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研究生:馬瑜嬪
研究生(外文):Yu-Pin Ma
論文名稱:『空間性互動介面』-實體使用介面於三度空間電腦輔助建築設計上的應用
論文名稱(外文):『Spatially Aware Interactive Interfaces』-Tangible User Interfaces for Three Dimensional Interactive Computer-Aided Architectural Design
指導教授:鄭泰昇鄭泰昇引用關係
指導教授(外文):Tay-Sheng Jeng
學位類別:碩士
校院名稱:國立成功大學
系所名稱:建築學系碩博士班
學門:建築及都市規劃學門
學類:建築學類
論文種類:學術論文
論文出版年:2002
畢業學年度:90
語文別:中文
論文頁數:136
中文關鍵詞:手勢辨識電腦輔助建築設計實體使用介面擴充式桌面/平面系統空間性互動
外文關鍵詞:CAADGesture RecognitionTUIsAugmented Desk SystemSpatially Aware Interaction
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  本論文研究的目的:試圖將設計評圖的過程中,可能產生的片段性資訊,藉由不同媒材的整合,聚集資訊並以實質介面呈現,幫助評圖老師對設計者的空間設計有整體性的認知;提供一種在實質生活中,整體性空間認知的介面使用,除了幫助評圖老師作設計溝通外,更可以幫助設計者作設計學習之用.

  從互動式數位桌(iTable)的發現,電腦螢幕開始跳脫方盒子延伸至桌面上,這就是所謂的擴充式桌面╱平面的研究(Augmented Desk/Surface System),設計者透過實體介面(桌面)操作、分享及傳送數位資訊,藉由操作三度空間互動平面(iTablet)獲取資訊影像,透過水平和垂直向度的配合,加強了平面和剖面之間的關聯性,呈現空間的整體性概念;垂直向度圖面被拉回垂直的地位,跳脫平面的限制,平面和剖面各自擁有各自的設計發展的方向及重要性.

  以數位媒材輔助呈現的情境下,往往設計者事先設定好的動畫影片播放以及圖面投射順序,有時並不符合評圖老師的需求,容易造成感知的不連貫性,或者回朔不易的問題;再者,評圖老師也許會想要藉由操控設計者之前所呈現的設計資訊來作說明,但當評圖老師想要操控設計者所設定的介面工具時,又會發生不會或不知如何使用的困擾,評圖老師也許就因此放棄與設計者溝通的機會,至為可惜;而且,在無法具體操控設計資訊的狀況下,容易造成注意力的分散,加上數位媒材與傳統非數位化媒材的混合呈現,評圖老師與參與者的注意力一直處於轉換的狀態,不斷接受片段性的設計資訊,由於聚焦不易,而喪失設計溝通的機會.

  因此,電腦輔助設計工具的介面使用應該更趨近於設計者自然感知,讓輔助設計的實質物件工具,更具有溝通的功能,擺脫使用者圖形介面(GUIs)的限制,改以具體的實體互動介面取代,從互動式垂直平板(iTablet),到設計工具的功能擴充(SmartTools),甚至辨識設計者手掌及手指動作;藉由上述互動式工具介面的幫助,把不同呈現的圖面,透過數位媒材的整合,促進整體性的空間認知.

  除此,關於不同設計媒材的使用,在論文中也有探討:設計者往往必須使用多種設計媒材工具來完成一個設計案,過程中更不能避免需要與多人進行討論及分享等互動行為,因此,設計流程中不同設計媒材使用的連續性,以及數位媒材環境中的設計溝通與分享機制,也是本論文欲探討的課題.
In the design critique, the presener often use multiple media to show their ideas. Whatever tool the presener use, the design information is always presented through fragmental image. Our Research is focus on integrity of multiple representations in physical world. It will inhance the sence of integrity of space cognition, design communication and design learning.

“Interactive Table” starts to extend computerized workspace beyond the computer screen. It has been turn physical surface, such as desktops, or walls into interactive surfaces. Designer can manipulate, share, and transfer digital information in situations not associated with PCs. Coordinate horizontal and vertical aspect inhance the relation of plan and section. It will represent the integrity of spatial conception.

Animations or slides are often used for multimedia presentation. During this process, the review will ask for going back to certain slides again and again, or interrupt the animation. It means that whatever the sequence of slides or animation we make should not always be conform to someone’s interests. However, it is difficult for review to use the interface that they are not familiar. The review cannot communicate with you because they cannot control your design information. And because of the disply, they must switch attention usually.

In this paper, we present research developing “Tangible user interfaces”(TUIs)-an approach for continuity with existing design tools. Our research focus on recreates the tools, the practices and the architecture’s traditional studio in digital property. Here you can use day-to-day tools for Institutive Communication.

Besides, in the design session, designers develop their own design after using variety of tools or media and interacting with many people. This kind of process is not only efficient but also any interaction. The user interface design is a real problem. Presentation and design are often separated and no any interaction. What you see is not what you get. So this kind of issue is also what we are concerned with.
《中文摘要》 I
《Abstract》 II
《目錄》 I
《圖目錄》 V
《表目錄》 VII
第一章 緒論 8
1.1 研究背景與動機 1
1.1-1 設計評圖中不同媒材的呈現與運用 1
1.1-2 片段性的資訊感知 2
1.2研究問題與範圍界定 3
1.2-1 問題定義 3
1、設計資訊的操控性 3
2、注意力的引導 3
3、整體性的空間認知 3
1.2-2 研究範圍 4
1、輔助空間整體性認知之設計呈現工具的研究 5
2、實體使用者介面的研究 5
1.3研究目的與課題 6
1.3-1 研究目的 6
1、整合各種圖面的不同呈現 6
2、整合實質與虛擬 7
1.3-2 研究課題 8
1、設計媒材工具的連續性使用 8
2、數位媒材環境中的設計溝通與分享 9
1.4 研究方法與架構 10
1.4-1 研究方法 10
1.4-2 研究架構 11
第二章 文獻回顧 14
2.1 輔助空間整體性認知的設計呈現工具 15
2.1-1 現行的電腦輔助設計系統 15
1、人與機器的互動 15
2、三度空間模型輸入 16
2.1-2 三度空間輸入之相關應用 17
1、電腦建築系統 A Computer Building Block System 17
2、三度空間塑型系統 3-DRAW System 17
3、三度空間物件形塑裝置Time 18
4、手勢建模系統Gesture Modeling 19
2.2互動式實體設計工具 21
2.2-1未完成的革命-電腦使用者介面設計e 21
2.2-2實體介面研究 22
2.2-3擴充式桌面系統的應用 23
1、數位桌 DigitalDesk 23
2、互動式桌面InteractiveDesk 24
3、The metaDESK 25
4、資訊互動箱 InteracTable 26
5、INFOTABLE 27
6、EnhancedDesk 29
7、聰明表面SmartSkin 31
8、虛擬鍵盤 33
2.3 小結 35
第三章 教學實驗 40
3.1 教學議題 41
1、互動 41
2、三度空間的設計思考方式 42
3.2 問題與分析 43
1、實體操作 43
2、關聯性 43
3、整體性 44
4、互動分享 44
第四章 實驗觀察與分析 46
4.1 實驗一:數位桌(iDesk) 47
4.1-1 實驗原型 48
4.1-2 特性╱功能 50
1、特性 50
2、功能 50
4.1-3 階段性結論 51
4.2 實驗二:互動式數位桌(iTable) 52
4.2-1 實驗原型 53
4.2-2 互動的資訊裝置 54
4.2-3階段性結論 55
4.3 實驗三:互動式導覽工具(iNav.Block) 56
4.3-1 實驗原型 56
4.3-2 互動 57
4-4 小結 59
第五章 三度空間整合性認知介面 62
5.1 互動式垂直平板 (iTablet) 63
5.1-1 二度空間水平與垂直的圖面呈現 64
5.1-2 三度空間模型的思考模式 66
5.1-3 互動劇本 68
5.2 資訊過濾表面 (InfoFilter) 71
5.2-1 擴充設計者圖層概念 71
1、顏色辨認 71
2、濾光平板 72
5.3 聰明工具 (SmartTools) 74
5.4 手勢感應表面 (Gesture Detective Skin) 76
5.4-1 設計者習慣 76
5.4-2 手勢辨識機制 78
1、手掌顏色辨識 78
2、模式辨認技術 79
3、指尖動作偵測系統 79
5.5 小結 80
第六章 結論與後續研究 84
6.1 設計議題 85
1、互動的研究 85
2、擴張式桌面以及平面的研究 85
3、三度空間設計思考方式的研究 85
6.2 成果貢獻 86
1、未來的電腦輔助建築設計系統 86
2、建築的設計、運算、與空間認知 86
3、設計流程中媒材整合與工作效率 87
4、整體性的空間認知 87
6.3 虛擬實境研究的評估 89
1、分享的含意 89
2、關聯性(Coupling) 89
6.4 後續研究 91
1、空間性的連續互動 91
2、無所不在的呈現 91
3、表面與實質物件的溝通 92
4、辨識技術與及時呈現 92
5、設計思考及再現的可能性 92
參考文獻 93
英文 i
中文 iv
網站 iv
註釋 1
附錄 1
英文

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中文

鄭麗玉,認知心理學--理論與應用
張春興,教育心理學
朱新明,李亦菲,架設人與電腦的橋樑_西蒙的認知與管理經濟學
劉舜仁,前位元化設計世紀的隱憂
鄭泰昇,數位設計媒體課堂講義(2002)

網站

http://unrev.stanford.edu/index.html
http://www.cc.gatech.edu/edutech/
http://www.ai.mit.edu/
http://www.ai.mit.edu/projects/iroom/
http://oxygen.lcs.mit.edu/
http://tangible.media.mit.edu/
http://www.darmstadt.gmd.de/ambiente/
http://www.research.ibm.com/journal/sj/393/part1/sparacino.html
(Media in performance: Interactive spaces for dance, theater, circus, and museum exhibits)
http://trevor.www.media.mit.edu/people/sandy/profile.html#events
(Smart Rooms Project)
http://guir.berkeley.edu/projects/outpost/
(The Designers’ Outpost)
http://www.vkb.co.il/
(虛擬鍵盤)
http://usa.autodesk.com/adsk/index/0,,1130194-123112,00.html
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