list&flag=detail&ids=21&article_id=684,2018年。
    [9] 內政部消防署,火災預防逃生避難原則,取自:https://www.nfa.gov.tw/cht/in
    dex.php?code=list&ids=269。2019年。
    [10] Unity Asset Store,PyroParticles噴射粒子特效,取自:https://assetstore.unity.c
    om/packages/vfx/particles/fire-explosions/fire-spell-effects-36825,2018年12月。
    [11] 空氣盒子-LASS PM2.5開放資料入口網站,取自:https://pm25.lass-net.org/。2019年。
    [12] Unity Asset Store,SteamVR Plugin,取自:https://assetstore.unity.com/package
    s/tools/integration/steamvr-plugin-32647。2019年10月。
    [13] Unity Asset Store,住宿環境3D模組,取自:https://assetstore.unity.com/packa
    ges/3d/environments/citizen-of-the-forest-avangard-house-97472,2019年4月。
    [14] Github,虛擬實境棒球場模組,取自:https://github.com/khseob0715/SportVR
    。2019年9月。
    [15] 內政部消防署,火線任務Vive版體驗,取自:https://www.tfdp.com.tw/cht/ind
    ex.php?code=list&ids=122。2020年6月。
    [16] 國立臺灣師範大學,校園導覽,取自:http://www.ga.ntnu.edu.tw/VR/。2020年6月。
    [17] Steam遊戲平台,Baseball Kings VR,取自:https://store.steampowered.com/ap
    p/802300/Baseball_Kings_VR/。2020年6月。
    [18] V. Sitzmann, A. Serrano, A. Pavel, M. Agrawala, D. Gutierrez, B. Masia and G. Wetzstein, “Saliency in VR: How Do People Explore Virtual Environments?,” IEEE Transactions on Visualization and Computer Graphics, Vol. 24, No. 4, pp. 1633-1642, April 2018.
    [19] S. Sharma, S. Jerripothula, S. Mackey and O. Soumare, “Immersive Virtual Reality Environment of a Subway Evacuation on a Cloud for Disaster Preparedness and Response Training,” IEEE Symposium on Computational Intelligence for Human-like Intelligence (CIHLI), Orlando, FL, 2014, pp. 1-6.
    [20] M. Xi and S. P. Smith, “Simulating Cooperative Fire Evacuation Training in a Virtual Environment Using Gaming Technology,” IEEE Virtual Reality (VR), Minneapolis, MN, 2014, pp. 139-140.
    [21] M. Hosseini, “View-Aware Tile-Based Adaptations in 360 Virtual Reality Video Streaming,” IEEE Virtual Reality (VR), Los Angeles, CA, 2017, pp. 423-424.
    [22] S. Sharma, S. P. Rajeev and P. Devearux, “An Immersive Collaborative Virtual Environment of a University Campus for Performing Virtual Campus Evacuation Drills and Tours for Campus Safety,” International Conference on Collaboration Technologies and Systems (CTS), Atlanta, GA, 2015, pp. 84-89.
    [23] A. G. Campbell, K. Santiago, D. Hoo and E. Mangina, “Future Mixed Reality Educational Spaces,” Future Technologies Conference (FTC), San Francisco, CA, 2016, pp. 1088-1093.
    [24] T. Tateyama, A. Kigami, S. Nishikawa, T. Katada and S. Matsumoto, “Construction of Virtual Campus Guide System Using Mobile Phone,” 7th International Congress on Advanced Applied Informatics (IIAI-AAI), Yonago, Japan, 2018, pp. 765-768.
    [25] A. Ryge, L. Thomsen, T. Berthelsen, J. S. Hvass, L. Koreska, C. Vollmers, N. C. Nilsson, R. Nordahl and S. Serafin, “Effect on High versus Low Fidelity Haptic Feedback in a Virtual Reality Baseball Simulation,” IEEE Virtual Reality (VR), Los Angeles, CA, 2017, pp. 365-366.
    [26] A. Covaci, A. Olivier and F. Multon, “Visual Perspective and Feedback Guidance for VR Free-Throw Training,” IEEE Computer Graphics and Applications, Vol. 35, No. 5, pp.55-65, Sept.-Oct. 2015.
    [27] R. Schäfer, P. Kauff, R. Skupin, Y. Sánchez and C. Weißig, “Interactive Streaming of Panoramas and VR Worlds,” SMPTE Motion Imaging Journal, Vol. 126, No. 1, pp. 35-42, Jan.-Feb. 2017.
    [28] G. Liu and J. Wu, “Design and Implementation of Virtual Campus Roaming System Based on Unity3d,” International Conference on Machine Learning, Big Data and Business Intelligence (MLBDBI), Taiyuan, China, 2019, pp. 147-150.
    [29] K. Zhang, J. Suo, J. Chen, X. Liu and L. Gao, “Design and Implementation of Fire Safety Education System on Campus based on Virtual Reality Technology,” Federated Conference on Computer Science and Information Systems (FedCSIS), Prague, 2017, pp. 1297-1300.

    下載圖示
    QR CODE