(100.26.179.251) 您好!臺灣時間:2021/04/21 23:15
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果

詳目顯示:::

我願授權國圖
: 
twitterline
研究生:簡利紋
研究生(外文):Li-Wen Chien
論文名稱:建構一個包含行為的客製化產品VR模型之研究
論文名稱(外文):Construction of behavior-included VR model for custom products
指導教授:孫天龍孫天龍引用關係
學位類別:碩士
校院名稱:元智大學
系所名稱:工業工程與管理學系
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:2007
畢業學年度:95
語文別:中文
論文頁數:81
中文關鍵詞:虛擬實境客製化產品VR模型動作行為電子型錄
外文關鍵詞:Virtual realitycustom productsbehavior modele-catalog
相關次數:
  • 被引用被引用:0
  • 點閱點閱:187
  • 評分評分:系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
以虛擬實境技術發展的及時互動3D產品型錄,可以讓顧客從各個角度觀察產品,並互動觸發產品零件拆解與功能運轉原理等動作特性,要發展一個可以隨客製化選項變化而動態改變客製化產品行為的3D電子型錄,產品VR模型除了要動態改變場景圖外,還要能動態改變動作節點以及節點執行順序與邏輯關係,過去有關客製化產品VR模型建構的研究大多數只考慮場景圖資料的動態更新,只能支援幾何與外觀的改變,無法支援動作行為的動態更新,少數研究雖然有提起VR模型行為動作之更新,但都缺乏系統化的分析與討論。故本研究提出一個系統化的方法來分析建構客製化產品VR模型的場景圖樣板與動作迴路樣板;場景圖樣板是以GBOM為基礎來建構,客製化零組件選項之場景圖會各別儲存;動作迴路樣板是透過將一個起始動作迴路案例一般化而產生,動作迴路樣板的組成節點包含一般行為節點與詮釋節點兩種,詮釋節點用來代表某零件無法預先定義的動作,動作迴路樣板中需要放至詮釋節點之動作節點或動作迴路也會各別儲存,並且,每個詮釋節點會輸入動作節點選擇規則與路徑選擇規則;當產品配置資訊確定後,系統除了調出客製化零組件之場景圖合併到場景圖樣板,並透過動作迴路樣板上詮釋節點的節點選擇規則將動作節點放入詮釋節點內,透過路徑選擇規則選擇執行的路徑,完成特定的動作迴路,以產生包含行為的客製化產品VR模型。
Virtual reality-based interactive 3D visualization of the geometric and functional characteristics of a product facilitates better communication than traditional paper-based product catalog. Due to the many possible ways to configure a custom product, it is impossible to pre-build all the VR models for the possible variations of a custom product may have. To solve this problem, the template-based approach has been employed by previous researchers to develop dynamic catalog for custom product. A scene graph template is used to represent the generic VR model for a family of custom products. Specific VR model of a custom product is derived from template by inserting scene graphs of selected parts into the generic scene graph. As previous researches only consider scene graph, the VR models derived are behavior excluded. Part of the reason for this is because constructing behavior model is tedious and complicated. It requires definition of the behavior nodes, as well as the animation circuit that defines the execution sequence and logics of the behavior nodes. Behavior programming is even complicated for custom products as the parts are not fixed. This research proposes a systematized method to analyze and develop a scene graph template and an animation circuit template representation to support construction of behavior-included VR model for custom products. The scene graph template builds based on GBOM, the animation circuit template builds based on an instance of an animation circuit and generalize the starting animation circuit to a template. The animation circuit template is a mix of ordinary behavior nodes and meta nodes. The meta nodes describe parts that actions are unable to define. Each meta node has node selection rules and route selection rules. We employ the proposed method to build 3D, interactive product catalog for a hydro-pneumatic manufacturing company.
中文摘要 i
英文摘要 ii
誌謝 iii
目錄 v
表目錄 vii
圖目錄 viii
第一章 緒論 1
1.1. 研究背景與動機 1
1.2. 研究目的 7
第二章 文獻探討 8
2.1. 動態更新內容的VR模型 8
2.2. VR場景之物件行為設定 15
2.3. VR場景之人物行為設定 21
第三章 VRML為基礎之產品VR模型 27
3.1. VRML模型 27
3.2. 產品VR模型節點的建構 29
3.3. 產品VR模型場景圖的建構 30
3.4. 產品VR模型互動行為的建構 32
第四章 客製化產品VR模型場景圖的建構 40
4.1. 建構客製化產品VR模型的困難 40
4.2. 由場景圖樣板動態產生客製化產品VR模型場景圖 41
4.3. 客製化產品VR模型場景圖樣板之分析與建構 43
第五章 客製化產品VR模型互動行為的建構 50
5.1. 建構包含行為之客製化產品VR模型的困難 50
5.2. 由動作迴路樣板動態產生客製化產品VR模型動作迴路 51
5.3. 客製化產品VR模型動作迴路樣板之分析與建構 54
第六章 系統實作與實例探討 60
第七章 結論 77
參考文獻 79
1.Anon., EON studio5.2 reference guide and user guide, EON Reality, Inc., USA, 2006.
2.Banerjee, A. and P. Banerjee, “A behavioral scene graph for rule enforcement in interactive virtual assembly sequence planning,” Computers in Industry, 42(2-3), 174-157, 2000.
3.Campos, J., K. Hornsby, and M. J. Egenhofer., “A model for exploring virtual reality environments,” Journal of Visual Languages and Computing, 14(5), 471-494, 2003.
4.Davis, S., “From future perfect:Mass Customization,” Planning Review, 17(2), 16-21, 1989.
5.Jiao, J. and M. M. Tseng, “An information modeling framework for product families to support mass customization manufacturing,” Annals of the CIRP, 48, 93-98, 1999.
6.Jorissen, P., M. Wijnants, and W. Lamotte., “Dynamic interactions in physically realistic collaborative virtual environments,” IEEE Transactions on Visualization and Computer Graphics, 11(6), 649-660, 2005.
7.Kashiwa, Ken-ichiro, Takuya Mitani, Tetsuo Tezuka, and Hidekazu Yoshikawa., “Development of machine-maintenance training system in virtual environment,” Robot and Human Communication - Proceedings of the IEEE International Workshop, 295-300, 1995.
8.Ke, Changzhi, Bo Kang, Dongyi Chen, and Xinyu Li, “An augmented reality-based application for maintenance,” Lecture Notes in Computer Science, 3784 LNCS, 836-841, 2005.
9.Kim, G. J., “Design virtual reality systems – the structured approach,” Springer-Verlag, London, 2005.
10.Li, J. R., L. P. Khoo, and S. B. Tor., “A novel representation scheme for disassembly sequence planning,” International Journal of Advanced Manufacturing Technology, 20(8), 621-630, 2002.
11.Lee, J., and K. H. Lee. “Precomputing avatar behavior from human motion data,” Graphical Models, 68(2), 158-174, 2006.
12.Millar, R. J., J. R. P. Hanna, and S. M. Kealy, “A review of behavioral animation,” Computers & Graphics, 23(1), 127-143, 1999.
13.Millington, I. “Artificial intelligence for games,” Morgan Kaufmann, US, 2006.
14.Nadeau, D. R., “Building virtual worlds with VRML,” IEEE Computer Graphics and Application, 19(2), 18-29, 1999.
15.Varlamis, I., M. Vazirgiannis, I. Lazaridis, M. Papageorgiou, and T. Panayiotopoulos, “Distributed virtual reality authoring interfaces for the WWW: The VR-Shop Case,” Multimedia Tools and Applications, 20(1), 5-30, 2004.
16.Wojciechowski, R., K. Walczak, M. White, and W. Cellary, “Building virtual and augmented reality museum exhibitions,” In Proceedings of the 9th International Conference on 3D Web Technology, Monterey, California, 135-144, 2004.
17.Yang, X., D. C. Petriu, T. E. Whalen, and E. M. Petriu., “Hierarchical animation control of avatars in 3-D virtual environments,” IEEE Transactions on Instrumentation and Measurement, 54(3), 1333-1341, 2005.
18.Zhuang, Y., J. Xiao, Y. Wu, T. Yang, and F. Wu., “Automatic generation of human animation based on motion programming,” Computer Animation and Virtual Worlds, 16(3-4), 305-318, 2005.
19.Yen, B. P. C. and K. Y. M. Ng, “Development and evaluation of dynamic virtual object catalogs,” Information & Management, 40(4), 337-349, 2003.
20.陳映帆,「設計與發展可動態更新動作行為的VR模型以輔助ATO產品客製化過程之視覺呈現」,碩士論文,私立元智大學工業工程與管理研究所,2006。
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
系統版面圖檔 系統版面圖檔