跳到主要內容

臺灣博碩士論文加值系統

(44.211.31.134) 您好!臺灣時間:2024/07/22 20:38
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:朱鈺琳
研究生(外文):Chu, Yu Lin
論文名稱:在語意虛擬環境中實現3D化身的可客製化行為
論文名稱(外文):Enabling Customized Behaviors of 3D Avatar in Semantic Virtual Environment
指導教授:李蔡彥李蔡彥引用關係陳正佳陳正佳引用關係
指導教授(外文):Li, Tsai YenChen, Cheng Chia
學位類別:碩士
校院名稱:國立政治大學
系所名稱:資訊科學學系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:中文
論文頁數:94
中文關鍵詞:語意虛擬環境OSGi架構多人虛擬環境具延展性動畫語言
外文關鍵詞:semantic virtual environmentOSGi Frameworkmulti-user virtual environmentextensible animation language
相關次數:
  • 被引用被引用:0
  • 點閱點閱:183
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:1
在多人虛擬環境系統的設計上,讓使用者能自行設計化身的行為,並即時以動畫元件的形式安裝到虛擬世界中,是3D內容能否達到共享的關鍵。本論文主要研究的部分包含三個部分:第一個部分是提供虛擬環境系統動態載入動畫元件的機制,使得虛擬環境系統可以動態加入客製化之化身行為;第二個部分是在現有的虛擬環境系統中加入語意的描述,並增加互動訊息傳送時的彈性;第三個部分是實現可客製化的動畫元件,分別以化身和環境間以及化身彼此間的互動,來說明上述機制的可行性。在動態的載入動畫元件的部分,客製化的動畫元件在系統上得以即時安裝並執行。動畫元件在安裝上可使用XML片段,並交由OSGi Framework中的服務來處理此XML標籤。另外,在加入物件的語意描述後,使得這些動畫元件可以取得世界的資訊,並進一步產生符合當時環境限制或應用需求的動畫。我們以Ontology來描述環境和化身的資訊,並實際製作路徑規劃器元件和化身間互動元件兩個範例。我們利用動態安裝及語意資訊兩個機制,以實例說明如何達到實現化身可客製化行為之目的。
In the design of multi-user virtual environments, in order to share 3D contents designed by users, it is crucial to allow the behaviors of an avatar to be designed as animation components and loaded at the run time. In this thesis, we attempt to address the problem of designing a semantic virtual environment by considering the following three parts. First, we have designed a mechanism for user-designed animation procedures to be installed and loaded at run time. Second, we have augmented our virtual environment system with semantic descriptions and enhanced the flexibility of message interchange. Third, we have used two types of interaction scenarios, avatar-environment and avatar-avatar, to illustrate how customized animation components can be designed to enhance the functionality of a virtual environment. In our system, we allow users to design their own XML tags and the corresponding animation components managed in the OSGi framework. These components can acquire world information and generate appropriate animations according to application requirements and environment constraints. We have used ontology to describe the semantics of environments and avatars. Two example components: the motion planner and the avatar-avatar interaction have been designed to illustrate the dynamic installation process and the retrieval of semantic information for the realization of customizing avatar behaviors.
第一章 導論
1.1 研究背景與動機
1.2 研究目的
1.3 論文貢獻
1.4 論文章節架構
第二章 相關研究
2.1 虛擬環境系統
2.2 動畫腳本語言
2.3 語意虛擬環境
第三章 虛擬環境系統動態載入動畫元件機制
3.1 IMNET系統需解決之問題
3.2 OSGi機制介紹
3.2.1 元件基本單位和生命週期
3.2.2 實作工具:Equinox OSGi Framework
3.3 IMNET系統架構設計
3.3.1 XAML系統架構
3.3.2 XAML解析器處理流程
3.3.3 加入OSGi機制後解析器處理流程
3.4 實作與範例
3.4.1 OSGi bundle製作
3.4.2 Bundle上傳和制訂XML片段
3.4.3 執行XML片段來下載動畫元件
3.5 小結
第四章 在虛擬環境系統中Ontology設計
4.1 相關虛擬環境之Ontology設計
4.2 IMNET多人虛擬環境之Ontology設計
4.2.1 虛擬環境Ontology藍圖
4.2.2 IMWorld和WorldInfo
4.2.3 WorldObject、Ground、GeometryInfo和HotPosition
4.2.4 Transform、Translation、Rotation和Scale
4.2.5 Approximation2D和Polygon
4.3 在IMNET上利用Ontology檔案讀取世界模型範例
4.3.1 使用Protégé工具解析含有世界資訊之OWL文件
4.3.2 透過OWL文件所建立之虛擬世界
4.3.3 OWLModel物件更新與存檔
4.4 IMNET語意工具
4.5 虛擬化身Ontology設計
4.6 小結
第五章 IMNET訊息傳遞改善之機制
5.1 訊息傳遞之分類
5.1.1 靜態資訊
5.1.2 更新資訊
5.1.3 詢問資訊
5.2 IMNET訊息傳遞之改善
5.3 在IMNET中加入一個機器,可管理多個虛擬使用者的機制
5.4 小結
第六章 利用語意資訊之3D路徑規劃器元件
6.1 問題描述
6.2 路徑規劃器元件
6.2.1 動態載入Planner元件
6.2.2 產生2D地圖
6.2.3 建立2D位能場
6.2.4 利用最佳搜尋演算法找到路徑
6.2.5 平滑化、送出XAML腳本做出最終動畫
6.3 透過語意進行路徑規劃
6.4 範例情境
6.4.1 化身過馬路情境
6.4.2 化身判斷障礙物情境
第七章 化身間互動元件設計
7.1 問題描述
7.2 虛擬世界之互動元件處理方式
7.2.1 化身間互動請求
7.2.2 安裝互動元件
7.2.3 化身間訊息溝通
7.3 參加宴會範例
7.4 小結
第八章 結論與未來研究
8.1 結論
8.2 未來研究發展
參考文獻
[1] T. Abacı, J. C´ıger and D. Thalmann “Action semantics in Smart Objects,” Proceedings of Workshop towards Semantic Virtual Environments, 2005.
[2] Y. Arafa, K. Kamyab, and E. Mamdani, “Character Animation Scriting Languages: A Comparison,” Proceedings of 2nd International Joint Conference on Autonomous Agents and Multiagent Systems, pp. 920-921, 2003.
[3] Y. Arafa and A. Mamdani, “Scripting embodied agents behaviour with CML: character markup language,” Proceedings of the 8th International Conference on Intelligent User Interfaces, pp. 313-316, 2003.
[4] R. Aylett and M. Cavazza, “Intelligent Virtual Environments - A State-of-the-art Report,” Proceedings of Eurographics, 2001.
[5] S. Benford, C. Greenhalgh, T. Rodden, and J. Pycock, “Collaborative virtual environments,” Communications of the ACM, Vol. 44, No. 7, pp. 79–85, 2001.
[6] D.K. Boman, “International Survey: Virtual-Environment Research,” Computer, Vol. 28, Issue 6, pp. 57-65, 1995.
[7] D.A. Bowman, R.P. McMahan, “Virtual Reality: How Much Immersion Is Enough?” Computer, Vol. 40, Issue 7, pp. 36-43, July 2007.
[8] E. Frecon and M. Stenius, “DIVE: A Scalable network architecture for distributed virtual environments,” Distributed Systems Engineering Journal on Distributed Virtual Environments, Vol. 5, No. 3, pp.91-100, September 1998.
[9] T. Funkhouser, “Network Topologies for Scalable Multi-User Virtual Environments,” IEEE VRAIS, pp.222-228, April 1996.
[10] T. Funkhouser, “RING: A Client-Server System for Multi-User Virtual Environments,” Proceedings of the 1995 symposium on Interactive 3D graphics, 1995.
[11] A. Garcia-Rojas, F. Vexo, D. Thalmann, A. Raouzaiou, K. Karpouzis and S. Kollias, “Emotional Body Expression Parameters In Virtual Human Ontology,” Proceedings of 1st International Workshop on Shapes and Semantics, pp. 63-70, Matsushima, Japan, 2006.
[12] C. Greenhalgh and S. Benford, “MASSIVE: a collaborative virtual environment for teleconferencing,” ACM Transactions on Computer Human Interaction, Vol.2, No.3, pp.239-261, Sep 1995.
[13] M. Guti´errez, D. Thalmann, F. Vexo et al., “An Ontology of Virtual Humans: incorporating semantics into human shapes,” Proceedings of Workshop towards Semantic Virtual Environments, 2005.
[14] Z. Huang, A. Eliens, and C. Visser, “XSTEP: A Markup Language for Embodied Agents,” Proceedings of the 16th International Conference on Computer Animation and Social Agents, pp. 105-110, May 2003.
[15] M. Kallmann and D. Thalmann, “Direct 3D interaction with smart objects,” Proceedings of the ACM Symposium on Virtual Reality Software and Technology, pp. 124-130, 1999.
[16] F. Kleinermann, O.D. Troyer, C. Creelle and B. Pellens, “Adding Semantic Annotations, Navigation paths and Tour Guides to Existing Virtual Environments,” Proceedings of 13th International Conference on Virtual Systems and Multimedia (VSMM’07), Brisbane, Australia, 2007.
[17] S. Kshirsagar, A. Guye-Vuilleme, and K. Kamyab, “Avatar Markup Language,” Proceedings of 8th Eurographics Workshop on Virtual environments, pp. 169-177, 2002.
[18] T.Y. Li and J.C. Latombe, “On-Line Manipulation Planning for Two Robot Arms in a Dynamic Environment,” Proceedings of 1995 IEEE International Conference on Robotics and Automation, Vol. 1, pp. 1048-1055, May 1995.
[19] T.Y. Li, M.Y. Liao, J.F. Liao, “An Extensible Scripting Language for Interactive Animation in a Speech-Enabled Virtual Environment,” Proceedings of the IEEE International Conference on Multimedia and Expo (ICME2004), Taipei, Taiwan, June 2004.
[20] T.Y. Li, M.Y. Liao, P.C. Tao, “IMNET: An Experimental Testbed for Extensible Multi-user Virtual Environment Systems,” International Conference on Computational Science and its Applications, LNCS 3480, O. Gervasi et al. (Eds.), Springer-Verlag Berlin Heidelberg, pp. 957-966, May 2005.
[21] K. Moustakas, P. Daras, D. Tzovaras and M.G. Strintzis, “Classification of 3D Models using Combined Semantical and Geometrical Information,” Proceedings of Workshop towards Semantic Virtual Environments, 2005.
[22] K.A. Otto, “The Semantics of Multi-user Virtual Environments,” Proceedings of Workshop towards Semantic Virtual Environments, 2005.
[23] K. Perlin and A. Goldberg, “Improv: a system for scripting interactive actors in virtual worlds,” Proceedings of the 23rd annual Conference on Computer Graphics and Interactive Techniques, pp. 205-216, 1996.
[24] H. Prendinger, S. Descams, and M. Ishizuka, “MPML: a markup language for controlling the behavior of life-like characters,” Journal of Visual Languages & Computing, Vol. 15, Issue 2, pp. 183-203, April 2004.
[25] C.W. Reynolds, “Computer animation with scripts and actors,” Proceedings of the 9th annual Conference on Computer Graphics and Interactive Techniques, Vol. 16, Num. 3, pp. 289-296, July 1982.
[26] Activeworlds, http://www.activeworlds.com/
[27] Eclipse, http://www.eclipse.org/
[28] Equinox, http://www.eclipse.org/equinox/
[29] LSL, http://wiki.secondlife.com/wiki/LSL_Portal
[30] OSGi Alliance, http://www.osgi.org/
[31] Second Life, http://secondlife.com/
[32] Semantic Virtual Environments 2005, http://sve2005.miralab.unige.ch/
[33] SWRL, http://www.w3.org/Submission/SWRL/
[34] VRML, http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/
[35] X3D, http://www.web3d.org/x3d/
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top