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研究生: 黃新
Huang, Hsing
論文名稱: 虛實之間-擴增實境的美學初探
The Aesthetics of Augmented Reality: finding a dynamic relationship between the virtual and the real
指導教授: 林玲遠
Lin, Ling-Yuan
李蔡彥
Li, Tsai-Yen
口試委員: 魏德樂
Way, Der-Lor
學位類別: 碩士
Master
系所名稱: 傳播學院 - 數位內容碩士學位學程
Digital Content and Technologies
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 51
中文關鍵詞: 擴增實境新媒體跨領域實踐導向研究
外文關鍵詞: augmented reality, new media, cross-discipline, practice-led research
DOI URL: http://doi.org/10.6814/NCCU201900988
相關次數: 點閱:265下載:70
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  • AR(Augmented Reality,擴增實境)已經發展了一段時間,隨著資訊技術的進步,與手機運算效能的提升,AR的應用也越來越普及。是時候檢視AR的美學層面了。

      由於AR的呈現與資訊技術的發展關係密切,至今AR多被視為一種特定的資訊技術實踐,關於AR的研究也多半從資訊技術的角度切入,目前較少對於其美學的研究。

      「虛擬影像和現實環境」的互動關係,是AR這種形式最特別的部分。本研究從美學研究的觀點出發,藉由文獻、當代案例、與研究者自身實踐的經驗,探討AR在空間中、時間中、與抽象化的美學概念。

      本研究從研究者製作26個AR相關專案的經驗出發,透過實踐反思,提出「AR感」的概念,將AR視為某一種表現形式。並透過大量的案例觀察,提出AR的十二種表現形式,試圖依不同的視覺表現方式將AR分類,試圖促進AR在美學層面的思考。並在AR的抽象化關係探討中,建議以「替換」而非「擴增」的概念來思考AR。


    After decades of development, Augmented Reality (AR) technologies have begun to grow into maturity in recent years. It is time to reflect on its aesthetical dimension. We know that AR is about the relationship between the virtual and the real. Since AR-based applications render a virtual layer on top of reality, people tend to consider it as an ‘enhancement’ – enhancement or augmentation of reality – which would imply a unidirectional, fixed relationship. By re-examining the relationship between the virtual and the real, this paper aims to suggest an aesthetical framework specific to AR media. Except from case study, the researcher’s own practical experience as an AR artist is also reflected. The relationship between the virtual and the real is explored from three aspects: spacial, temporal, and conceptual. A more relational and dynamic understanding of the relationship is delineated and concluded as the concept of ‘alternativity’. This discussion would provide new insights into AR-based applications, and let us see the technology from new perspectives.

    一、前言  1
    1.研究者的姿態:跨領域的實踐者  1
    2.本研究的姿態:實務與理論之橋  2
    3.實務與理論之河  3
    4.研究方法:基於實踐導向的分析型研究  4
    5.AR製作經歷  5

    二、當代的AR考據  7
    1.AR的定義  7
      AR與MR  7
    2.近代的 AR 研究  9
    3.AR的分類  10
      AR的虛實關係  10
      AR的動作模式  11
      AR的十二種表現模式  13
       Fixed-Informative  13
       Fixed-Surface  14
       Fixed-Surrounding  15
       Observative-Informative  16
       Observative-Surface  16
       Observative-Surronding  17
       Exploratory-Informative  18
       Exploratory-Surface  19
       Exploratory-Surrounding  19
       Portrait-Informative  20
       Portrait-Surface  21
       Portrait-Surrounding  21
      小結:不同動作模式關注重點不同  22
    3.問題意識:PSOTT  23
    4.研究問題  24

    三、研究理論:AR的虛實之間  25
    1.視覺的擬真-虛擬與現實的縫合  25
    1.1 AR中的空間  25
       3D空間裡的縫合:光影與現實之間的關係  25
       2D空間裡的縫合:影像的材質感  26
       影像置於與空間中的位置  27
    1.2 AR中的時間  29
       AR中的動畫行為  29
    2.概念的再思考-AR的擴增與替換  31
    2.1 AR感  31
       光雕投影  31
       街頭錯視畫(Optical illusion street art)  32
       小模型類  33
       定義AR感:一種「關係」的表現形式  35
    2.2 AR的「現實-虛擬」關係  35
       「加」的關係  35
       「替換」的關係  36
       隱性的「替換」關係  36
       小結:AR在虛擬-現實關係的多種可能  38

    四、 結論  40

    五、 參考資料  43
    中文期刊與研討會論文  43
    中文網路資料  43
    外文期刊與研討會論文  43
    外文書籍資料  44
    外文網路資料  45

    六、 附錄:研究者作品列表  47

    林玲遠、林品婕(預定發表)。行動研究於傳播內容設計實務之應用。廣播與電視,40,1-32。

    林玲遠(2018)。動靜皆宜:淺談圖畫書轉譯動畫的實務與理論。取自https://www.practitioners-lab.org/picturebookanimation

    張宜婕(製作人)(2012)。是誰在說話。取自https://youtu.be/cqNKKXL05vk

    Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385.

    Chang, K.-E., Chang, C.-T., Hou, H.-T., Sung, Y.-T., Chao, H.-L., & Lee, C.-M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185-197.

    Dubois, E., & Nigay, L. (2000). Augmented reality: which augmentation for which reality? Paper presented at the Proceedings of DARE 2000 on Designing augmented reality environments, Elsinore, Denmark.

    Lin, F. L.-Y. (2019). Using Thematic Analysis to Facilitate Meaning-Making in Practice-Led Art and Design Research. International Journal of Art & Design Education, 38(1), 153-167.

    MacIntyre, B., Bolter, J. D., Moreno, E., & Hannigan, B. (2001, 29-30 Oct. 2001). Augmented reality as a new media experience. Paper presented at the Proceedings IEEE and ACM International Symposium on Augmented Reality.

    Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: a class of displays on the reality-virtuality continuum (Vol. 2351): SPIE.

    Scrivener, S. (2000). Reflection in and on action and practice in creative-production doctoral projects in art and design.

    van Krevelen, D. W. F., & Poelman, R. (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. International Journal of Virtual Reality, 9(2), 1-20.

    Yeon Ma, J., & Choi, J.-S. (2007). The Virtuality and Reality of Augmented Reality (Vol. 2).

    Geroimenko, V. (2018). Augmented Reality Painting and Sculpture: From Experimental Artworks to Art for Sale. In V. Geroimenko (Ed.), Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (pp. 211-225). Cham: Springer International Publishing.

    Hugues, O., Fuchs, P., & Nannipieri, O. (2011). New Augmented Reality Taxonomy: Technologies and Features of Augmented Environment. In (pp. 47-63).

    Lee, K. (2012). Augmented Reality in Education and Training. TechTrends, 56(2), 13-21.

    Lichty, P. (2014). The Aesthetics of Liminality: Augmentation as an Art Form. In V. Geroimenko (Ed.), Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (pp. 99-125). Cham: Springer International Publishing.

    Manovich, L. (2002). The language of new media. Cambridge: Mass: MIT Press.

    McCloud, S. (1994). Understanding comics : the invisible art: First HarperPerennial edition. New York : HarperPerennial, 1994. ©1993.

    Sutu. (2016). Prosthetic Reality: Eyejack.

    Alvarez, C. G. V. (Producer). (2019). David Bowie Filter. Retrieved from https://www.facebook.com/groups/SparkARcommunity/permalink/651739881904724/

    AORUS. (2017). Daremos 2 #AORUS GTX 1060 6G. Siga os passos abaixo para ter a sua chance de ganhar uma delas! Retrieved from https://www.facebook.com/AorusBR/photos/a.629560580472181/1451160198312211/

    BBC (Producer). (2012). Frozen Planet Augmented Reality. Retrieved from https://youtu.be/fv71Pe9kTU0

    Carrero, N. (Producer). (2019). Inner Child. Retrieved from https://www.facebook.com/groups/SparkARcommunity/permalink/652414175170628/

    channel, T. O. P. Y. (2015). Discover Pokémon in the Real World with Pokémon GO! Retrieved from https://youtu.be/2sj2iQyBTQs

    Channel, T. W. (Producer). (2013). Today's National Weather Forecast. Retrieved from https://youtu.be/t2aWyRtnRCg

    Garner, T. (Producer). (2019). Manga Anger. Retrieved from https://www.facebook.com/groups/SparkARcommunity/permalink/653096511769061/

    Google (Producer). (2014). Say hello to Project Tango! Retrieved from https://youtu.be/Qe10ExwzCqk

    Inc., S. D. (Producer). (2019). Asian Pacific American Heritage Month Filter. Retrieved from https://www.facebook.com/Speed3DInc/videos/674663379641395/

    Karaii, C. (Producer). (2019). Rotating Chain Halo. Retrieved from https://www.facebook.com/groups/SparkARcommunity/permalink/583259235419456/

    Lab, D. R. (Producer). (2017). Magic Bench. Retrieved from https://youtu.be/JnLk2_Xbr90

    London, M. o. (Producer). (2010). Street Museum. Retrieved from https://youtu.be/qSfATEZiUYo

    Lynx (Producer). (2010). Even Angel Will Fall. Retrieved from https://youtu.be/B1HtfpUIfds

    Max, P. (Producer). (2014). Unbelievable Bus Shelter. Retrieved from https://youtu.be/Go9rf9GmYpM

    Murtazin, M. (Producer). (2019). Flying Face Filter. Retrieved from https://www.facebook.com/groups/SparkARcommunity/permalink/639156053163107/

    Newyellow. (2017). Rendering Light and Shadow with Unity in AR. Retrieved from http://newyellowdev-en.blogspot.com/2017/02/rendering-light-and-shadow-with-unity.html

    Niantic. (2018). Niantic Occlusion. Retrieved from https://youtu.be/7ZrmPTPgY3I

    Onionlab. (2016). Axioma. Retrieved from http://www.onionlab.com/work/3d-mapping/axioma-stereoscopic-3d-mapping/

    Petzold, D. (2016). LLUM BCN Festival – 3D Mapping by Onionlab. Retrieved from https://weandthecolor.com/llum-bcn-festival-3d-mapping-by-onionlab/67632

    Skullmapping. (2016). Gallery Invasion. Retrieved from https://youtu.be/APpw6ZKIQ3I.

    Sutu (Producer). (2016). Prosthetic Reality. Retrieved from https://youtu.be/uzSO3m_FmzA

    Tom. (2016). The 5 Most Talented 3D Sidewalk Artists. Retrieved from https://www.boredpanda.com/5-most-talented-3d-sidewalk-chalk-artists/

    Vuforia (Producer). (2018). Vuforia Chalk: Augmented Reality Remote Assistance. Retrieved from https://youtu.be/b6DFbMoks-8

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