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研究生:葉明輝
研究生(外文):Ming-Hui Yeh
論文名稱:探討物件導向式虛擬環境塑造技術之研究
論文名稱(外文):Building Virtual Environments with Object-oriented Approach
指導教授:鄭宗明鄭宗明引用關係
指導教授(外文):Tzong-Ming Cheng
學位類別:碩士
校院名稱:朝陽科技大學
系所名稱:工業工程與管理系碩士班
學門:工程學門
學類:工業工程學類
論文種類:學術論文
論文出版年:2006
畢業學年度:94
語文別:中文
論文頁數:53
中文關鍵詞:工作流程樣板標準操作程序結構化塑模設計樣板
外文關鍵詞:Structuralized ModelingStandard Operation ProcedureDesign PatternWorkflow Patterns
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  • 下載下載:43
  • 收藏至我的研究室書目清單書目收藏:0
由於軟硬體技術的突破,虛擬實境技術已經能被廣泛的應用於各領域中。然而成功的虛擬實境應用,必須要能完整地使用虛擬塑模觀念與技術來發揮實境議題之內涵,因此,虛擬化前對實境議題之深入了解相當重要,而虛擬化之技巧更是關鍵。但對於希望借助虛擬實境技術推演實境運作之研究者而言,卻是一個不易掌握的技術瓶頸。尤其當虛擬互動之細節越逼近實體環境現象時,其塑模之繁瑣程度極可能阻止了虛擬化的應用。
有鑒於此,本研究提出以物件導向塑模技術來輔助建構虛擬環境之流程腳本(Script),並以欲模擬之實體事物運作情境來推演出塑模程序之片段及其連結,而使塑模之流程結構化且自動化。其目的除了可省去虛擬實境應用者之軟體學習時程、減少編輯錯誤、並精簡流程內容外,尚可有助增進虛擬模擬之正確性。於是,研究方法將採以下三大階段進行之:(1) 使用有限狀態機(Finite-state Machine)推理實境議題之內涵,以斷定事理之主角、動作、及關連。(2) 使用統一塑模語言(UML)之物件導向技術將前項事理各細節作一具體之描述。(3) 歸納前項之動作流程而製作出相容於虛擬環境塑模腳本之各型樣板,以供樣板之套用及重複使用。實作部份,將採用虛擬實境軟體Virtools做為應用平台來產生樣板及腳本,並以虛擬工廠之實作案例驗證本研究方法。
Virtual reality (VR) is getting popular in many areas of applications because of the advancements of modern technologies in computer hardware and software. A successful implementation of VR requires thorough comprehension in modeling concepts and techniques, which could be a burden to whomever new to VR and wish to employ VR as a simulator. The complexity of how the digital replica can mimic the substantial may hamper the users from building an elaborate virtual model.
This research utilizes the structuralized modeling procedure from object-oriented modeling techniques to construct scripts for a VR engine. The activities inside the virtual environment will be derived by parsing the substantial scenario into linked fragments, where each fragment is a legal script statement, and thus, automate the virtual modeling process. The proposed method may shorten the learning process when editing scripts, eliminate inappropriate script structures, and streamline script workflows. Most of all, the rationality of the virtual simulation will be held. Therefore, the method has three major steps: (1) Parsing scenario into linked activities via a finite-state machine; (2) Describing activity details with Unified Modeling Language (UML); and (3) Developing script compatible workflow patterns from the activities. In the implementation, Virtools is employed as the VR platform for developing script patterns. A virtual factory is created using the proposed method to evaluate the effectiveness of the methodology.
目錄
中文摘要..................................................I
英文摘要.................................................II
目錄....................................................III
表目錄...................................................VI
圖目錄..................................................VII
第一章 緒論...............................................1
1.1 研究背景與動機...............................1
1.2 研究目的.....................................2
1.3 研究範圍與限制...............................3
1.4 研究步驟與流程...............................3
1.5 論文架構.....................................4
第二章 文獻探討...........................................5
2.1 虛擬實境的應用...............................5
2.1.1 虛擬實境簡介......................5
2.1.2 虛擬實境建構流程簡介..............6
2.2 塑模技術.....................................8
2.2.1 樣板(Pattern)塑模技術.............8
2.2.2 物件導向塑模技術..................9
2.5 文獻總結....................................11
第三章 研究方法..........................................12
3.1 問題描述與定義..............................12
3.2 研究方法之模組規劃..........................14
3.3 塑模設計分析................................18
3.3.1 有限狀態機(Finite-state Machine).18
3.3.2 UML模式的套用....................22
3.5 樣板產生.............................................29
第四章 實作範例..........................................34
4.1 定義虛擬實境內容............................34
4.2 分析虛擬實境................................35
4.2.1 情境類別分析.....................35
4.2.2 UML分析..........................37
4.2.3 樣板配對.........................38
4.3 建立塑模流程................................41
4.4 案例分析....................................45
第五章 結論與建議........................................46
5.1 結論........................................46
5.2 論文貢獻....................................46
5.3 未來研究....................................47
參考文獻.................................................48
西文部份.................................................48
中文部份.................................................53
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