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研究生: 于庭懿
Yu, Ting-Yi
論文名稱: 數位藝術結合擴增實境及全息投影技術之研究創作
The Research and Creation of Digital Art Combining Augmented Reality and Projected Holographic Display
指導教授: 陳明惠
Turner, Ming
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: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 116
中文關鍵詞: 數位藝術擴增實境全息投影向量電腦繪圖動物保護
外文關鍵詞: Digital Art, Augmented Reality, Projected Holographic Display, Vector Computer Graphics, Animal Protection
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  • 隨著電腦科技的日新月異,數位藝術創作技術日益蓬勃多元發展,同時也漸漸受到當代藝術領域的重視,但數位藝術創作不僅僅是在強調電腦科技於多媒體技巧的運用,更要著重在媒體創意及藝術美感內涵的呈現,故「創意」已成為數位藝術競爭力最重要的關鍵。因此,藉由創意結合電腦數位科技來創作,並抒發與傳達作品藝術的理念與創作內涵,將使得作品更有近代藝術的水準,這不單只是向科技較勁,也是將設計內涵注入作品,同時更是讓科技的作品有著藝術型式的品味。
    本文創作研究主要是利用數位科技中的擴增實境和全息投影技術結合向量電腦繪圖之方法,使所創作出的數位藝術作品呈現出不同的藝術品味與內涵,同時比較此兩種技術所呈現的特色與差異性。本文系列作品《別渴望牠們的皮》、《可遇不可強求》,分別是使用擴增實境和全息投影技術的方法應用於藝術設計領域,使作品呈現出不同的創作內涵,這也是數位科技於動態影音藝術的應用領域。再者,近年「動物保護議題」逐漸被國內一般大眾所重視,然而虐待及殘害動物的事情還是不斷發生,或許有人會認為,連政府制定的政策都無法遏止社會虐待及殘害動物的現況,那一般作品所傳遞的力量更是微乎其微?但是若是將此議題透過數位藝術創作來表達,可能情況將會不同,因藝術具有不可思議的能力,可使人們對事物的認知停留在藝術家的思緒軌道上,並會重新思考一個之前可能完全被忽視的問題,故無論是以什麼方式的作品呈現,藝術都可以成為改變人們看待世界的重要媒介,所以最終動物保護將會被一般大眾所體會到,而根絕虐待及殘害動物的發生。藉由本文系列作品的創作成果,將可提供數位藝術相關領域作品設計時的參考,同時印證科技技術結合繪圖風格在藝術創作上之可能性、挑戰性和發展性。

    SUMMARY
    With the rapid progress of computer technology, the creation of new digital art techniques is flourishing and, by attaching importance to the contemporary art field at the same time, digital art is also gradually diversifying. But the creation of digital art not only emphasizes the use of multimedia techniques using computer technology, but also focuses on the presentation of creative and aesthetically beautiful content. The most important key in digital art competitiveness is creativity.
    This creative research focuses on the use of computer technology in augmented reality and projected holographic display techniques, combined with vector computer graphics. Digital artworks which have different artistic tastes, content and connotations are shown in this research. The series of works in this research Don’t Expect Their Skin and Something Just Can’t Be Obtained As You Wish are created with the methods in the art and technology field, which are augmented reality and projected holographic display techniques respectively. These are also related to the digital technology and dynamic video art fields, and they make the work applying to different creative connotations.
    Through the creation of these series of works, digital art will provide the reference for digital art related fields when new is being created. At the same time, it emphasizes the possibility, challenge and development of technological techniques, combined with a drawing style in the artistic creation.
    INTRODUCTION
    ‛Digital art’ isn’t defined by a specific style or concept, objectively explain is the tool of creation or presentation. Digital art is based on ever-changing computer technology, and technology will dominate the growth of digital art naturally.
    Therefore, a truly creative approach will combine computer digital technology, expression of the artistic concept, and creative content. This will make the work look more contemporary. This is not only confronting to technology but also puts the design content into the work, and even more so, will facilitate the integration of the artistic flavor into the work created by technology.
    Furthermore, the issue of animal protection has been more and more acknowledged by people in recent years. However, the cases of abused and killed animals are still happening. Perhaps some people think that even the policies formulated by the government cannot stop the situation of abuse and the killing of animals in society. The general art works present much less seriousness of this problem, but if this issue can be expressed through digital art creation, the situation may be different. Due to art has incredible ability, it could link people with artist’s mindset regarding their knowledge about things, and inspire people to rethink a problem that may have been completely ignored before. No matter what way the works are presented, art can become an important medium to change people’s view of the world. Therefore, animal protection will eventually be experienced in public, and remind people of the occurrence about abuse and the killing of animals.
    Through the expression of digital art, author would use augmented reality and projected holographic display techniques to express the issue of animal protection. People can experience that the issue of animal protection from art content in the works.
    Using the way of expression images to send the relationship between humans and animals, and arouse people’s recognition of animal protection through the public exhibition.
    METHODS
    The research methods use essentially creation and literature analysis mainly. In essentially creation method, painting visual sketches of work firstly, and then produced by computer software. The works are presented through the devices respectively in the last. The whole creation process would be included concepts, techniques and issues into analysis explanation. In literature analysis, reviewed evolution of digital art and coverage field firstly, and then using related techniques of digital art – computer graphics analysis contrasted the drawing expression forms between vector and bitmap. The important discussion part of this literature review is, studying the augmented reality feature and development association, analyzing projected holographic display theory and production by computer graphics technique combining augmented reality and projected holographic display techniques.
    The research step is mainly thinking from creation concept and motivation by author, and then collect reference, and pursuit the suitable visual effects and devices presentation continuously, make the smartly combined between technique and technique. The last, author would display the works in exhibition, review the works effects and also feedbacks from people when the works are finished. The method is divided into three steps: (1)Pre-operation and development stage (2)Practice stage (3)Evaluation and correction stage
    1. Pre-operation and development stage
    (1) Set the theme: Determine the direction of creation, purpose and workflow. After confirming the general work structure, it can facilitate the writing and work process smoothly.
    (2) Creative thinking: Thinking about the highlights of the work, concept and technical combination and breakthrough with the theme.
    (3) Work composition: Trying to draw the initial work composition, and then measure the size of the work, visual color distribution, style presentation and frame animation. Describe the details and parts of works, and then continue to modify and try at the same time.
    (4) Reference collection: After setting the theme, collecting and reading lots of information literature to more understand the theme direction of content and view the feasibility of using technique.
    (5) Simulation thinking: Making the simple technical simulation of work, and make sure the work technical creation without any problems.
    2. Practice stage
    (1) Visual design: Drawing the previous composition meticulously through using the computer software techniques makes visual feel more intense and attractive.
    (2) Technical testing: Do testing presentation with the works and devices in late production period.
    3. Evaluation and correction stage
    (1) Work published: The works are published at exhibition, and people can exchange the opinions by this exhibition.
    (2) Review and suggestion: Author can get the valuable feedback and suggestions through public exhibition. After discussion, the works and research are modified to make the works more complete.
    RESULTS AND DISCUSSION
    This creative research used the methods augmented reality and projected holographic display techniques combined with vector computer graphics, made the digital artworks were presented different artistic tastes and connotations, also compared the features and differences of two techniques. The series of works in this research Don’t Expect Their Skin and Something Just Can’t Be Obtained As You Wish tell the animal protection issue by creation, and also use the way that close to the public - exhibition to let people experience the importance and seriousness of work issue. On the other hand, makes digital art creation add an influence naturally, but also create more possible of unlimited applications. By the series works of creation achievement in this research, will provide a reference for digital art related fields when they research. At the same time, it confirms the possibility, challenge and development of technology techniques combined drawing style in art creation.
    Two series of works do the extension as the starting point ‛Animal protection issue’, and use the tools of technology techniques to produce the interesting digital artworks. Furthermore, author learned lots of valuable experience and problem solving during this research period at the same time no matter knowledge of expansion, the application of software tools, measurement of devices and exhibition planning. Growing experience from step by step is a harvest path that we have to walk on.

    摘要 i 英文延伸摘要 ii 誌謝 vii 目錄 viii 表目錄 xi 圖目錄 xii 第1章 緒論 1 前言 1 1.1 研究創作動機與目的 3 1.1.1 研究創作動機 3 1.1.2 研究創作目的 7 1.2 研究創作理念 8 1.3 研究方法與步驟 9 1.4 名詞釋義 12 第2章 文獻探討 16 2.1 數位藝術 (Digital Art) 17 2.2 向量電腦繪圖 (Vector Computer Graphics) 19 2.2.1 繪圖表現風格 (Drawing style) 25 2.3 擴增實境 (Augmented Reality) 27 2.3.1 何謂擴增實境 28 2.3.2 擴增實境辨識分類 31 2.3.3 擴增實境技術成像類型 32 2.4 全息投影 (Projected Holographic Display) 33 2.4.1 何謂全息投影 33 2.4.2 全息投影呈現方式 34 2.4.3 全息投影成像原理 35 2.5 相關作品/藝術家相關理念探討 36 2.5.1 藝術家 ─ Justin Maller (賈斯汀•馬勒) 36 2.5.2 相關作品 ─ Behind the leather (背後的皮革) 38 2.5.3 相關作品 ─ The Scarerow (稻草人) 40 2.5.4 相關作品 ─ 反芻之城 (Ruminants) 42 第3章 作品創作與分析 44 3.1 《別渴望牠們的皮》─ 擴增實境系列作品 44 3.1.1 作品詮釋 44 3.1.2 創作理念 45 3.1.3 創作內容 ─ 角色設計&逐格動畫設計 46 3.1.4 創作內容 ─ 技術說明 52 3.1.5 創作內容 ─ 步驟說明 56 3.1.6 展演成果 57 3.1.7 創作主題探討與說明 60 3.2 《可遇不可強求》─ 全息投影系列作品 64 3.2.1 作品詮釋 64 3.2.2 創作理念 65 3.2.3 創作內容 ─ 角色設計 66 3.2.4 創作內容 ─ 動態影像設計 74 3.2.5 創作內容 ─ 技術說明 78 3.2.6 創作內容 ─ 展場設計 82 3.2.7 展演成果 85 3.2.8 創作主題探討與說明 91 第4章 結論 95 4.1 創作結論 95 4.2 創作心得 97 4.3 反思與回饋 98 參考文獻 99 附錄 106

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