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研究生:楊竣丞
研究生(外文):YANG, CHUN-CHEN
論文名稱:擴增實境內容之創作工具開發
論文名稱(外文):Development of Authoring Tools for Augmented Reality Content
指導教授:吳彥良
指導教授(外文):WU, YEN-LIANG
口試委員:吳彥良、黃國峰、侯君昊
口試委員(外文):WU, YEN-LIANG、HUANG, GUO-FENG、HOU, JUNE-HAO
口試日期:2025-07-28
學位類別:碩士
校院名稱:國立臺中科技大學
系所名稱:多媒體設計系碩士班
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
論文出版年:2025
畢業學年度:113
語文別:中文
論文頁數:94
中文關鍵詞:AR創作工具、工具開發、低學習成本、體素、質性分析
外文關鍵詞:AR Creation Tools、Tool Development、Low Learning Cost、Voxel、Qualitative Analysis
相關次數:
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一般在行動裝置以AR模式觀看自己創作的3D模型時,往往需透過電腦上的建模軟體與鍵盤、滑鼠等設備,並且需具備一定的建模能力才能創作屬於自己的3D模型。為解決此問題,本研究將基於Unity AR Foundation平面偵測技術,開發出能讓使用者可以在AR環境中以直覺方式建立3D模型的工具。
此工具具備兩項功能模組,分別為「模型雕刻」與「繪畫」,這兩種功能模組能夠進行組合創作,提供良好的視覺效果。為完成兩種功能模組的開發,本研究探討了可對體素模型進行雕刻的技術實現,以及實現此技術的三種方案,最終選擇了能夠直覺進行編輯模型的統一體素網格系統,和快速完成體素過程的射線法作為本研究主要實現模型雕刻之流程。除雕刻功能外,編輯材質方面提供了基於圖片上的2D繪畫或材質表面的繪畫,藉此兩種不同編輯材質的方式,相對應切換了UV與shader以適應改動。而AR繪畫提供使用者線條筆刷外,也能使用粒子筆刷與其他輔助功能為3D模型進行裝飾點綴。
開發完成後,初版工具交由AR專家進行測試,並根據回饋進行修改。修改後的新版本邀請5位受測者透過易用性測試(Usability Testing)進行評估,過程中透過觀察法與半結構式訪談收集受測者的回饋與建議並質性分析。研究結果顯示,本工具能讓使用者易於掌握,在短時間內熟悉各項功能操作,完成預期的創作成果。研究分析包含使用者操作習慣以及介面設計等相關資訊,這些研究結果期許能為後續相關研究或開發工作奠定理論與實務基礎。
When viewing self-created 3D models in AR mode on mobile devices, users typically need to rely on computer-based modeling software with keyboard and mouse peripherals, and must possess certain modeling skills to create their own 3D models. To address this issue, this research develops a tool based on Unity AR Foundation's plane detection technology that enables users to intuitively create 3D models within an AR environment.
This tool features two functional modules: "Model Sculpting" and "Painting," which can be combined for creative composition to provide excellent visual effects. To complete the development of these two modules, this research explored technical implementations for sculpting voxel models and examined three implementation approaches. Ultimately, the study selected a unified voxel mesh system that allows intuitive model editing and a ray-casting method for rapid voxelization as the primary workflow for model sculpting implementation. Beyond sculpting functionality, material editing capabilities include 2D painting on images or painting directly on material surfaces. These two different material editing approaches correspondingly switch between UV mapping and shaders to accommodate modifications. AR painting provides users with line brushes as well as particle brushes and other auxiliary functions for decorating and embellishing 3D models.
After development completion, the initial version of the tool was tested by AR experts, and modifications were made based on their feedback. The revised version was then evaluated by 5 participants through usability testing, during which feedback and suggestions were collected through observation methods and semi-structured interviews, followed by qualitative analysis. Research results demonstrate that this tool enables users to easily master and quickly become familiar with various functional operations within a short time frame, achieving expected creative outcomes. The research analysis includes information related to user operation habits and interface design, with these findings expected to establish theoretical and practical foundations for subsequent related research or development work.
目次
摘要 i
Abstract ii
目次 iv
表目次 vi
圖目次 vii
第一章 緒論 1
1-1 研究背景 1
1-2 研究問題與目標 2
1-3 研究流程 3
第二章 文獻探討 5
2-1 擴增實境 5
2-2 AR工具 7
2-2-1 AR開發工具與AR創作工具 7
2-2-2 依功能上分類 8
2-3 AR互動與介面設計 9
2-3-1 AR的三種操控方式 9
2-3-2 AR設計模式模型 10
2-3-3 最簡可行產品(MVP) 12
2-4 體素(Voxel) 12
2-5 開發套件 14
2-5-1 AR Foundation 14
2-5-2 Niantic ARDK 15
2-5-3 Unity Simple File Browser 15
2-5-4 Unity Native Gallery 15
2-5-5 Flexible Color Picker 16
2-5-6 AR-Drawing 16
2-6 相關案例 16
2-6-1 Adobe Aero 16
2-6-2 MAKAR 17
2-6-3 shareVOX 18
第三章 工具開發 19
3-1 開發流程 19
3-2 模型雕刻功能開發 20
3-2-1 模型雕刻方法 20
3-2-2 模型體素化 23
3-2-3 模型UV 27
3-2-4 模型儲存 28
3-3 繪畫功能開發 29
3-3-1 模型表面繪畫 31
3-3-2 2D繪畫模式 32
3-4 UI設計 34
第四章 工具使用測試 39
4-1測試流程 39
4-1-1 觀察法(Observational Method) 39
4-1-2 放聲思考法(Thinking Aloud) 39
4-1-3 半結構式訪談(Semi-Structured Interview) 39
4-1-4 測試流程 40
4-2 專家測試與工具改進 41
4-2-1 專家測試 41
4-2-2 工具改進 42
4-2-3 新版UI設計 44
4-3 測試對象與地點 49
4-4 測試結果 50
4-4-1 建立基礎模型 50
4-4-2 模型雕刻操作 51
4-4-3 材質顏色應用 52
4-4-4 2D繪畫與圖片材質應用 52
4-4-5 AR繪畫創作 53
4-4-6 使用者體驗 54
第五章 結論 55
5-1 研究結論 55
5-2 研究貢獻 56
5-3 研究限制 56
5-4 未來研究 56
參考文獻 58
中文文獻 58
英文文獻 58
網路文獻 63
附錄1 測試過程照片 66
附錄2 受測者測試過程逐字稿 69
附錄3 創作作品 83
附錄4 重要程式碼 85

表目次
表1. 區分VR與AR的基本概念 (資料來源:Wang et al., 2024) 5
表2. Börsting等人提出的設計模式模型 (資料來源:Börsting et al., 2022) 10
表3. 不同體素系統的雕刻效能比較 21
表4. 模型沙發在不同體素化方法下所加載時間 27
表5. 不同填充法在不同解析度下的填滿時間 33
表6. 初版UI介面 35
表7. 半結構式訪談清單 40
表8. 功能測試問題與改善建議 41
表9. 新版UI介面 44
表10. 受測者性別與年齡(依測試順序排列) 49
表11. 受測者在每項操作任務所耗費時間 50

圖目次
圖1. 研究流程圖 4
圖2. 現實-虛擬的關係示意圖 6
圖3. AR模式下的Pokémon GO畫面 6
圖4. AR工具依複雜度與功能性之分類圖 7
圖5. AR、VR工具依技能需求與功能分類 8
圖6. 操作AR的三種方式 9
圖7. Minecraft遊戲畫面 14
圖8. Unity Simple File Browser檔案瀏覽介面 15
圖9. Flexible Color Picker顏色選擇器 16
圖10. Adobe Aero的控制面板與工具 17
圖11. MAKAR創作介面 17
圖12. shareVOX操作畫面 18
圖13. 本研究開發的AR創作工具之開發流程圖 20
圖14. 雕刻範圍調整UI 22
圖15. 沙發模型 23
圖16. 射線法示意圖 24
圖17. 經射線法的沙發 24
圖18. 點採樣法示意圖 25
圖19. 經點採樣法的沙發 25
圖20. 表面距離法示意圖 26
圖21. 經表面距離法的沙發(含截面) 26
圖22. 3x3網格圖 27
圖23. 盒狀映射模式(左)與展開UV模式(右)對比圖 28
圖24. 創作完成之體素模型在固定體素解析度(32×32×32)下進行重建 29
圖25. 透過JSON完整還原體素模型的所有資訊 29
圖26. UV材質繪畫(左)與物件表面繪畫(右) 31
圖27. 後退按鈕圖案 34
圖28. 簡化的顏色選擇面板 38
圖29. Minecraft苦力怕 40
圖30. 不同shader下的光影(左側為改良後,右側為改良前) 42
圖31. 包圍盒顯示效果 43
圖32. 國立臺中科技大學前門校門口之後方廣場陰影處 50
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陳柏錩(2013)。以擴增實境為基礎的互動式3D建模系統〔碩士論文,元智大學〕。華藝線上圖書館。https://doi.org/10.6838/YZU.2013.00077
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