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研究生:馮科迪
研究生(外文):Ke-Di Feng
論文名稱:提供DIVINE(3D互動除錯視覺化環境)作3D隱喻視覺化設計之跨設備物件導向架構
論文名稱(外文):A Device-independent Object-oriented Framework for 3D Visualization Metaphor Programming in DIVINE
指導教授:鄭永斌鄭永斌引用關係
指導教授(外文):Yung-Pin Cheng
學位類別:碩士
校院名稱:國立臺灣師範大學
系所名稱:資訊教育學系
學門:教育學門
學類:專業科目教育學類
論文種類:學術論文
論文出版年:2005
畢業學年度:93
語文別:英文
論文頁數:63
中文關鍵詞:DIVINEHILCADT視覺化除錯器跨設備3D使用者介面
外文關鍵詞:DIVINEHILCADTVisualized DebuggerDevice-independent3D User Interface
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除錯器已經成為目前整合開發環境中的標準工具。由於以往文字形式的除錯訊息無法提供有效的資訊來解決program comprehension的問題,所以已經有一些研究試著將除錯器的除錯資訊作視覺化的呈現。然而,當大量的除錯資訊需要作視覺化的呈現時,往往受限於2D的顯示環境而衍生出許多問題。為了解決這些問題,我們發展了一個可以作3D視覺化的除錯器 - DIVINE(Debugging Information VIsualizatioN in 3D Environment)。
DIVINE主要是將接收自HILCADT [3] 的除錯資訊作視覺化。視覺化的除錯資訊可以協助軟體開發者更容易的了解程式碼或資料結構。為了讓DIVINE有更方便、更直覺的互動方式,在這篇論文裡,我們提出了一個跨設備3D使用者介面物件導向架構。在此架構下,我們將視覺化設計從使用者介面設計中獨立出來,並提供視覺化隱喻(Visualization Metaphor,VM)的設計者一組恆定的Abstract action codes,讓他們可獨立於硬體設備之外來設計VM的互動效果。跨設備使用者介面讓使用者不需深入理解VM的設計即可以虛擬實境(VR)的設備,如:資料手套和追蹤器;或傳統的桌上型輸入設備,如:鍵盤與滑鼠,與視覺化物件作互動。此架構亦具備擴充性,未來使用者介面設計者所使用的其他互動設備,只要能夠產生與Abstract action code有關的互動,都能使用於DIVINE中。
Debugger has been one of the standard tools in modern integrated development environments (IDE). In the past, some visualized debuggers have been developed because debugging information in the form of text is insufficient for program comprehension. However, visualization techniques in 2D displays have its fundamental limitation while the amount of visualization information scales up. To address these issues, we develop a visualized debugger in 3D environment called DIVINE.
DIVINE visualizes the debugging information received from HILCADT, where HILCADT is a high-level computer-aided debugging tool. Software invisibility has been one of the major reasons which make software engineering a difficult discipline. Visualized information can help developers to understand programs and data structures more easily and intuitively. To provide a convenient and intuitive interaction in DIIVNE, we present an object-oriented and device-independent 3D user interface framework in the thesis. In this framework, we separate visualization programming from user interface programming to reduce the burden of programming task in designing visualization objects. Users may interact with visualized objects transparently by either VR devices such as data gloves and head-mounted displays, or traditional desktop input devices such as keyboards and mice, without complicating the programming task of visualized objects.
摘要 I
ABSTRACT II
ACKNOWLEDGEMENT IV
TABLE OF CONTENTS V
LIST OF TABLES VII
LIST OF FIGURES VIII
CHAPTER 1 INTRODUCTION 1
1.1. An Overview 1
1.2. Objective 6
1.3. Thesis Organization 10
CHAPTER 2 BACKGROUND 11
2.1. Visualization 11
2.1.1. Software Visualization 12
2.1.2. 2D versus 3D Visualization 16
2.1.3. Visualized Debugger 17
2.2. An Overview of 3D Engines 19
2.2.1. Game Engine versus 3D Engine 20
2.2.2. OGRE – Object-oriented Graphics Rendering Engine 22
2.3. 3D User Interface 23
2.3.1. Input Hardware 25
2.3.2. Output Hardware 28
2.3.3. Manipulation in 3D User Interface 31
CHAPTER 3 SYSTEM ARCHITECTURE 35
3.1. An Overview of DIVINE 35
3.2. System Architecture of DIVINE 35
3.3. Device-independent Interface and 3D User Interface Module 37
3.3.1. The framework of Event Listeners and User-defined VM Object 38
3.3.2. An Example of Event Process 42
CHAPTER 4 SYSTEM DESIGN AND IMPLEMENTATION 44
4.1. Virtual Hand Model 44
4.2. VR Hardware Used in DIVINE 44
4.2.1. Data Glove and Hand Tracker 45
4.2.2. Head-Mounted Display and Head Tracker 47
4.3. Dynamic Gesture Recognition 48
4.4. Collision Detection 49
4.5. Abstract Action Code and Input Interpreter 51
CHAPTER 5 CONCLUSIONS AND FUTURE WORKS 55
5.1. Conclusion 55
5.2. Future Works 56
5.2.1. Navigation Panel 56
5.2.2. Two-Handed Manipulation 57
5.2.3. Hardware Improvement 57
REFERENCES 59
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