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Title: | 水墨機器人虛擬實境創作研究 Research on Virtual Reality Creation of Ink Robot |
Authors: | 王瑋名 WANG, WEI-MING |
Contributors: | 數位媒體設計學系 |
Keywords: | VR 電影;虛擬實境;水墨動畫 VR movie;Virtual Reality;Ink Animation |
Date: | 2020 |
Issue Date: | 2022-12-19 02:51:30 (UTC+0) |
Publisher: | 亞洲大學 |
Abstract: | 東方美術以水墨畫最具代表性。水墨畫起源甚早,漢代水墨畫已有相當成熟 作品,如西漢馬王堆的 T 型帛畫(西元前 168 年)距今約 2 千 2 百餘年。水墨畫 影響甚大,中國文化影響所至的東方國家無不在其中,包含日本、韓國、新加坡、 越南、、等。而水墨畫運用在動畫上最早於 1960 年的中國上海美術電影製片廠, 首支水墨動畫《小蝌蚪找媽媽》即有非常精彩演出,並獲許多國際大獎。本研究目的,創作出水墨動畫運用在 VR 虛擬實境電影上,藉而研究東方美 學的虛實陰陽在虛擬空間的實踐。研究方法採創作設計研究,個案研究法及文獻 分析法,首先進行 VR 虛擬實境科技的發展與技術研究,水墨的美學精神及水墨 動畫發展上 2D 和 3D 重要影片作品相關文獻蒐集、分析及整理,討論水墨畫之 美學特質、線性特質表現、空間表現,個案研究則以中國藝術家楊泳梁作品為分 析對象,並嘗試以作者於西元 2012 年起,以機器人為題材創作的水墨畫作品, 結合製作成 VR 虛擬實境水墨風格的電影,以水墨畫的線性和墨韻元素運用,將 水墨創作帶入虛擬世界中,擬造一個水墨視覺立體化的水墨風格動畫,為水墨藝 術帶入新的創作思維與美學觀,並積極推動VR藝術為目的。本研究結果以創作《PRAJNA PARAMITA 般若波羅密多》VR 水墨動畫影片, 在 2020 年 1 月台中市立大墩文化中心展出,且透過國際影展比賽,國際學術發 表中得到研究的成果驗證。 Ink painting has its most representation in oriental art. The origin of ink painting started in early age. The works of ink painting in Han Dynasty ink paintings were quite matured. Taking Ma-wang-dui’s T-shape paintings of West Han Dynasty (168 BC) for example, they were created about 2,200 years ago. Ink painting has had a major influence from Chinese culture to the culture in Eastern countries. Including Japan, South Korea, Singapore, Vietnam, etc.The application of digit to ink painting first derived from Shanghai Film Studio in China in the 1960s and its first ink-animation "Little tadpole looking for Mom" had a great performance and won many international awards.The purpose of this study is to develop VR virtual reality ink animation movies. The study adopts methods of literature analysis, content analysis and case study. First, it implemented the development and technical research of VR (Virtual Reality) technology, the documental collection, analysis and organization of aesthetic spirit of ink painting and the ink animation development of 2D and 3D important films as well as the discussion of the aesthetic characteristics, linear traits performance and spatial performance of ink painting. The case study is made by targeting on the analysis of the works of the Chinese popular artist Yang Yong-liang. Finally, based on the ink painting robot created by the author in 2011, the study has tried to make Augmented Reality (AR) movies and AR ink augmented reality. By applying the ink painting linear and ink rhyme elements to bring ink creation into the performance of the virtual world as well as to virtualize a new visual multimedia world of ink and ink animation and bring new creative thinking and aesthetics to ink art. Finally,The results of this research are based on the creation of the "PRAJNA PARAMITA" VR ink and wash animation film, which will be exhibited at the Taichung Dadun Cultural Center in January 2020, and the results of the research have been verified through international film festival competitions and international academic publications. |
Appears in Collections: | [數位媒體設計學系] 博碩士論文
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