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研究生:林奇賦
研究生(外文):Chi-Fu Lin
論文名稱:行動人機互動介面與擴增實境系統於教育之應用
論文名稱(外文):A Mobile Human Computer Interaction System Integrated withAugmented Reality for Education Application
指導教授:傅楸善傅楸善引用關係
指導教授(外文):Chiou-Shann Fuh
口試委員:洪一平巴白山劉長遠方瓊瑤
口試委員(外文):Yi-Ping HungPai-Shan PaCheng-Yuan LiouChiung-Yao Fang
口試日期:2016-06-06
學位類別:博士
校院名稱:國立臺灣大學
系所名稱:資訊工程學研究所
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:2016
畢業學年度:104
語文別:英文
論文頁數:92
中文關鍵詞:⾏動⼈機介⾯隨選播放⾏動擴增實境虛擬實境運動遊戲教育娛樂
外文關鍵詞:Mobile Human Computer InteractionVideo on DemandMobile Augmented RealityVirtual RealityExergamingEdutainment
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⾏動裝置應⽤在近幾年已經⾮常普及,⾏動⼈機互動介⾯的研究也⾮常蓬
勃的發展。智慧⾏動裝置也可以藉由設計出視覺化且友善的學習⼯具應⽤於教育上。我們的研究在各種不同的⾏動⼈機互動⽅式中設計出可以應⽤於教育、娛樂與運動上不同的互動應⽤。我們設計了⼀個提供⼩朋友可以在平板上畫沙畫的應⽤,不需要複雜的操作介⾯即可培養⼩朋友藝術的創作⼒。此外我們發現⾏動裝置上觀看影⽚的需求是⾮常強烈的,我們提出⼀種新穎的跨屏幕播放技術,讓使⽤者可以輕鬆的將⼿機螢幕播放在⼤屏幕上。虛擬實境與擴增實境的應⽤也⽇漸普及,我們整合擴增實境與⾏動裝置、並結合實體的遙控玩具設計出⼀套互動平台,藉由設計出⼀些富有教育意義的應⽤讓⼩朋友能⼀邊遊玩⼀邊學習。⽽最後我們提出⼀套結合虛擬實境的⾶輪運動遊戲系統,讓規律性的運動不再枯燥乏味。⽽此系統也能達到間歇性運動的效果。藉由研究與整合不同的⾏動互動⽅式我們的⽅法可以讓教育學習與運動可以更加多元有趣。

Mobile technology is important recent research interest and trend in HCI (Human Computer Interaction) community. Smartphones have been integrated into education in aiding students to learn with visual and friendly learning tools. Our research focuses on various mobile human computer interaction methods. In order to research about touch gestures and computer graphics, we design and implement a sand drawing APP in iPad, so that users do not need a complex environment to experience the fun of the sand painting that can increase student artistic abilities. In addition, we find that users have higher requirements on video playback. In order to study the user mobile behavior, we proceed to design and implement search engine of VOD (Video On Demand) aggregator for mobile devices and a novel C.F. (Connect-Future) player for multi-screen viewer. However, about the user interaction mode, we would like to present an interesting learning method, thus we design a MAR (Mobile Augmented Reality) game that can help young students learn traffic rules. Through a series of different interactive modes of application, our research focuses on the educational applications of Augmented Reality as a visualization tool.

Introduction 1
1.1 Mobile Human Computer Interaction 1
1.2 Mobile Applications 2
1.3 Commercial Drawing Applications for iPad 3
1.4 iPad Features & Touch Technology [26] 8
1.5 Video On Demand [20] 9
1.6 Development and Application of Augmented Reality 10
Design Drawing APP 13
2.1 Touch Gestures 13
2.2 User Interface 14
2.3 Simulation of Sand Accumulating and Pouring 15
2.4 Record and Play of the Process of Painting 16
2.5 The Original Limits of iPad Touch Panel Hardware 16
2.6 Use Accelerometer to Simulation Pressure 17
Design Video-On-Demand APP 22
3.1 Crawler and Video Streaming 22
3.1.1 Crawling Process 23
3.1.2 Video URL Parser 24
3.2 User Interface 25
3.3 Multi -Screen Viewer 31
3.3.1 Compare and Analyze Multi-Screen Technology 31
3.3.2 C.F. (Connect-Future) Player 32
3.4 Experiments and Data Analysis 37
3.4.1 Google Analytics Data 38
3.4.2 Design of the Questionnaire 39
3.4.3 Compare Multi-Screen Utilization Rate 40
3.5 Attack and Protection 45
Design Mobile AR APP for Education 46
4.1 AR for Education Learning 46
4.2 Human-Computer Interaction of Toys 47
4.3 System Overview 52
4.3.1 Remote Control System 52
4.3.2 Structure and Process 53
4.3.3 Remote-Control Car Assembled 54
4.3.4 Mobile Device and Remote-Control Car 56
4.3.5 Augmented Reality Interaction Design 56
4.3.6 Augmented Reality Interaction Design 57
4.4 Evaluation of AR for Education Learning 61
4.4.1 Questionnaires 61
4.4.2 Result and Analysis 62
SpinningBiker: VR Design Combining Spinning Bike 65
5.1 Introduction 66
5.2 Virtual Reality (VR) 67
5.3 Oculus Rift DK2 [40] 68
5.4 Raspberry Pi [41] 68
5.5 Exergaming 69
5.6 System Overview 70
5.6.1 Spinning Bike Control Module 72
5.6.2 Virtual Environment 74
5.6.3 Game Control 75
5.6.4 Game Design 76
5.7 Evaluation of VR Game Combining Spinning Bike 77
5.7.1 Heart Rate Monitor 77
5.7.2 Heart Rate Training Zones [18] 78
5.7.3 Interval Training 79
5.7.4 Human Behavior Testing 80
5.7.5 Result and Analysis 81
Conclusion 84
6.1 Application for Education 84
6.2 Application for Exergaming 85
6.3 Application for Mobile Human-Computer Interaction 86
Bibliography 87
Publication List 91

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