簡易檢索 / 詳目顯示

研究生: 林靜儀
Lin, Ching-Yi
論文名稱: 「心靈之眼」—腦波情緒實境藝術創作
The Eye of Minds—Brain Emotion Reality Art Creation
指導教授: 沈揚庭
Shen, Yang-Ting
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 科技藝術碩士學位學程
Master Program on Techno Art
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 92
中文關鍵詞: 科技藝術虛擬實境腦波儀互動藝術
外文關鍵詞: interactive art, brainwave, virtual reality, technology art
相關次數: 點閱:92下載:20
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 如今的社會的高度發達,在高度壓力下,現代人常無視自己的身心狀況,所以本研究企圖創作一項可以反映體驗者內心的藝術創作,主要是由群體智能、腦機互動以及虛擬實境,這三個要素所構成。透過腦波數據的資料,改變群體智能的控制模式來達成情緒外顯化,使參與者得以體驗看到自己的情緒變化,最後將所有的呈現投射到虛擬實境,並藉此來完成科技藝術的腦機互動創作。
    本創作讓參與者利用自身的情緒在群體智能的變動之下,去體驗出新的虛擬實境創作。群體智能的互動方式是根據腦波儀輸入進來的數據來進行資訊視覺化,藉此將呈現的方式和心情有互動關係。方法是將腦波儀讀取到的Alpha波、Beta波和Theta波來改變虛擬實境空間的變化,例如:Alpha波、Beta波改變粒子的移動方法,Theta波改變空間的變化,兩者之間也會互相影響。
    整套系統設計上試圖想營造出,情感會產生連動世界改變的效果,使原本無法看見的感情,產生了可以去的看見去理解自己的情感軌跡,並且在虛擬實境中稱加了抽象的空間效果,將整套虛擬實踐變成有自己的喜怒哀樂的意境感受。 此創作會根據參與者的改變情緒過程來產生出在虛擬實境中呈現的不同樣貌。
    本創作最後成功讓體驗者可以看見自己的情緒產生變化的過程,體驗者能夠透過虛擬實境來觀看經由腦波儀解析出的腦波所影響的畫面,當體驗者產生Theta波(冥想)、Alpha波(放鬆)和Beta波(緊張)時,所對應到的物件會產生變動。

    In today's highly developed society and under high pressure, modern people often ignore their physical and mental conditions. Therefore, this study attempts to create an art creation that can reflect the inner mind of the experiencer, mainly composed of three elements: group intelligence, brain-computer interaction and virtual reality. Through brainwave data, the control mode of group intelligence is changed to achieve emotional externalization, allowing participants to experience and see their own emotional changes, and finally projecting all the presentations into the virtual reality, and thus completing the brain-computer interactive creation of technological art.
    This creation allows participants to use their own emotions to experience new virtual reality creations under the change of group intelligence. The interaction method of the CMI is to visualize the information based on the data input from the brainwave device, so that the presentation is interactive with the mood. For example, Alpha and Beta waves change the movement of particles, and Theta waves change the change of space, and the two will also affect each other.
    The whole system design tries to create the effect that emotion will link the world to change, so that the originally unseen feelings can be seen to understand their emotional trajectory, and the abstract spatial effects are added to the virtual reality, turning the whole virtual practice into its own mood of happiness, anger, sadness and joy. The creation of the virtual reality is based on the participant's changing emotional process to produce different appearances in the virtual reality.
    The final success of this creation is that the participant can see the process of his or her own emotional change. The participant is able to watch the brain waves affected by the brain wave analyzer through the virtual reality.

    摘要 i The Eye of Minds—Brain Emotion Reality Art Creation ii 目錄 vi 圖目錄 viii 表目錄 xi 第一章 創作動機與目的 - 1 - 1.1創作動機 - 1 - 1.2創造目的 - 2 - 第二章 文獻探討 - 3 - 2.1 腦波原理與應用 - 3 - 2.2.1大腦的構造 - 3 - 2.2.2腦波分析 - 5 - 2.2.3 腦機介面 - 8 - 2.2.4腦波藝術 - 9 - 2.2 群體智能 - 13 - 2.2.1群聚理論 - 13 - 2.2.2群體智能藝術 - 16 - 2.3實境科技 - 17 - 2.3.1虛擬實境 - 18 - 2.3.2其他實境科技 - 24 - 第三章 研究方法 - 28 - 3-1系統構成 - 28 - 3.1.1腦波數據 - 29 - 3.1.2群體智能 - 31 - 3.1.3虛擬實境 - 32 - 3.2系統設計方法 - 35 - 3.2.1參數化(Input) - 35 - 3.2.2運算化(Process) - 36 - 3.2.3視覺化(Output) - 37 - 第四章 創作成果 - 38 - 4.1創作理念 - 38 - 4.2 創作過程 - 38 - 4.2.1腦波數據(Input) - 41 - 4.2.2群體智能(Process) - 49 - 4.2.3 虛擬實境(Output) - 57 - 4.3 策展過程與展覽 - 63 - 4.3.1展場設計 - 64 - 4.3.2作品展示 - 67 - 4.3.3使用者問卷調查與回饋 - 73 - 4.3.4作品後續改進 - 79 - 第五章 結論 - 86 - 參考文獻 - 88 - 中文文獻 - 88 - 外文文獻 - 90 - 網路文獻 - 92 -

    中文文獻
    丁于淵. (2014). 從腦波識別進行情緒感知之研究. (碩士), 佛光大學, 宜蘭縣. Retrieved from https://hdl.handle.net/11296/gfu6rx

    李喬芳, 曾芳美, & 盧煜煬. (2018). 主要領域虛擬實境學術論文之發展軌跡. [The Development Trajectory of Virtual Reality Literature in Main Areas]. 科技管理學刊, 23(2), 61-95.

    行動智慧城市研究團隊. (2016). 虛擬實境產品發展與技術剖析. 資訊工業策進會
    產業情報研究所.

    沈揚庭 (2022 March). 再造!實虛空間整合的成大科技藝術碩士學位學程. 成大
    建築簡訊, (99), 6-9

    沈揚庭, 盧沛文, (2017)"以韌性城市概念發展智慧建築皮層的主動調適控制系
    統," 建築學報, 99, 123-137, 2017-03. (TSSCI)

    沈揚庭、曾婉瑜、雷祖強、徐逸祥, (2016) "體感互動應用於體驗式教學之研究─
    以「逢甲校園ISPACE虛擬實境體感互動」設計為例," 都市計畫與空間資訊研討會 , 2016-04. 台中.

    林郁惠, & Lin, Y.-H.(2013) 應用於不同年資靜坐者的情緒穩定度之腦波分類器研究. Retrieved from http://ir.lib.ncku.edu.tw/handle/987654321/136696

    林建豪. (2015). 腦波應用程式開發教學教材之編撰. (碩士), 朝陽科技大學, 台中市. Retrieved from https://hdl.handle.net/11296/78z3w2

    林建彰(2019)。空間深度察覺應用於擴增實境之研究。逢甲大學創意設計碩士學位學程碩士論文,台中市。 取自https://hdl.handle.net/11296/qft8a9

    周書儀(2019)。發展參與式感應公共藝術用於群眾生成內容揭露。逢甲大學創
    意設計碩士學位學程碩士論文,台中市。 取自https://hdl.handle.net/11296/bue4j5

    陳旻琦. (2011). 應用腦波儀於情緒計算. (碩士), 國立臺南大學, 台南市. Retrieved from https://hdl.handle.net/11296/n553r7

    黑谷亨 &高淑珍. (200897). 圖解大腦的奧祕 (Chu ban). 書泉.

    程昱維(2020)。空間深度感知應用於直覺化電腦輔助建築設計方法。逢甲大學創意設計碩士學位學程碩士論文,台中市。 取自https://hdl.handle.net/11296/uhsw87

    張文熙, & 邱菊梅. (2005). 虛擬檔案館建置. [Virtual Archives Implementation]. 檔案季刊, 4(2), 50-64.

    劉義凡(2021)。發展基於影像辨識技術的數位墨水應用於互動繪畫藝術。國立成功大學科技藝術碩士學位學程碩士論文,台南市。 取自https://hdl.handle.net/11296/77g8m6

    盧煥錡(2015)。智慧文創:整合互動設計與創客精神 應用於互動體驗展場設
    計。逢甲大學創意設計碩士學位學程碩士論文,台中市。 取自https://hdl.handle.net/11296/s73t4c

    豐東洋, 洪聰敏, & 黃英哲. (2004). 氣功對放鬆及情緒影響之腦波研究. [The Effects of Qigoing on Relaxation and Emotion]. 臺灣運動心理學報(5), 19-42. doi:10.6497/bsept.20041101_(5).0002


    外文文獻
    Borck, C. (2018). Brainwaves: A Cultural History of Electroencephalography (A.
    Hentschel, Trans.; 1st ed.). Routledge. https://doi.org/10.4324/9781315569840

    Gigante, M. A. (1993). 1 - Virtual Reality: Definitions, History and Applications. In R. A. Earnshaw, M. A. Gigante, & H. Jones (Eds.), Virtual Reality Systems (pp. 3-14). Boston: Academic Press.

    J. R. Wolpaw, N. Birbaumer, D. J. McFarland, G. Pfurtscheller, and T. M. Vaughan, “Brain – computer interfaces for communication and control,” Clin. Nerophysiology, vol. 113, pp. 767–791, 2002.

    Kress, B. C., & Cummings, W. J. (2017). 11-1: Invited Paper: Towards the Ultimate Mixed Reality Experience: HoloLens Display Architecture Choices. SID Symposium Digest of Technical Papers, 48(1), 127-131. doi:https://doi.org/10.1002/sdtp.11586

    Shen, Y. T., & Do, E. Y. L, "Interactive Blow Painting System," International Symposium
    on Digital Life Technologies: Human-Centric Smart Living Technology, pp24-30 , 2009-05. Tainan, Taiwan.

    Shen, Y. T., & Do, E. Y. L. (2009). Fun with blow painting! making leaf collages by
    blowing at toy windmill. the seventh ACM conference on Creativity and cognition , pp437-438 , 2009-10. Berkeley, USA.

    Shen, Y. T., & Do, E. Y. L. (2010). Making digital leaf collages with blow painting! In
    TEI'10 - Proceedings of the 4th International Conference on Tangible, Embedded, and Embodied Interaction (pp. 265-268). (TEI'10 - Proceedings of the 4th International Conference on Tangible, Embedded, and Embodied Interaction). https://doi.org/10.1145/1709886.1709940

    Shen, Y. T., Lu, P. W., & Chen, X. M.,(2017) "Brain Tagging: A BCI and HCI Tagging
    System toEvaluate the Learning Contents," International Conference on Learning and Collaboration Technologies/the 19th International Conference on Human-Computer Interaction, pp. 46-54 , 2017-07. Vancouver Convention Centre in Vancouver, Canada.

    Shen, Y. T., Shiu, Y. S., Liu, W. K., & Lu, P. W.,(2017) "The Participatory Sensing
    PlatformDriven by UGC for the Evaluation of Living Quality in the City," International Conference on Human Interface and the Management of Information/the 19th International Conference on Human-Computer Interaction, pp. 516-527 , 2017-07. Vancouver Convention Centre in Vancouver, Canada.

    Shen, Y. T.*, Chen, X. M., Lu, P. W., & Wu, J. C.,(2018) "Use BCI to Generate Attention-
    BasedMetadata for the Assessment of Effective Learning Duration," International Conference on Learning and Collaboration Technologies, pp. 407-417, 2018-07. Caesars Palace

    Shen, Y.T., Lu, P.W., Lin, F.C. (2020). The Integration of Web-Based and Mobile-Based
    Participatory Sensing Interfaces Apply to the Identification and Assessment of Contextual Features in the City. In: Yamamoto, S., Mori, H. (eds) Human Interface and the Management of Information. Interacting with Information. HCII 2020. Lecture Notes in Computer Science(), vol 12185. Springer, Cham. https://doi.org/10.1007/978-3-030-50017-7_39

    Surangsrirat, D., & Intarapanich, A. (2015, 9-12 April 2015). Analysis of the meditation brainwave from consumer EEG device. Paper presented at the SoutheastCon 2015.

    Tudor, M., Tudor, L., & Tudor, K. I. (2005). [Hans Berger (1873-1941)--the history of electroencephalography]. Acta medica Croatica : casopis Hravatske akademije medicinskih znanosti, 59(4), 307-313.

    Webster, J. (1988). Electroencephalography: Brain electrical activity. Encyclopedia of medical devices and instrumentation, 2, 1084-1107.


    網路文獻
    Altamirano, P. (2019). The State of Augmented Reality. Retrieved from https://arpost.co/2019/05/03/the-state-of-augmented-reality/?cli_action=1562154574.83

    BCI: What is it, and where is it going? (2016). Retrieved from http://neurosky.com/2016/11/bci-what-is-it-and-where-is-it-going/

    Chow, O. (2013). Artist Manipulates Water With The Power Of Her Mind. Retrieved from https://www.vice.com/en/article/vvygzm/eunoia-seeking-enlightenment-by-tracking-brainwaves

    Lin, I. (2021). 創作的過程本身就是一門藝術-空靈系藝術家小松美羽,將大和力推向全世界. Retrieved from https://wonder.am/2021/06/02/miwa-komatsu/

    Park, L. Lisa Park. Retrieved from https://www.thelisapark.com/about

    QuantumBlack, a. M. c. Putting the Art into Artificial Intelligence.
    Strickland, J. How Virtual Reality Works. Retrieved from https://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality.htm

    祈禱. Retrieved from https://viveoriginals.com/portfolio/inori-zh/

    黃心健. 黃心健. Retrieved from http://www.hsinchienhuang.com/2_bio_cv.php?lang=ch&detail=3

    龔郁雯. (2018). 《沙中房間》:VR 突破了空間,然後呢?. Retrieved from https://www.thenewslens.com/article/90476

    下載圖示 校內:立即公開
    校外:立即公開
    QR CODE