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    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/26297


    Title: 影舞者:溫和的人際互動平台研究
    Authors: 張榮吉
    Contributors: 創意設計學院;數位媒體設計學系
    Keywords: 互動多媒體;數位科技;人機互動;人際關係;影子
    Date: 2011
    Issue Date: 2013-07-18 07:57:53 (UTC+0)
    Abstract: 影舞者:溫和人際互動平台之研究 在大型的建築物、公寓住宅或校園空間裡,在等候電梯或走廊行進間,由於作息 時間、距離或其他因素,我們常常會遇到生活在同一空間的人們,但可能彼此並不認 識,我們稱這樣的人際關係為「熟悉的陌生人」。本研究計畫主要的目的在於探討數 位多媒體、互動科技與環境感知裝置等所構成的新型態人際互動溝通模式;其功能在 於利用溫和、自然與溫情的形式,促進人際間的互動,與日常生活中遇到的熟悉陌生 人建立聯結關係。本計畫實驗裝置將以電梯口與走廊為實驗場域,當人們等待電梯或 行進於走廊時,將短暫停留所產生的「影子」,透過數位影像處理技術,將各種「舞 動」的姿態,以物件輪廓意象的溫和模式,融入虛擬的場景中。隨著時間的改變與「影 子」的加入及離開,可以由虛擬場景的互動,看到與熟悉陌生人之間的生活聯結,有 效促進人際互動的趣味感。此系統的研究與設計不但可以使用於人際互動訊息傳達或 環境導覽上,更可運用於互動的肢體展演或是互動遊戲及學習活動,提升數位科技創 意加值之應用。

    After-Shadow: a Friendly Platform for Social Interactions In large buildings, apartments or on campus, we often encounter people living in the same space as we wait for the elevator or walk down the corridor, but due to different work schedules, distance or other factors, we may not know each other. We should call this relationship “familiar strangers”. The main purpose of this project is to explore a new type of interpersonal communication model founded upon digital media, interactive technology and environment perception devices, where it functions as a medium that is natural and genuine for the amelioration of interpersonal interactions, bonding familiar strangers in everyday life. The device used in this project will be installed in elevators and corridors. When people are waiting for the elevator or crossing the corridor, a “shadow” will be temporarily produced and various “dance” gestures generated through digital image processing technology, gently incorporating object contours in a virtual scene. With changes over time and different “shadows” joining and leaving, virtual interactions allow familiar strangers to connect their lives together, making it a fun and effective interaction channel. The research and design of this system can be used not only to convey messages in social interaction contexts or in environment navigation, but also for interactive games or physical performances, thereby enhancing the creative added-value of digital technology application.
    Appears in Collections:[數位媒體設計學系] 科技部研究計畫

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