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研究生:韓秉軒
研究生(外文):Ping-Hsuan Han
論文名稱:結合行動裝置與App玩具之螢幕拼接使用者介面設計
論文名稱(外文):Design the User Interface of Stitching Screen for Combining Mobile Devices with App
指導教授:蕭瑛東蕭瑛東引用關係俞齊山俞齊山引用關係
指導教授(外文):Ying-Tung HsiaoChi-Shan Yu
口試委員:蔡孟伸洪敏雄
口試委員(外文):Men-Shen TsaiMin-Hsiung Hung
口試日期:2013-07-16
學位類別:碩士
校院名稱:國立臺北教育大學
系所名稱:數位科技設計學系(含玩具與遊戲設計碩士班)
學門:電算機學門
學類:軟體發展學類
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:103
中文關鍵詞:社群與空間互動螢幕拼接實體使用者介面App玩具介面設計
外文關鍵詞:Social and Space InteractionScreen StitchingTangible User InterfaceApp ToyUser Interface Design
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隨著科技的日新月異,智慧型行動裝置已經成為生活必備的隨身物品,App遊戲的開發也成為了新風潮。此外,玩具開發商將App遊戲與玩具在一起,創造了App玩具流行的趨勢。雖說如此,但人與人之間卻沒有因此產生更直接的互動,反而聚會或社交活動時各自玩樂各自的行動裝置。從過去的研究指出,拼接行動裝置螢幕的行為,可鼓舞使用者自然地去面對面交流及互動。然而,要在任意的擺放下均能實現螢幕拼接,如何快速計算出拼接裝置之間的位移距離及螢幕邊框間距是首要解決的問題。在目前現有的螢幕拼接方法中,其拼接速度、自由度及畫面連續效果仍然有限,抑或需要額外的昂貴裝置來配合。因此本研究提出運用低成本的實體使用者介面進行螢幕拼接的新方法,並將實體使用者介面設計成App玩具。
為了實現螢幕拼接,本論文設計一款多點觸控App玩具來做為測量多點觸控螢幕的工具。藉由測量結果及本研究所提出的演算法,可將多台行動裝置螢幕畫面精確的拼接在一起。而在螢幕拼接的互動展示系統中,本研究透過Wi-Fi Direct來快速的傳輸行動裝置之間大量的資訊,並藉由Open GL ES來繪製拼接後的互動場景,最後使用本論文所設計的多重螢幕手勢來操作多台行動裝置當中的互動物件。
分析實際測試結果,垂直於螢幕拼接方向的最大誤差百分比小於0.14%;平行於螢幕拼接方向的最大誤差百分比小於1.93%。此外本研究所設計的通訊架構以及手勢均能在多台行動裝置之間正確操作。綜合以上測試結果可知,本論文所提出的方法可以準確的拼接多台行動裝置,所提出的App玩具確實有效並具有開發價值的。

With the advance of science and technology, smart mobile devices have become essential for everyday life, and the developments of app games have become a new wave. Meanwhile, toy developers combine apps and toys to create a new toy game trend. Along with the penetrations of mobile device, however, people like to play with his own mobile device, and the interactions between people thus become rusty in social activities. The past researches indicate that mobile devices screen stitching can inspire people to communicate and interact with others. However, how to fast obtain the drift and the gape distances between mobile devices are the most important parts to achieve a generic screen stitching scheme. In considering previous works about screen stitching, the speed and freedom are still limited. Furthermore, some of them need expensive instruments. This work thus proposes a new screen stitching method. The proposed method only need a cheap tangible user interface for screen stitching, and an app toy has been designed and implemented as well.
To achieve screen stitching, this work designs a multi-touch app toy to measure the parameters of a stitching screen. By means of the measurements and the proposed algorithms, multiple mobile devices can be accurately spliced together. In the demonstrating system. This work uses Wi-Fi direct technique to fast transmit the large amount of information between multiple devices. Then, Open GL ES is used to render the interactive scene. Finally, many new gestures are designed and implemented to control the objects in the screen stitching scheme.
The experimental results find the percentage error in the direction of stitching screen is less than 0.14%, and is less than 1.93% in the perpendicular direction of stitching screen. Meanwhile, the proposed communication scheme and the gestures between multiple mobile devices can work properly. Thus, the proposed method can accurately splice multiple mobile devices, and the proposed app toy is effectively and has the potentials for further developments.

摘要 i
Abstract ii
目錄 iii
表目錄 vi
圖目錄 vii
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與方法 2
第三節 研究架構 3
第四節 小結 4
第二章 文獻探討 5
第一節 行動裝置螢幕拼接 5
一、 螢幕拼接 5
二、 拼接顯示與方法 8
三、 分享使用同位置之行動裝置 12
四、 操作介面設計 14
五、 小結 18
第二節 Android作業系統 20
一、 作業系統介紹 20
二、 無線傳輸技術 21
三、 多點觸控螢幕與手勢 22
四、 螢幕規格與顯示 27
五、 小結 30
第三節 App玩具 31
一、 App玩具簡介 31
二、 實體互動與使用者介面 33
三、 互動方式與操作 36
四、 小結 40
第三章 系統設計開發 41
第一節 系統架構 41
一、 系統功能 41
二、 系統框架與類別 43
三、 系統操作流程 46
四、 開發工具 47
第二節 App玩具模組設計 48
一、 多點觸控裝置 48
二、 機構設計 49
三、 電路設計 51
第三節 螢幕拼接方法 52
一、 相對位置判斷 52
二、 旋轉方向判斷 53
三、 位移距離計算 54
四、 邊框距離計算 56
第四節 螢幕拼接系統 59
一、 拼接機制 59
二、 連線與資料傳輸機制 60
三、 網路事件管理 62
四、 多重螢幕之手勢設計 64
第四章 系統功能驗證 73
第一節 測試工具 73
第二節 App玩具實作 74
一、 實作說明 74
二、 實作流程 74
三、 實作結果 75
第三節 系統測試 76
一、 相對位置測試 76
二、 旋轉方向測試 79
三、 位移距離測試 81
四、 邊框距離測試 83
五、 多台拼接測試 85
六、 觸控手勢測試 86
第四節 結果討論 92
一、 App玩具製作 92
二、 系統測試 92
第五章 結論與建議 95
第一節 結論 95
一、 App玩具模組 95
二、 螢幕拼接方法驗證 95
三、 螢幕拼接系統 95
第二節 未來發展與建議 97
一、 App玩具設計 97
二、 螢幕拼接方法優化 97
三、 螢幕拼接系統之遊戲設計 98
四、 螢幕拼接系統之使用者經驗研究 98
參考文獻 99
中文部分 99
英文部分 99
網路部分 101

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