跳到主要內容

臺灣博碩士論文加值系統

(44.222.64.76) 您好!臺灣時間:2024/06/14 04:32
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

: 
twitterline
研究生:葉碩強
研究生(外文):Yeh, Shuo-Chiang
論文名稱:利用適地性服務與擴增實境建構之文創活動推廣系統
論文名稱(外文):Developing Promotional System of Cultural and Creative Activities by Using Technologies of Location-Based Services and Augmented Reality
指導教授:梁志雄梁志雄引用關係
指導教授(外文):Liang, Chi-Hsiung
口試委員:梁志雄戚玉樑李守誠
口試委員(外文):Liang, Chi-HsiungChi, Yu-LiangLee, Sou-Chen
口試日期:2013-07-23
學位類別:碩士
校院名稱:龍華科技大學
系所名稱:電子工程系碩士班
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:2013
畢業學年度:101
語文別:中文
論文頁數:94
中文關鍵詞:擴增實境適地性服務嚴肅遊戲行動教育
外文關鍵詞:Mobile Augmented RealityLocation-Based ServicesSerious gameMobile Learning
相關次數:
  • 被引用被引用:1
  • 點閱點閱:452
  • 評分評分:
  • 下載下載:24
  • 收藏至我的研究室書目清單書目收藏:1
目前對於社會大眾而言手機已經是每個人時時刻刻都無法離身的行動裝置,若是將教育結合於該行動裝置上必定能讓人們不分區域的學習各種知識,這次要使用擴增實境 (AR, Augmented Reality)配合適地性服務(LBS, Location-Based Services)讓使用者更加專心的學習並且提升本嚴肅遊戲的樂趣。
本研究為結合擴增實境(AR, Augmented Reality)與適地性服務(LBS, Location-Based Services)之嚴肅遊戲,將利用Android SDK, Google Maps api, Vuforia的擴增實境套件以及使用Apache, MySQL, PHP架設伺服器端來完成本行動嚴肅遊戲之系統架構。通過本研究之系統引導使用者藉由使用手機來取得文創活動資訊,以及讓使用者藉由本系統得知各種優惠訊息並引導至各商家內,因此本研究之系統將能夠更方便且有效率的將許多文創活動以及商家之優惠推廣給大眾,在未來也將讓使用者藉由本嚴肅遊戲經由手機傳送遊戲中的分數資訊、優惠卷資訊以及商品的購買資訊。

Smart phone is one of the most important mobile devices and it is tightly connected to the life of people living in the modern society. If we educate people through smart phones, it will allow people to learn new knowledge at anytime and from anywhere. This research uses augmented reality (AR) technology with location-based services (LBS) to create a mobile serious game, which is much more fun then the traditional serious games, and let users focus on the learning of cultural and creative information.
We use Android SDK, Google Maps API, Vuforia augmented reality kit , Apache server, MySQL and PHP to complete system architecture of the serious game. With the guidance of our system, users can get the information of cultural and creative activities by smart phones. Furthermore, the system provides users the location of all kind of shops and a variety of special offers. These features drive the promotion of cultural and creative activities and create a new business model of offering specially reward from shops. In the future, we can combine the innovational payment system to make a better integration solution for the industry of culture and creativity.

摘 要 i
ABSTRACT ii
誌 謝 iii
目 錄 iv
表目錄 viii
圖目錄 ix
第一章 緒論 1
1.1 前言 1
1.2 研究動機與目的 3
1.3 研究限制範圍 5
1.4 研究方法與開發流程 6
1.5 研究內容 8
第二章 文獻探討 9
2.1 行動裝置 9
2.1.1 行動裝置的發展 9
2.1.2 新一代智慧型手機的演進 10
2.1.3 第七大眾媒體 11
2.1.4 行動裝置市佔率比較 12
2.2 行動遊戲 13
2.2.1 行動遊戲的發展趨勢 13
2.2.2 行動遊戲市場 14
2.3 嚴肅遊戲 15
2.3.1 嚴肅遊戲的優勢 15
2.3.2 嚴肅遊戲的實際運用 16
2.4 行動學習 16
2.5 虛擬實境與擴增實境 17
2.5.1 虛擬實境與擴增實境概述 17
2.5.2 虛擬實境之應用 18
2.5.3 擴增實境之應用 18
2.5.4 擴增實境之演進 19
2.5.5 海外之擴增實境應用 24
2.6 適地性服務 24
2.6.1 LBS行動遊戲探討 24
2.6.2 LBS行動遊戲分類 26
2.6.3 LBS行動遊戲之特色 27
2.6.4 LBS技術探討 29
2.7 行動平台電子錢包之種類與分析 30
2.7.1 電子錢包之演進 30
2.7.2 Google Wallet 31
2.7.3 Passbook電子錢包 32
2.7.4 Passwallet電子錢包 33
2.8行動遊戲中商業模式的重要性 34
2.8.1 一般行動遊戲之商業模式 34
2.8.2 Draw Something之遊戲商業模式 35
2.8.3 Angry Birds之遊戲商業模式 36
2.9 結合適地性服務與擴增實境之嚴肅遊戲 41
2.10 小節 42
第三章 遊戲目的與內容 48
3.1 遊戲目的 48
3.2 遊戲內容與規則 49
3.2.1 遊戲內容 49
3.2.2 遊戲規則 50
3.3 開發工具與系統平台 51
3.3.1 擴增實境SDK比較 52
3.3.2 系統平台之選擇 52
3.3.3 ADT開發之相關重點 54
3.3.4 Qualcomm Vuforia SDK開發流程與重點 55
3.3.5 ADT結合Vuforia 56
3.3.6 遊戲之程式安裝以及開發流程 56
3.4 系統流程與架構 59
3.4.1 系統流程 60
3.4.2 系統架構 61
3.4.3 系統之UML類別 61
3.4.4 主選單頁面 63
3.4.5 活動地圖頁面 64
3.4.6 附近活動頁面 68
3.4.7 活動內容頁面 69
3.4.8 任務接取頁面 71
3.4.9 圖像偵測頁面 72
3.4.10 偵測通關頁面 73
3.4.11 遊戲活動流程 74
3.5 小結 75
第四章 行動遊戲商業模式探討 76
4.1 適地性服務與擴增實境遊戲結合之商業模式探討 76
4.2 適地性服務與擴增實境搭配電子錢包結合之商業模式探討 78
4.3 文創活動推廣系統之實際應用 80
第五章 結論與未來發展 89
5.1 結論 89
5.2 未來發展 90
參考文獻 91

1.國際日報,”兩岸文創產業發展空間巨大”,
http://www.chinesetoday.com/big/article/767845
2.中時電子報,”士開跨足文創 花蓮當起點”,
http://www.chinatimes.com/newspapers/%E5%A3%AB%E9%96%8B%E8%B7%A8%E8%B6%B3%E6%96%87%E5%89%B5-%E8%8A%B1%E8%93%AE%E7%95%B6%E8%B5%B7%E9%BB%9E-20130715000111-260204
3. 大紀元,”寓教於樂 手機遊戲推廣孝道”,
http://www.epochtimes.com/b5/11/2/21/n3176396.htm
4. Google Maps,
https://maps.google.com.tw/intl/zh-TW_ALL/maps/about/explore/mobile/
4.天使的救護(AngelRelieve)
http://www.wandoujia.com/apps/com.LHU.AngelsRelieve
6. Vuforia, https://developer.vuforia.com/
7. Motorola DynaTAC 8000x telpon selular partama di dunia ,
http://hpjadulplus.blogspot.tw/2012/08/motorola-dynatac-8000x-telpon-selular.html
8. Sonymobile, http://www.sonymobile.com/global-zh/products/phones/xperia-z/
9. Tomi T Ahonen and Alan Moore,”Communities Dominate BrandsBusiness and
marketing challenges for the 21st century”,ISBN 0-9544 327-3-8,March 2005.
10. 吳筱雯, ”智慧型手機三星王位穩固”,中時電子報,2013-04-23.
11. Leo Lia,”連歐美都想摸清的行動市場行銷趨勢在哪?就在我們所處
的亞洲!”, http://techorange.com/2013/03/20/us-developers-glean-from-asia/ , 2013-03-20.
12.張芷雁,”兩岸智慧型手機市場成長”,旺報, 2011-07-07,
http://www.taiwantrade.com.tw/MAIN/en_front/searchserv.do?method=listNewsDetail&information_id=35348&locale=2
13.蘇文彬,”Gartner:2015年全球行動廣告營收將達206億美元”,iThome,
2011/06/28,http://www.ithome.com.tw/itadm/article.php?c=68378
14.鄭緯筌, “MIC:行動遊戲市場正夯,臺灣30歲以上已婚男性為消費主力”,
數位時代網站, 2012-12-04,http://www.bnext.com.tw/article/view/cid/0/id/25634.
15.QunfengGui & Sujing Zhang , ““Education-based social game”: The new ways of
developing educational games ” , Digital Content, Multimedia Technology and its Applications (IDC), 2010 6th International Conference on, 16-18 Aug. 2010
16.陳泰穎,”嚴肅遊戲(Serious Game)與文化知識傳播推廣”,數位典藏與學習
電子報第十卷第三期,2011-3-15.
http://newsletter.teldap.tw/news/ProgramTourismContent.php?nid=4438&lid=510
17.Simon K.S. Cheung*, K.S. Yuen, Eva Y.M. Tsang, “A Study on the Readiness of
Mobile Learning in Open Education”, IT in Medicine and Education (ITME), 2011 International Symposium , 9-11 Dec. 2011.
18. Macedonia, M.,“Games, simulation, and the military education dilemma”, Internet
and the University, 157-167.2001.
19. Americas Army,“Americas Army”,http://www.americasarmy.com/about/
20.Steven Feiner, Blair MacIntyre,and Tobias Hollerer,” A Touring Machine:
Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment”, Wearable Computers, 1997. Digest of Papers, pp. 74-81, 13-14 Oct 1997.
21. Joseph Newman, David Ingram, and Andy Hopper, “Augmented Reality in a Wide
Area Sentient Environment”, 01 Proceedings of the IEEE and ACM International Symposium on Augmented Reality, 2001.
22. Daniel Wagner Dieter Schmalstieg “First Steps Towards Handheld Augmented
Reality”, Proceedings of the 7th International Conference on Wearable Computers, White Plains, NY, USA, Oct. 21-23, 2003.
23.Wouter Pasman, Charles Woodward, Mika Hakkarainen, Petri Honkamaa, Jouko
Hyvakka, “Augmented Reality with Large 3D Models on a PDA – Implementation,Performance and Use Experiences”, Proc. VRCAI 2004, pp. 344-351, 2004.
24.Anders Henrysson, Mark Billinghurst, and Mark Ollila, ” Face to Face
Collaborative AR on Mobile Phones”,ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality, pp. 80-89, 2005.
25.Dieter Schmalstieg and Daniel Wagner , “Experiences with Handheld Augmented
Reality”, ISMAR '07 Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality, pp. 1-13, 2007.
26.Anders Henrysson, Joe Marshally,and Mark Billinghurst, “Experiments in 3D
Interaction for Mobile Phone AR”, 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, pp 187-194, 2007.
27.Stefan Winkler, Karthik Rangaswamy, and ZhiYing Zhou, “Intuitive User
Interface for Mobile DevicesBased on Visual Motion Detection”, in Proc. SPIE Multimedia on Mobile Devices, 6507, (San Jose, CA), January 2007.
28.Lieu-Hen Chen, Chi-Jr Yu,and Shun-Chin Hsu, “A Remote Chinese Chess
Game using Mobile PhoneAugmented Reality”, ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology pp. 284-287, 2008.
29.Alessandro Mulloni, Daniel Wagner, Dieter Schmalstieg “Mobility and Social
Interaction as Core GameplayElements in Multi-Player Augmented Reality”, Proceedings of 3rd International Conference on Digital Interactive Media in Entertainment and Arts, September, 2008.
30.Jeff Bertolucci, “10 Things Killed by the Smartphone”, PC World, Apr 16, 2011.
31.Wright, J. and Liekis, P., “Mobile Agumented Reality – What’s Possible”,
Game Developer Conference, S.F., 2011.
32.”看懂AR系列 史上最時尚AR擴增實境櫥窗購物”,
http://www.wretch.cc/blog/arplanet/25678379
33.Xiaolin Wang ,” LBS-p: A LBS Platform Supporting Online Map
Services” ,Vehicular Technology Conference Fall (VTC 2010-Fall), 2010 IEEE 72nd , 6-9 Sept. 2010.
34.Eileen Kuehn,Juergen Sieck ,” Design and Implementation of Location and
Situation Based Services for a Pervasive Mobile Adventure Game.Intelligent Data Acquisition and Advanced Computing Systems: Technology and Applications’’ ,2009. IDAACS 2009. IEEE International Workshop on, 21-23 Sept. 2009.
35.Daniel Schuster, Danny Kiefner, Robert Lubke, Thomas Springer& Pascal Bihler,
Holger Mugge, “Step by Step vs. Catch Me If You Can - On The Benefit of Rounds in Location-based Games”, Pervasive Computing and Communications Workshops (PERCOM Workshops), 2012 IEEE International Conference on, 19-23 March 2012.Ebling, Maria R. ; Cáceres, Ramón,” Gaming and Augmented Reality Come to Location-Based Services” IEEE Journals & Magazines, 2010.
36.Vesa Suikkola,”Open Exsosure of Telco Capabilities – Identification of Critical
Success Factors for Location-Based Services in Open Telco” Wireless and Mobile Communications(ICWMC),2010 6th International Conference on, 20-25 Sept.2010.
37.Mauricio Hincapié, Andrea Caponio, Horacio Rios, Eduardo González Mendívil,
“An Introduction to Augmented Reality with Applications in Aeronautical Maintenance”,Transparent Optical Networks (ICTON), 2011 13th International Conference on, 26-30 June 2011.
38. Google 電子錢包官方網站,
https://support.google.com/wallet/answer/105653?hl=zh-Hant
39.TeachOrange,”電子錢包大戰,老牌信用卡公司推V.me搶先機”,
http://techorange.com/2012/12/28/war-of-the-virtual-wallets/
40. Google官方網站,http://www.google.com/wallet/#overview
41. 7club,“Passbook 目前在台灣的用途”,
http://7club.ithome.com.tw/article/10037128
42. Google play 官方網站, https://play.google.com/store/
43. Android Developers,http://developer.android.com/reference/
android/app/Activity.html#onCreate%28android.os.Bundle%29
44. 中央社,”智冠: 寄望行動遊戲營收進補”,
http://tw.news.yahoo.com/%E6%99%BA%E5%86%A0-%E5%AF%84%E6%9C%9B%E8%A1%8C%E5%8B%95%E9%81%8A%E6%88%B2%E7%87%9F%E6%94%B6%E9%80%B2%E8%A3%9C-062015690.html
45.iTune, Draw Something
https://itunes.apple.com/tw/app/draw-something-sui-xin-hua/id488628250?l=zh
46. 資策會MIC 數位媒體, “抓住消費者的遊戲喜好 Angry birds成功要素
分析-工商時報刊出”,http://micdlife.blogspot.tw/2011/09/angry-birds.html
47.”McDonald's China Partners With Angry Birds For Special Edition Gameplay”,
http://adage.com/article/creativity-pick-of-the-day/mcdonald-s-china-partners-angry-birds-special-edition-gameplay/237906/
48.appappapps,”Angry Birds最新搞作: 全球首個正宗Angry Birds Land樂園正式
開幕”,http://www.appappapps.com/blog/14111-angry-birds
49. UNWIRE.HK,”產品活了起來! IKEA開啟"擴增實境"型錄新時代”,
http://unwire.hk/2012/09/07/ikea-2013-catalog-ar/column/

QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊