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柳喆俊 · Aaron Leo
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:游戏/VR/AR/三维动画
Directions: Games/VR/AR/3D Animation

金云水 · Allon Jin
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:XR/三维动画/严肃游戏
Directions: XR/3D Animation/Serious Games

王萌 · Meng Wang
博士/副教授/博士生导师
Ph.D/Associate Professor/Ph.D Supervisor
研究方向:多模态AIGC
Directions: Multimodal AIGC

张屹南 · Yinan Zhang
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:音画系统设计 / 新媒体展演 / 艺文数字化创新
Directions: Audio-Visual System Design / New Media Performance / Digital Innovation of Art and Cultural Inheritance

刘一驰 · Yichi Liu
媒体与传达方向工程硕士生
MA in Media & Communication Design
研究方向:技术美术/交互叙事
Directions: Technical Art / Interactive Narratives

林尤翔 · Youxiang Lin
媒体与传达方向工程硕士生
MA in Media & Communication Design
研究方向:游戏设计/数字媒体艺术
Directions: Game Design / Digital Media Art

户润恺 · Runkai Hu
交互设计方向工程硕士生
ME in Interaction Design
研究方向:虚拟现实/游戏设计
Directions: VR / Game Design

苏昱衔 · Yuxian Su
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/游戏设计
Directions: Interaction Design / Game Design

凤翔 · Ezéchiel
媒体与传达方向工程硕士生
MA in Media & Communication Design
研究方向:游戏设计/影音设计
Directions: Game Design / Graphic and Sound Design

李左嘉晟 · Zuojiasheng Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术策划/交互设计
Directions: Technical Game Design / Interaction Design

张梓博 · Zibo Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/严肃游戏
Directions: Interaction Design / Serious Games

陈子元 · Ziyuan Chen
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/游戏设计
Directions: Interaction Design/Game Design

刘文艺 · Wenyi Liu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:程序化生成/游戏场景设计
Directions: Procedual Content Generation/Game Environment Design

Maria Buerger · 马礼雅
媒体与传达方向双学位硕士生
Double Degree Program in Media & Communication Design
研究方向:严肃游戏/体验设计
Directions: Serious Games / Experience Design

周与非 · Yufei Zhou
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏/体验设计
Directions: Serious Games / UX Design

赵茁栋 · Zhuodong Zhao
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术美术/交互设计
Directions: Technical Art / Interaction Design

李佳乐 · Jiale Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:游戏策划/交互设计
Directions: Game Design / Interaction Design

简雯 · Wen Jian
交互设计方向工程硕士生
ME in Interaction Design
研究方向:严肃游戏/交互设计
Directions: Serious Games / Interaction Design

卢旭 · Xu Lu
交互设计方向工程硕士生
ME in Interaction Design
研究方向:非对称VR/游戏体验设计
Directions: Asymmetric VR / Game UX

周静娱 · Jingyu Zhou
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/交互设计
Directions: VR / Interaction Design

陈星珲 · Xinghui Chen
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:多人交互/体验设计/渲染技术
Directions: Multiplayer Interaction / Experience Design / Rendering Technology

张慕财 · Mucai Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/游戏交互设计
Directions: VR / Game Interaction Design

古坷懿 · Keyi Gu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏 / 动画
Directions: Serious Games / Animation

贺蒽堂 · Entang He
交互设计方向工程硕士
ME in Interaction Design
研究方向:交互叙事/游戏策划
Directions: Interactive Narrative / Game Design

罗珍 · Zhen Luo
媒体与传达方向工程硕士
ME in Media & Communication Design
研究方向:VR教育游戏/三维视觉设计
Directions: Educational VR Game / 3D Visual Design

李林键 · Joanna
交互设计方向工程硕士
ME in Interaction Design
研究方向:体验设计/智能座舱/虚拟交互
Directions: Experience Design / Intelligent Cockpit / Virtual Interaction

Nicolo' Azzolin · 尼克
交互设计方向双学位硕士
Double Degree Program in Interaction Design
研究方向:AR/交互设计
Directions: AR / Interaction Design

郭钦 · Qin Guo
交互媒体方向艺术硕士
MFA in Interactive Media
研究方向:技术美术/游戏开发
Directions: Technical Art / Game Development

余国东 · Guodong Yu
影视动画方向艺术硕士
MFA in Film and Animation Creation
研究方向:影视编剧/动画导演
Directions: Screen Writing / Animation Directing

谢天 · Tian Xie
交互设计方向工程硕士
ME in Interaction Design
研究方向:游戏开发/引擎开发
Directions: Game Development / Engine Development

柳喆俊 · Aaron Leo
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:游戏/VR/AR/三维动画
Directions: Games/VR/AR/3D Animation

金云水 · Allon Jin
博士/副主任/硕士生导师
Ph.D/Vice Director/Master Supervisor
研究方向:XR/三维动画/严肃游戏
Directions: XR/3D Animation/Serious Games

张屹南 · Yinan Zhang
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:音画系统设计 / 新媒体展演 / 艺文数字化创新
Directions: Audio-Visual System Design / New Media Performance / Digital Innovation of Art and Cultural Inheritance

李左嘉晟 · Zuojiasheng Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术策划/交互设计
Directions: Technical Designer / Interaction Design

张梓博 · Zibo Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/严肃游戏
Directions: Interaction Design / Serious Games

陈子元 · Ziyuan Chen
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/游戏设计
Directions: Interaction Design/Game Design

刘文艺 · Wenyi Liu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:程序化生成/游戏场景设计
Directions: Procedual Content Generation/Game Environment Design

Maria Buerger · 马礼雅
媒体与传达方向双学位硕士生
Double Degree Program in Media & Communication Design
研究方向:严肃游戏/体验设计
Directions: Serious Games / Experience Design

周与非 · Yufei Zhou
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏 / 体验设计
Directions: Serious Games / UX Design

赵茁栋 · Zhuodong Zhao
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术美术/交互设计
Directions: Technical Art / Interaction Design

李佳乐 · Jiale Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:游戏策划/交互设计
Directions: Game Design / Interaction Design

简雯 · Wen Jian
交互设计方向工程硕士生
ME in Interaction Design
研究方向:严肃游戏/交互设计
Directions: Serious Game / Interaction Design

卢旭 · Xu Lu
交互设计方向工程硕士生
ME in Interaction Design
研究方向:非对称VR/游戏体验设计
Directions: Asymmetric VR/Game UX

周静娱 · Jingyu Zhou
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/交互设计
Directions: VR / Interaction Design

陈星珲 · Xinghui Chen
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:多人交互/体验设计/渲染技术
Directions: Multiplayer Interaction / Experience Design / Rendering Technology

张慕财 · Mucai Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/游戏交互设计
Directions: VR / Game Interaction Design

古坷懿 · Keyi Gu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏 / 动画
Directions: Serious Games / Animation

贺蒽堂 · Entang He
交互设计方向工程硕士
ME in Interaction Design
研究方向:交互叙事/游戏策划
Directions: Interactive Narrative / Game Design

罗珍 · Zhen Luo
影视动画方向艺术硕士
ME in Media & Communication Design
研究方向:VR教育游戏/三维视觉设计
Directions: Educational VR Game / 3D Visual Design

李林键 · Joanna
交互设计方向工程硕士
ME in Interaction Design
研究方向:体验设计/智能座舱/虚拟交互
Directions: Experience Design / Intelligent Cockpit / Virtual Interaction

Nicolo' Azzolin · 尼克
交互设计方向双学位硕士
Double Degree ME in Interaction Design
研究方向:AR/交互设计
Directions: AR / Interaction Design

郭钦 · Qin Guo
交互媒体方向艺术硕士
MFA in Interactive Media
研究方向:技术美术/游戏开发
Directions: Technical Art/Game Development

余国东 · Guodong Yu
影视动画方向艺术硕士
MFA in Film and Animation Creation
研究方向:影视编剧/动画导演
Directions: Screen Writing / Animation Directing

谢天 · Tian Xie
交互设计方向工程硕士
ME in Interaction Design
研究方向:游戏开发/引擎开发
Directions: Game Development / Engine Development

Shanghai Hang Tian Tan Wei Digital Media Technology Co., Ltd.

Shanghai Academy of Spaceflight Technology, Institute 808

Unity Technologies

Social Value Research Institute of Tencent Interactive Entertainment

BGI Group / BGI Genomics

Tongji Architectural Design (Group) Co., Ltd., Institute No. 4

Exactly Technology Co., Ltd. (Xiamen)

Topow VR Technology Research Institue Co., Ltd. (Jiangsu)

Game for Good Research Institute, Shanghai

Shanghai Hang Tian Tan Wei Digital Media Technology Co., Ltd.

Shanghai Academy of Spaceflight Technology, Institute 808

Unity Technologies

Social Value Research Institute of Tencent Interactive Entertainment

BGI Group / BGI Genomics

Tongji Architectural Design (Group) Co., Ltd., Institute No. 4

Exactly Technology Co., Ltd. (Xiamen)

Topow VR Technology Research Institue Co., Ltd. (Jiangsu)

Shanghai Hang Tian Tan Wei Digital Media Technology Co., Ltd.

Shanghai Academy of Spaceflight Technology, Institute 808

Unity Technologies

Social Value Research Institute of Tencent Interactive Entertainment

BGI Group / BGI Genomics

Tongji Architectural Design (Group) Co., Ltd., Institute No. 4

Exactly Technology Co., Ltd. (Xiamen)

Topow VR Technology Research Institue Co., Ltd. (Jiangsu)
-
空间
Space -
成员
Members -
合作
Partners -
报道
Reports























柳喆俊 · Aaron Leo
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:游戏/VR/AR/三维动画
Directions: Games/VR/AR/3D Animation

金云水 · Allon Jin
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:XR/三维动画/严肃游戏
Directions: XR/3D Animation/Serious Games

王萌 · Meng Wang
博士/副教授/博士生导师
Ph.D/Associate Professor/Ph.D Supervisor
研究方向:多模态AIGC
Directions: Multimodal AIGC

张屹南 · Yinan Zhang
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:音画系统设计 / 新媒体展演 / 艺文数字化创新
Directions: Audio-Visual System Design / New Media Performance / Digital Innovation of Art and Cultural Inheritance

刘一驰 · Yichi Liu
媒体与传达方向工程硕士生
MA in Media & Communication Design
研究方向:技术美术/交互叙事
Directions: Technical Art / Interactive Narratives

林尤翔 · Youxiang Lin
媒体与传达方向工程硕士生
MA in Media & Communication Design
研究方向:游戏设计/数字媒体艺术
Directions: Game Design / Digital Media Art

户润恺 · Runkai Hu
交互设计方向工程硕士生
ME in Interaction Design
研究方向:虚拟现实/游戏设计
Directions: VR / Game Design

苏昱衔 · Yuxian Su
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/游戏设计
Directions: Interaction Design / Game Design

凤翔 · Ezéchiel
媒体与传达方向工程硕士生
MA in Media & Communication Design
研究方向:游戏设计/影音设计
Directions: Game Design / Graphic and Sound Design

李左嘉晟 · Zuojiasheng Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术策划/交互设计
Directions: Technical Game Design / Interaction Design

张梓博 · Zibo Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/严肃游戏
Directions: Interaction Design / Serious Games

陈子元 · Ziyuan Chen
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/游戏设计
Directions: Interaction Design/Game Design

刘文艺 · Wenyi Liu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:程序化生成/游戏场景设计
Directions: Procedual Content Generation/Game Environment Design

Maria Buerger · 马礼雅
媒体与传达方向双学位硕士生
Double Degree Program in Media & Communication Design
研究方向:严肃游戏/体验设计
Directions: Serious Games / Experience Design

周与非 · Yufei Zhou
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏/体验设计
Directions: Serious Games / UX Design

赵茁栋 · Zhuodong Zhao
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术美术/交互设计
Directions: Technical Art / Interaction Design

李佳乐 · Jiale Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:游戏策划/交互设计
Directions: Game Design / Interaction Design

简雯 · Wen Jian
交互设计方向工程硕士生
ME in Interaction Design
研究方向:严肃游戏/交互设计
Directions: Serious Games / Interaction Design

卢旭 · Xu Lu
交互设计方向工程硕士生
ME in Interaction Design
研究方向:非对称VR/游戏体验设计
Directions: Asymmetric VR / Game UX

周静娱 · Jingyu Zhou
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/交互设计
Directions: VR / Interaction Design

陈星珲 · Xinghui Chen
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:多人交互/体验设计/渲染技术
Directions: Multiplayer Interaction / Experience Design / Rendering Technology

张慕财 · Mucai Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/游戏交互设计
Directions: VR / Game Interaction Design

古坷懿 · Keyi Gu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏 / 动画
Directions: Serious Games / Animation

贺蒽堂 · Entang He
交互设计方向工程硕士
ME in Interaction Design
研究方向:交互叙事/游戏策划
Directions: Interactive Narrative / Game Design

罗珍 · Zhen Luo
媒体与传达方向工程硕士
ME in Media & Communication Design
研究方向:VR教育游戏/三维视觉设计
Directions: Educational VR Game / 3D Visual Design

李林键 · Joanna
交互设计方向工程硕士
ME in Interaction Design
研究方向:体验设计/智能座舱/虚拟交互
Directions: Experience Design / Intelligent Cockpit / Virtual Interaction

Nicolo' Azzolin · 尼克
交互设计方向双学位硕士
Double Degree Program in Interaction Design
研究方向:AR/交互设计
Directions: AR / Interaction Design

郭钦 · Qin Guo
交互媒体方向艺术硕士
MFA in Interactive Media
研究方向:技术美术/游戏开发
Directions: Technical Art / Game Development

余国东 · Guodong Yu
影视动画方向艺术硕士
MFA in Film and Animation Creation
研究方向:影视编剧/动画导演
Directions: Screen Writing / Animation Directing

谢天 · Tian Xie
交互设计方向工程硕士
ME in Interaction Design
研究方向:游戏开发/引擎开发
Directions: Game Development / Engine Development

柳喆俊 · Aaron Leo
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:游戏/VR/AR/三维动画
Directions: Games/VR/AR/3D Animation

金云水 · Allon Jin
博士/副主任/硕士生导师
Ph.D/Vice Director/Master Supervisor
研究方向:XR/三维动画/严肃游戏
Directions: XR/3D Animation/Serious Games

张屹南 · Yinan Zhang
博士/副教授/硕士生导师
Ph.D/Associate Professor/Master Supervisor
研究方向:音画系统设计 / 新媒体展演 / 艺文数字化创新
Directions: Audio-Visual System Design / New Media Performance / Digital Innovation of Art and Cultural Inheritance

李左嘉晟 · Zuojiasheng Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术策划/交互设计
Directions: Technical Designer / Interaction Design

张梓博 · Zibo Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/严肃游戏
Directions: Interaction Design / Serious Games

陈子元 · Ziyuan Chen
交互设计方向工程硕士生
ME in Interaction Design
研究方向:交互设计/游戏设计
Directions: Interaction Design/Game Design

刘文艺 · Wenyi Liu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:程序化生成/游戏场景设计
Directions: Procedual Content Generation/Game Environment Design

Maria Buerger · 马礼雅
媒体与传达方向双学位硕士生
Double Degree Program in Media & Communication Design
研究方向:严肃游戏/体验设计
Directions: Serious Games / Experience Design

周与非 · Yufei Zhou
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏 / 体验设计
Directions: Serious Games / UX Design

赵茁栋 · Zhuodong Zhao
交互设计方向工程硕士生
ME in Interaction Design
研究方向:技术美术/交互设计
Directions: Technical Art / Interaction Design

李佳乐 · Jiale Li
交互设计方向工程硕士生
ME in Interaction Design
研究方向:游戏策划/交互设计
Directions: Game Design / Interaction Design

简雯 · Wen Jian
交互设计方向工程硕士生
ME in Interaction Design
研究方向:严肃游戏/交互设计
Directions: Serious Game / Interaction Design

卢旭 · Xu Lu
交互设计方向工程硕士生
ME in Interaction Design
研究方向:非对称VR/游戏体验设计
Directions: Asymmetric VR/Game UX

周静娱 · Jingyu Zhou
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/交互设计
Directions: VR / Interaction Design

陈星珲 · Xinghui Chen
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:多人交互/体验设计/渲染技术
Directions: Multiplayer Interaction / Experience Design / Rendering Technology

张慕财 · Mucai Zhang
交互设计方向工程硕士生
ME in Interaction Design
研究方向:VR/游戏交互设计
Directions: VR / Game Interaction Design

古坷懿 · Keyi Gu
媒体与传达方向工程硕士生
ME in Media & Communication Design
研究方向:严肃游戏 / 动画
Directions: Serious Games / Animation

贺蒽堂 · Entang He
交互设计方向工程硕士
ME in Interaction Design
研究方向:交互叙事/游戏策划
Directions: Interactive Narrative / Game Design

罗珍 · Zhen Luo
影视动画方向艺术硕士
ME in Media & Communication Design
研究方向:VR教育游戏/三维视觉设计
Directions: Educational VR Game / 3D Visual Design

李林键 · Joanna
交互设计方向工程硕士
ME in Interaction Design
研究方向:体验设计/智能座舱/虚拟交互
Directions: Experience Design / Intelligent Cockpit / Virtual Interaction

Nicolo' Azzolin · 尼克
交互设计方向双学位硕士
Double Degree ME in Interaction Design
研究方向:AR/交互设计
Directions: AR / Interaction Design

郭钦 · Qin Guo
交互媒体方向艺术硕士
MFA in Interactive Media
研究方向:技术美术/游戏开发
Directions: Technical Art/Game Development

余国东 · Guodong Yu
影视动画方向艺术硕士
MFA in Film and Animation Creation
研究方向:影视编剧/动画导演
Directions: Screen Writing / Animation Directing

谢天 · Tian Xie
交互设计方向工程硕士
ME in Interaction Design
研究方向:游戏开发/引擎开发
Directions: Game Development / Engine Development

Shanghai Hang Tian Tan Wei Digital Media Technology Co., Ltd.

Shanghai Academy of Spaceflight Technology, Institute 808

Unity Technologies

Social Value Research Institute of Tencent Interactive Entertainment

BGI Group / BGI Genomics

Tongji Architectural Design (Group) Co., Ltd., Institute No. 4

Exactly Technology Co., Ltd. (Xiamen)

Topow VR Technology Research Institue Co., Ltd. (Jiangsu)

Game for Good Research Institute, Shanghai

Shanghai Hang Tian Tan Wei Digital Media Technology Co., Ltd.

Shanghai Academy of Spaceflight Technology, Institute 808

Unity Technologies

Social Value Research Institute of Tencent Interactive Entertainment

BGI Group / BGI Genomics

Tongji Architectural Design (Group) Co., Ltd., Institute No. 4

Exactly Technology Co., Ltd. (Xiamen)

Topow VR Technology Research Institue Co., Ltd. (Jiangsu)

Shanghai Hang Tian Tan Wei Digital Media Technology Co., Ltd.

Shanghai Academy of Spaceflight Technology, Institute 808

Unity Technologies

Social Value Research Institute of Tencent Interactive Entertainment

BGI Group / BGI Genomics

Tongji Architectural Design (Group) Co., Ltd., Institute No. 4

Exactly Technology Co., Ltd. (Xiamen)

Topow VR Technology Research Institue Co., Ltd. (Jiangsu)





















发 表 论 文 · Publications
年份 · Year | 标题 · Title | 作者 · Authors | 出版物 · Publication | 检索 · Index |
---|---|---|---|---|
2023 | Systematic Review: Incorporating Serious Games into Public Environmental Education on Urban Wildlife Issues 系统性综述: 将严肃游戏用于城市野生动物相关问题的公众环境教育 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Urbanization has altered the urban environment, raising concerns among management experts and the general public about the survival of urban wildlife. On the other hand, the application of serious games in the fields of environmental education and biodiversity conservation has gradually improved over the past few years with the development of XR technology, data processing, and sensing technology. It has demonstrated the ability of the serious game to intervene in a number of fields, including formal and informal education, ecology-related conservation, and scientific research, as an appealing and functionally diversified medium. This study, mainly focusing on the issues of urban wildlife, presents the current state of serious game-related applications to intervene in this field through an analysis of examples and studies in the literature. Our intention is to understand the relevance of the intervention mechanisms, game elements and other factors to the goals of the intervention, to gain insights into the opportunities, risks and challenges, and hopefully to guide the direction of future research on the design of the intervention. | Keyi Gu, Zhifeng Jin, Xinghui Chen, Jingyu Zhou, Jialin Ma & Zhejun Liu![]() 古柯懿,金智峰,陈星珲,周静娱,马甲琳,柳喆俊 ![]() | HCI in Games | EI Inspec |
2023 | A Comparison of Immersive and Non-Immersive VR for the Education of Filmmaking 运用于电影教育的沉浸式及非沉浸式VR比较研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Nowadays, both IVR (Immersive VR) and NIVR (Non-immersive VR) have already been adopted byfilmmakers and used in the education of filmmaking, but few studies have shown their differences in supporting learning. This article aims to compare these two forms of technology as educational tools for learning filmmaking and give suggestions on how to choose between them. Two applications with the same purpose and content were developed using IVR and NIVR technologies respectively. An experiment of within subject design was implemented using these two versions as experimental material. 39 subjects participated in experiment and the quantitative measures include presence, motivation and usability. SPSS was used for data analysis and the statistical results, together with interview reports showed that both technologies led to positive learning experience while IVR had better performance in the presence (especially in the “sensory & realism” and “involvement” subscales) and intrinsic motivation (especially in the “enjoyment” subscale) while NIVR was more accessible to the public and may provide more complex and powerful functions with sophisticated GUI. In conclusion, both technologies are capable of supporting the learning of filmmaking effectively when chosen for proper educational missions. | Zhejun Liu, Yunshui Jin![]() 柳喆俊,金云水 ![]() | International Journal of Human–Computer Interaction | SCI |
2022 | Research on the Design of In-Cockpit Display Interface for Fighter Aircraft Based on Visual Attention Mechanism 基于视觉注意力机制的战斗机驾驶舱交互界面设计研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract The advances of aviation technology continue to boost the performance of fighter aircrafts and to complicate future sky battlefields, which continually add more and more information that must be presented to the pilot via the cockpit interface, significantly increasing his/her cognitive workload. This study analyzes the evolution of contemporary in-cockpit display interface of warplanes, identifies the general rules of the interface design and looks ahead to future development trends. By doing so, this study brings forward principles of cockpit display interface design from the perspective of visual attention mechanism and tests their effectiveness and feasibility via comparative experiments using simplified prototypes. | Linjian Li , Jing Lin , Zhen Luo and Zhejun Liu![]() 李林键,林靖,罗珍,柳喆俊 ![]() | Human Interface and the Management of Information | EI Compendex |
2022 | Status and Trend: The Application of Educational VR Games in Teaching Chinese as a Foreign Language VR游戏应用于对外汉语教育的现状与趋势研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract With more frequent international exchanges, the value of studying a foreign language is becoming increasingly apparent, and Chinese is becoming the language of choice for an increasing number of people. Virtual reality technology, with its ability to create fully immersive environments, has given foreign language learners a new lease of life, and academics believe that games have the potential to create virtual worlds rich of cultural and social value. As a result, the purpose of this work is to examine the current status and limitations of virtual reality games for Chinese language learning from three perspectives: academic literature, game applications, and online resources, as well as to recommend future research areas. According to the findings, the virtual reality games have shown a positive impact on Chinese learning, especially those adopting immersive VR system; most of the VR games are used to assist adult beginners in integrated language learning and cultural experience, with the impact on higher levels to be explored more; the suggestions on designing a better VR Chinese game are also given, including combining the characteristics of Chinese language, fully presenting the textbook content, and providing regular and timely corrective feedback. Limitations found in the previous studies are small sample size, single interaction mode, no placement test and so on. In the future, we expect to see more interdisciplinary experts work together and more VR games created to display characteristics of the Chinese language well, to completely exploit the capabilities of VR technology, and to produce lots of pleasure. | Zhen Luo, Zhifeng Jin , Linjian Li and Zhejun Liu![]() 罗珍,金智峰,李林键,柳喆俊 ![]() | Cross-Cultural Design | EI Compendex Inspec |
2021 | Research on Perceptual Cues of Interactive Narrative in Virtual Reality VR交互叙事中的知觉线索问题研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract From words, images, films to games, the development of narrative is inseparable from the evolution of media. With the advent of virtual reality, the traditional paradigms of storytelling need to be expanded. VR can simulate the real world vividly to an unprecedented extent, in which users can choose their own perspectives freely during their exploration. However, in addition to great immersion and presence, this powerful new technology also brings new challenges to interactive storytellers who are familiar with the traditional "framebound" media. To keep users focused on the storyline efficiently and naturally in VR, new ways of perceptual cues need to be explored and verified. Through a comparative experiment, we tested how well the existing perceptual cues could meet our expectations using "Secondary Mission", an original interactive narrative VR game, as a case for study. Based on our findings, design strategies for planning perceptual cues in VR interactive narratives were proposed to help in improving users' experience. | Entang He, Jing Lin, Zhejun Liu![]() 贺蒽堂,林靖,柳喆俊 ![]() | Human Interface and the Management of Information | EI Compendex Inspec |
2021 | Consistency in Multi-device Service including VR : A Case Study 基于案例的含VR多终端交互服务体验一致性研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Nowadays, we have entered a world of multi-device experiences. This phenomenon poses a significant challenge because we have to deploy applications to different platforms, with a consistent UX for each targeted device preferably. Consistency provides users with a stable framework in similar contexts and helps to improve multi-device usability. Many previous studies focus on maintaining consistency among traditional platforms like smartphones apps and websites. However, with the rapid development of VR, it is crucial to add it to the spectrum because the design for VR differs from that for traditional 2D screens a lot. Therefore, this paper proposes a series of design principles to ensure the consistency across multiple devices including HMD-VR, along with four dimensions of consistency worth considering. We use Virtual Experiment of Film Language, a multi-device serious game as an example. Twelve participants were recruited to experience the VR and WebGL versions of the game to spot inconsistency issues. After that, the game was modified according to the survey results and evaluated by the participants again. The evaluation result showed that consistency was improved. We proposed three consistency design principles based on our findings. They can help multi-device applications improve consistency across devices so as to enhance inter-usability and user experience. | Tian Xie, Zhifeng Jin, Zhejun Liu![]() 谢天,金智峰,柳喆俊 ![]() | Virtual, Augmented and Mixed Reality | EI Compendex Inspec |
2020 | Using Guided Cognitive Illusions to Compensate for the Motion Limits of 4D Seats 利用引导下的认知错觉补偿4D座椅运动局限性的研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Presently 4D seats are widely used as an approach of training and entertainment in various industries. However, most 4D seats can move and/or rotate within a pretty limited range, making them impossible to faithfully copy the motion of a real or simulated vehicle without any sacrifice. Considering the fact that vision provides most information to a human being for pose judgement, we proposed a scheme where eye-body inconsistency was deliberately created to guide a user's perception of body rotation so as to make more room for overlimit moves. We conducted two experiments to verify its effectiveness from the perspective of user experience and the findings were partially in accordance with our expectation. | Zhejun Liu , Guodong Yu , Jing Lin![]() 柳喆俊,余国东,林靖 ![]() | Engineering Psychology and Cognitive Ergonomics | EI Compendex Inspec |
2020 | Research on a Washout Algorithm for 2-DOF Motion Platforms 二自由度运动平台洗出算法研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract This paper proposes a new washout algorithm optimized from those designed for 6-DOF Stewart platforms using the Human Vestibular Based Strategy. Its actual effect, from the perspective of user experience, was verified via a within-subject design experiment using a 2-DOF platform with limited rotation angles. The result showed that compared with the common 2-DOF algorithms using the Linear Shrinkage Ratio Strategy, our algorithm provided users with better immersion, presence and overall satisfaction, though no significant difference was found regarding simulator sickness. This positive result demonstrated the potential of the algorithm proposed here and may help to enhance the user experience of various kinds of motion platforms. | Zhejun Liu, Qin Guo, Zhifeng Jin![]() 柳喆俊,郭钦,金智峰 ![]() | Virtual, Augmented and Mixed Reality | EI Compendex Inspec |
2019 | A VRLE Design Scheme for the Learning of Film Making 用于影视创作教学的虚拟学习环境设计方案研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Education of film making has made great progress since the earliest film and television departments were established in American universities in early 1960s. Nowadays, students can learn theories and techniques of film making either online or in a classroom. But the cost of actually shooting a film for practice purposes is still too high and keeps many learners from getting enough training. In recent years, with the development of science and technology, virtual reality (VR) has been applied to various fields, including medicine, entertainment, education, military, and aerospace. The application of VR technology will promisingly become the next big leap in the future development of education. This paper focuses on how to effectively design a virtual reality learning system to help future film makers solve the problem of insufficient practice in resource constrained situations. A prototype of the system was developed based on prior research conclusions, and 12 participants were recruited to experience the system and answer questionnaires followed by in-depth interviews. The qualitative research results shew that the practice carried out in a virtual reality environment was certainly usable and effective. In conclusion, virtual reality technology may very likely play an important role in the education of film makers. | Xi Qiao, Zhejun Liu![]() 乔茜,柳喆俊 ![]() | Learning and Collaboration Technologies | EI Compendex Inspec |
2019 | Virtual Dome System Using HMDs: An Alternative to the Expensive and Less Accessible Physical Domes 基于头戴显示器的虚拟球幕:作为昂贵且可达性低的物理球幕的一种替代 ▼ 摘要 · Abstract ▲ 摘要 · Abstract It is known that the dome display, as one of the Immersive Virtual Environments (IVEs), has its prominent advantages that viewers can experience highly immersive sensation thanks to the frameless image with a wide Field of View (FOV). However, fulldome projection systems have limited accessibility because of the technical complexity and high construction cost. Recently, the development and popularization of Head-Mounted Displays (HMDs) have changed the ways of inquiry and production in many media industries. In this research, the authors developed a virtual dome system using HMDs and assessed it quantitatively from the perspective of user immersion. An experiment was conducted to compare the difference of users' immersion between a physical dome and a virtual one using modified Immersive Tendency Questionnaire (ITQ) and the Virtual Reality Immersion (VRI) Questionnaire. 44 participants took part in this research. In conclusion, as far as user immersion is concerned, the virtual dome system is capable of bringing a similar, if not better, experience when compared with the physical one. Although the defects intrinsic to a virtual dome system, such as the limited resolution, uncomfortableness to wear and the lack of shared experience should not be overlooked, this paper proved that the virtual dome system can be a relatively low-cost and more accessible alternative for one to experience a fulldome movie, and thus worth further study and application. | Yun Liu, Zhejun Liu![]() 刘芸,柳喆俊 ![]() | Virtual, Augmented and Mixed Reality | EI Compendex Inspec CPCI-S |
2018 | Does the Quality of Digital Teaching Materials Matter? A Comparative Study of Art Students' Classroom Behavior and Learning Outcomes 数字教学资源的品质是否重要?基于艺术生课堂行为与学习成效的对比研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Today, digital media facilities have already become a part of the standard classroom configuration. And therefore, digital teaching materials (DTMs in short) like Powerpoint or Keynote slides are widely used by teachers from different educational organizations all over the world. A common assumption is that DTMs of higher quality would help teachers to make their students more attentive in the classroom and would lead to more rewarding learning outcomes. However, a well-designed DTM usually means a considerable amount of time and/or money investment which really needs to be justified. Trying to answer whether the quality of DTMs does matter, an experiment was designed and carried out with art students from a university and a secondary vocational school in Shanghai. In the comparative experiment, they were divided randomly into several groups to learn abstract concepts of 3D animation with either high or low-quality DTMs. Data was collected and analyzed to see whether the quality of DTM led to significant differences in three aspects: affective, cognitive and behavioral. The results of the experiment revealed that high-quality DTMs surpassed low-quality ones in most cases, but the advantages over the low-quality DTMs were not as prominent as we expected. These findings suggested a second thought before making a decision on the investment of a fancy but expensive DTM. | Zhejun Liu![]() 柳喆俊 ![]() | Learning and Collaboration Technologies | EI Compendex Inspec CPCI-S/SSH |
2018 | A Novel Way of Estimating a User's Focus of Attention in a Virtual Environment 一种在虚拟环境中推断用户注意力焦点的创新方法 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Results from prior experiments suggested that measuring immersion objectively (using eye trackers) can be a very important supplement to subjective tests (with questionnaires). But traditional eye trackers are not usable together with VR HMDs (Head Mounted Displays) because they cannot "see" an audience's eyes occluded by helmets. The eye trackers compatible with HMDs are not easily accessible to students, researchers and developers in small studios because of the high prices. This paper explores a novel way of estimating a user's focus of attention in a virtual environment. An experiment measuring the relationship between subject's head movement and eyesight was conducted to investigate whether eye movement can be closely approximated by head rotation. The findings suggested that people's eyesight tended to remain in the central area of the HMD when playing a VR game and the HMD orientation data was very close to the eyesight direction. And therefore, this novel way that employs no other equipment than HMDs themselves can hopefully be used to estimate a user's focus of attention in a much more economic and convenient manner. | Xuanchao He and Zhejun Liu![]() 贺炫超,柳喆俊 ![]() | Virtual, Augmented and Mixed Reality | EI Compendex Inspec CPCI-S |
2016 | Advances and Tendencies: A Review of Recent Studies on Virtual Reality for Pain Management 进展与趋势:虚拟现实技术运用于疼痛管理的研究近况综述 ▼ 摘要 · Abstract ▲ 摘要 · Abstract In the progress of civilization, humans have developed various ways of pain management. Virtual reality (VR in short), a technology to create an illusion of presence in cyberspace is a new addition to this inventory. Because of its immersive and distractive nature, researchers believe that VR may be safer and more effective than traditional analgesic methods. There has been a number of studies in this field and the interest continues to grow. In order to summarize achievements obtained so far and figure out gaps for future research possibilities, by reviewing more than 100 articles, this article try to point out novel or unusual research perspectives so as to suggest future research possibilities. | Zhejun Liu, Sijia Wangluo and Hua Dong![]() 柳喆俊,王罗思佳,董华 ![]() | Virtual, Augmented and Mixed Reality | EI Compendex Inspec |
2016 | Virtual Reality Technology for Pain Management 用于疼痛管理的虚拟现实技术 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Human beings have figured out numerous means to cope with pain, and virtual reality (VR) technology is a new addition to this inventory. This paper reviews relevant articles published in recent 10 years, with a focus on methods and techniques of VR application. It aims to provide a comprehensive picture of VR technology for pain management, thus aiding researchers who are interested in exploring this field further. | Zhejun Liu and Hua Dong![]() 柳喆俊,董华 ![]() | Design Around People | |
2015 | StringWeaver: Research on a Framework with an Alterable Physical Interface for Generative Art 弦织者:生成艺术的可变物理界面设计框架研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract In order to improve the input interface for generative art, the author was inspired by a traditional game called string figure to design a framework with an alterable physical input interface named StringWeaver. The input system of StringWeaver is consisted of strings (made of black conductive rubber tube) which can be customized physically by rearranging and blob tracking system that can track audience finger. The visual output is directly projected on the input interface with music and sound generated. StringWeaver was proved to be useful by three prototypes developed under the framework of it. Limitations and future work are introduced at the end of the paper. | Yunshui Jin and Zhejun Liu![]() 金云水,柳喆俊 ![]() | Human-Computer Interaction | EI Compendex Inspec |
2015 | Fast Scheme for Projective Geometric Correction and Edge Blending Based on High Dynamic Range Images 一种利用高动态范围图案完成投影几何校正与边缘混合的快速解决方案 ▼ 摘要 · Abstract ▲ 摘要 · Abstract With the development of graphic processing unit (GPU) power, it is now possible to implement geometric correction and edge blending functions on a single computer. However, the processing resources consumed by the geometric correction and edge blending phases still burden the system and slow down the main application considerably. A new platform independent scheme is proposed, minimizing the negative influence on performance. In this scheme, parameters for geometric correction and edge blending are firstly defined in an interactive way and recorded as a 32-bit high dynamic range (HDR) image, which is then used by high level shading language(HLSL) codes embedded in the main application as a lookup table, greatly reducing the computational complexity and enhancing flexibility. | Zhejun Liu and Yunshui Jin![]() 柳喆俊,金云水 ![]() | Journal of Donghua University Progress in Informatics and Computing | EI Compendex Inspec |
2014 | The Study of Interactive Design in Service Systems for Community Self-help Charitable Facilities 社区自助慈善设施服务系统的交互设计研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract With the birth of ergonomics, interactive design has covered many fields including psychology, physiology, sociology and economics. From a broader perspective, new concepts of interactive design study how to help consumers to use products or services in a more efficient, convenient and pleasant way. In the process of this study of the interactive design in service systems for community self-help charitable facilities, we used a number of different tools including depth interview, questionnaire survey, video logging and so forth to carry out researches on the social experience brought about by the industrial design of interactive products, the emotion cultivation, reconstruction effects of interactive interface, and the methods of arranging and integrating interactive information. We also explored how interactive design helped to raise the additional value and service quality in a systematic service. This article also analyzes deeply on the service design of community self-help charitable facilities, finds out current predicaments and how to get out of them from the perspective of design: making full use of interactive design and its unique properties, innovating in the process of service design, carrying out practical research and finally resulting in the rapid development of charities in communities. The outcome of this article aims to serve as a reference for governmental and social organizations to promote civilian charities in a way benefiting most people. Furthermore, with the in-depth research of interactive design, this article is also expected to propose directions for the studies on service design in the future. | Xiaorui Zhou, Zhejun Liu![]() 周晓蕊,柳喆俊 ![]() | Cross-Cultural Design | EI Compendex |
2014 | 立体环幕影像低成本解决之道——基于HLSL后处理技术的三通道立体投影方法研究 A Low Cost Solution to Stereoscopic Projection on Cylindrical Screens: Study on 3-channel Stereoscopic Projection with Single Computer and HLSL Post Processing Techniques ▼ 摘要 · Abstract ▲ 摘要 · Abstract 立体环幕影像由于其放映系统成本高昂、很难在教育机构中普及,因此国内环幕及4D影片创作力量匮乏,片源长期依赖进口。为了降低创作成本,本文提出了只需单台电脑使可实现三通道立体投影的解决方案,通过HLSL 语言调用显卡GPU强大的计算能力实现实时的几何校正与边缘融合。最后、文章对该解决方案的实际应用效果进行了测试与分析,并阐述了其优缺点与未来研究方向。 | 柳喆俊 Zhejun Liu | 科技传播 Journal of Science Communication | |
2014 | 基于纹理渲染与纹理映射的实时球幕图像生成方法 Generating Real-time Image for Dome Screen Based on RTT and Texture Mapping ▼ 摘要 · Abstract ▲ 摘要 · Abstract 大多数影像设备与3DAPI都是基于平面影像设计的,因此,一般而言实时渲染图像并不能直接运用于球幕显示,必须通过称为“几何校正”(Geometric Correction)的运算才能产生正确的最终结果。目前主流的几何校正方法或者依赖昂贵的硬件设备完成,或者需要通过复杂的算法实现,对于缺少程序设计背景的创作者来说无法自由掌控。文章介绍了一种利用3DAPI中成熟的纹理渲染(RTT)与纹理映射(Texture Mapping)技术生成球幕图像的方法,不涉及任何C++或HLSL编程,在任何支持RTT的三维引擎上均可实现。 | 柳喆俊 Zhejun Liu | 艺术与设计 Journal of Art and Design | |
2013 | Teaching Art Students in English in China: A Challenging Task and a Rewarding Undertaking 中国艺术生的英语化教学:挑战严峻的任务、回报可期的事业 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Education globalization is not only an unstoppable trend, but also an encouraged and sometimes required practice in many universities. Unlike students majoring in science and liberal art disciplines, art students are known for their weakness in English, thus making teaching for them in that language very challenging in China. Based on the author's years of experience in English teaching for art students, this article analyzes the causes of art students' weakness in English, estimates the value of carrying out English teaching for art students, and finally puts forward the author's proposals on how to make this educational practice more successful and rewarding for everyone. | 柳喆俊 Zhejun Liu | Proceedings of the First International Symposium on Pedagogical Research 第一届教学法国际学术研讨会论文集 | |
2012 | 非平面影像表现形态与创作手法浅析 A Brief Analysis on the Forms and Creation Methods of Non-planar Images ▼ 摘要 · Abstract ▲ 摘要 · Abstract 非平面影像是新媒体艺术作品的视觉呈现形式,具有与众不同的艺术感染力以及独具一格的创作思路和方法。作为同济大学传播与艺术学院非平面影像实验室的重要设计者,作者在进行实验室规划的过程中对非平面影像的表现形态与创作手法进行了认真的思索,以明确继续进行理论研究与创作实践的方向。希望借此文分享一些尚不成熟的观点,以期抛砖引玉并与各位读者共同探索。 | 柳喆俊 Zhejun Liu | 万物的传媒主义——第五届全国新媒体艺术系主任(院长)论坛论文集 Environmental Media: Proceedings of the Deans' New Media Art Forum 2009 | |
2009 | 感觉、知觉与互动媒体艺术创作 Sense, Perception and the Creation of New Media Art ▼ 摘要 · Abstract ▲ 摘要 · Abstract 互动媒体艺术的精髓在于“互动”二字,而实现互动的前提是形成人与艺术品之间的闭合信息回路。“感觉”与“知觉”作为该信息回路中重要的环节,很大程度上决定了互动媒体艺术作品的成败与优劣。本文从感觉与知觉的概念入手,详细分析了人类感觉与知觉过程的特点,并提出了在互动媒体艺术创作过程中应当如何合理、巧妙地利用这些特点落实“以人为本”的创作理念。 | 柳喆俊 Zhejun Liu | 自主创新与持续增长——第十一届中国科协年会论文集 Self dependent innovation and sustainable development: 11th Annual Conference of China Association for Science and Technology 兼容·和而不同——第四届全国新媒体艺术系主任(院长)论坛论文集 Harmonious but Different: Proceedings of the Deans' New Media Art Forum 2009 | |
2009 | 浅析教学现场录像在电子艺术教学中的应用 Analysis on the Usage of Video Tutorials for Teaching 3D Animation ▼ 摘要 · Abstract ▲ 摘要 · Abstract 本文旨在分享作者在高校三维动画相关课程的教学过程中,利用屏幕录像软件制作教学现场录相作为教学辅助手段的经验心得,以期进一步改进完善并推广此教学方法,为高校电脑艺术专业的教学改革提供参考。 | 柳喆俊 Zhejun Liu | 艺术与设计 Journal of Art and Design | |
2008 | 高校电脑艺术专业人才培养模式浅析 A Brief Analysis on the Education Pattern for Digital Artists in Higher Schools ▼ 摘要 · Abstract ▲ 摘要 · Abstract 本文从电脑艺术专业人才所应具备的知识结构出发,从课堂传授、业余培训、业内实践、自我学习等不同角度分析当今国内电脑艺术教育领域的现状,并有针对性地提出对高等学校电脑艺术类专业的教育职能与办学定位的设想。 | 柳喆俊 Zhejun Liu | 新媒体·新观念·新生活——2008全国新媒体艺术系主任(院长)论坛论文集 New Media, New Idea, New Life: Proceedings of the Deans' New Media Art Forum 2008 | |
2007 | 高动态范围光照贴图在虚拟现实中的应用 Usage of High Dynamic Range Images in Virtual Reality ▼ 摘要 · Abstract ▲ 摘要 · Abstract 本文探讨在目前的软硬件条件下,如何在虚拟现实中运用高动态范围光照贴图进一步提升其视觉品质。研究目标是寻找获得高动态范围光照贴图的最佳途径,以及在虚拟现实合理使用高动态范围光照贴图的方法。 | 柳喆俊 Zhejun Liu | 艺术与设计 Journal of Art and Design |
发 表 论 文 · Publications
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年份 Year | 标题 Title |
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2023 | Systematic Review: Incorporating Serious Games into Public Environmental Education on Urban Wildlife Issues 系统性综述: 将严肃游戏用于城市野生动物相关问题的公众环境教育 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Urbanization has altered the urban environment, raising concerns among management experts and the general public about the survival of urban wildlife. On the other hand, the application of serious games in the fields of environmental education and biodiversity conservation has gradually improved over the past few years with the development of XR technology, data processing, and sensing technology. It has demonstrated the ability of the serious game to intervene in a number of fields, including formal and informal education, ecology-related conservation, and scientific research, as an appealing and functionally diversified medium. This study, mainly focusing on the issues of urban wildlife, presents the current state of serious game-related applications to intervene in this field through an analysis of examples and studies in the literature. Our intention is to understand the relevance of the intervention mechanisms, game elements and other factors to the goals of the intervention, to gain insights into the opportunities, risks and challenges, and hopefully to guide the direction of future research on the design of the intervention. |
2023 | A Comparison of Immersive and Non-Immersive VR for the Education of Filmmaking 运用于电影教育的沉浸式及非沉浸式VR比较研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Nowadays, both IVR (Immersive VR) and NIVR (Non-immersive VR) have already been adopted byfilmmakers and used in the education of filmmaking, but few studies have shown their differences in supporting learning. This article aims to compare these two forms of technology as educational tools for learning filmmaking and give suggestions on how to choose between them. Two applications with the same purpose and content were developed using IVR and NIVR technologies respectively. An experiment of within subject design was implemented using these two versions as experimental material. 39 subjects participated in experiment and the quantitative measures include presence, motivation and usability. SPSS was used for data analysis and the statistical results, together with interview reports showed that both technologies led to positive learning experience while IVR had better performance in the presence (especially in the “sensory & realism” and “involvement” subscales) and intrinsic motivation (especially in the “enjoyment” subscale) while NIVR was more accessible to the public and may provide more complex and powerful functions with sophisticated GUI. In conclusion, both technologies are capable of supporting the learning of filmmaking effectively when chosen for proper educational missions. |
2022 | Research on the Design of In-Cockpit Display Interface for Fighter Aircraft Based on Visual Attention Mechanism 基于视觉注意力机制的战斗机驾驶舱交互界面设计研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract The advances of aviation technology continue to boost the performance of fighter aircrafts and to complicate future sky battlefields, which continually add more and more information that must be presented to the pilot via the cockpit interface, significantly increasing his/her cognitive workload. This study analyzes the evolution of contemporary in-cockpit display interface of warplanes, identifies the general rules of the interface design and looks ahead to future development trends. By doing so, this study brings forward principles of cockpit display interface design from the perspective of visual attention mechanism and tests their effectiveness and feasibility via comparative experiments using simplified prototypes. |
2022 | Status and Trend: The Application of Educational VR Games in Teaching Chinese as a Foreign Language VR游戏应用于对外汉语教育的现状与趋势研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract With more frequent international exchanges, the value of studying a foreign language is becoming increasingly apparent, and Chinese is becoming the language of choice for an increasing number of people. Virtual reality technology, with its ability to create fully immersive environments, has given foreign language learners a new lease of life, and academics believe that games have the potential to create virtual worlds rich of cultural and social value. As a result, the purpose of this work is to examine the current status and limitations of virtual reality games for Chinese language learning from three perspectives: academic literature, game applications, and online resources, as well as to recommend future research areas. According to the findings, the virtual reality games have shown a positive impact on Chinese learning, especially those adopting immersive VR system; most of the VR games are used to assist adult beginners in integrated language learning and cultural experience, with the impact on higher levels to be explored more; the suggestions on designing a better VR Chinese game are also given, including combining the characteristics of Chinese language, fully presenting the textbook content, and providing regular and timely corrective feedback. Limitations found in the previous studies are small sample size, single interaction mode, no placement test and so on. In the future, we expect to see more interdisciplinary experts work together and more VR games created to display characteristics of the Chinese language well, to completely exploit the capabilities of VR technology, and to produce lots of pleasure. |
2021 | Research on Perceptual Cues of Interactive Narrative in Virtual Reality VR交互叙事中的知觉线索问题研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract From words, images, films to games, the development of narrative is inseparable from the evolution of media. With the advent of virtual reality, the traditional paradigms of storytelling need to be expanded. VR can simulate the real world vividly to an unprecedented extent, in which users can choose their own perspectives freely during their exploration. However, in addition to great immersion and presence, this powerful new technology also brings new challenges to interactive storytellers who are familiar with the traditional "framebound" media. To keep users focused on the storyline efficiently and naturally in VR, new ways of perceptual cues need to be explored and verified. Through a comparative experiment, we tested how well the existing perceptual cues could meet our expectations using "Secondary Mission", an original interactive narrative VR game, as a case for study. Based on our findings, design strategies for planning perceptual cues in VR interactive narratives were proposed to help in improving users' experience. |
2021 | Consistency in Multi-device Service including VR : A Case Study 基于案例的含VR多终端交互服务体验一致性研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Nowadays, we have entered a world of multi-device experiences. This phenomenon poses a significant challenge because we have to deploy applications to different platforms, with a consistent UX for each targeted device preferably. Consistency provides users with a stable framework in similar contexts and helps to improve multi-device usability. Many previous studies focus on maintaining consistency among traditional platforms like smartphones apps and websites. However, with the rapid development of VR, it is crucial to add it to the spectrum because the design for VR differs from that for traditional 2D screens a lot. Therefore, this paper proposes a series of design principles to ensure the consistency across multiple devices including HMD-VR, along with four dimensions of consistency worth considering. We use Virtual Experiment of Film Language, a multi-device serious game as an example. Twelve participants were recruited to experience the VR and WebGL versions of the game to spot inconsistency issues. After that, the game was modified according to the survey results and evaluated by the participants again. The evaluation result showed that consistency was improved. We proposed three consistency design principles based on our findings. They can help multi-device applications improve consistency across devices so as to enhance inter-usability and user experience. |
2020 | Using Guided Cognitive Illusions to Compensate for the Motion Limits of 4D Seats 利用引导下的认知错觉补偿4D座椅运动局限性的研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Presently 4D seats are widely used as an approach of training and entertainment in various industries. However, most 4D seats can move and/or rotate within a pretty limited range, making them impossible to faithfully copy the motion of a real or simulated vehicle without any sacrifice. Considering the fact that vision provides most information to a human being for pose judgement, we proposed a scheme where eye-body inconsistency was deliberately created to guide a user's perception of body rotation so as to make more room for overlimit moves. We conducted two experiments to verify its effectiveness from the perspective of user experience and the findings were partially in accordance with our expectation. |
2020 | Research on a Washout Algorithm for 2-DOF Motion Platforms 二自由度运动平台洗出算法研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract This paper proposes a new washout algorithm optimized from those designed for 6-DOF Stewart platforms using the Human Vestibular Based Strategy. Its actual effect, from the perspective of user experience, was verified via a within-subject design experiment using a 2-DOF platform with limited rotation angles. The result showed that compared with the common 2-DOF algorithms using the Linear Shrinkage Ratio Strategy, our algorithm provided users with better immersion, presence and overall satisfaction, though no significant difference was found regarding simulator sickness. This positive result demonstrated the potential of the algorithm proposed here and may help to enhance the user experience of various kinds of motion platforms. |
2019 | A VRLE Design Scheme for the Learning of Film Making 用于影视创作教学的虚拟学习环境设计方案研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Education of film making has made great progress since the earliest film and television departments were established in American universities in early 1960s. Nowadays, students can learn theories and techniques of film making either online or in a classroom. But the cost of actually shooting a film for practice purposes is still too high and keeps many learners from getting enough training. In recent years, with the development of science and technology, virtual reality (VR) has been applied to various fields, including medicine, entertainment, education, military, and aerospace. The application of VR technology will promisingly become the next big leap in the future development of education. This paper focuses on how to effectively design a virtual reality learning system to help future film makers solve the problem of insufficient practice in resource constrained situations. A prototype of the system was developed based on prior research conclusions, and 12 participants were recruited to experience the system and answer questionnaires followed by in-depth interviews. The qualitative research results shew that the practice carried out in a virtual reality environment was certainly usable and effective. In conclusion, virtual reality technology may very likely play an important role in the education of film makers. |
2019 | Virtual Dome System Using HMDs: An Alternative to the Expensive and Less Accessible Physical Domes 基于头戴显示器的虚拟球幕:作为昂贵且可达性低的物理球幕的一种替代 ▼ 摘要 · Abstract ▲ 摘要 · Abstract It is known that the dome display, as one of the Immersive Virtual Environments (IVEs), has its prominent advantages that viewers can experience highly immersive sensation thanks to the frameless image with a wide Field of View (FOV). However, fulldome projection systems have limited accessibility because of the technical complexity and high construction cost. Recently, the development and popularization of Head-Mounted Displays (HMDs) have changed the ways of inquiry and production in many media industries. In this research, the authors developed a virtual dome system using HMDs and assessed it quantitatively from the perspective of user immersion. An experiment was conducted to compare the difference of users' immersion between a physical dome and a virtual one using modified Immersive Tendency Questionnaire (ITQ) and the Virtual Reality Immersion (VRI) Questionnaire. 44 participants took part in this research. In conclusion, as far as user immersion is concerned, the virtual dome system is capable of bringing a similar, if not better, experience when compared with the physical one. Although the defects intrinsic to a virtual dome system, such as the limited resolution, uncomfortableness to wear and the lack of shared experience should not be overlooked, this paper proved that the virtual dome system can be a relatively low-cost and more accessible alternative for one to experience a fulldome movie, and thus worth further study and application. |
2018 | Does the Quality of Digital Teaching Materials Matter? A Comparative Study of Art Students' Classroom Behavior and Learning Outcomes 数字教学资源的品质是否重要?基于艺术生课堂行为与学习成效的对比研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Today, digital media facilities have already become a part of the standard classroom configuration. And therefore, digital teaching materials (DTMs in short) like Powerpoint or Keynote slides are widely used by teachers from different educational organizations all over the world. A common assumption is that DTMs of higher quality would help teachers to make their students more attentive in the classroom and would lead to more rewarding learning outcomes. However, a well-designed DTM usually means a considerable amount of time and/or money investment which really needs to be justified. Trying to answer whether the quality of DTMs does matter, an experiment was designed and carried out with art students from a university and a secondary vocational school in Shanghai. In the comparative experiment, they were divided randomly into several groups to learn abstract concepts of 3D animation with either high or low-quality DTMs. Data was collected and analyzed to see whether the quality of DTM led to significant differences in three aspects: affective, cognitive and behavioral. The results of the experiment revealed that high-quality DTMs surpassed low-quality ones in most cases, but the advantages over the low-quality DTMs were not as prominent as we expected. These findings suggested a second thought before making a decision on the investment of a fancy but expensive DTM. |
2018 | A Novel Way of Estimating a User's Focus of Attention in a Virtual Environment 一种在虚拟环境中推断用户注意力焦点的创新方法 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Results from prior experiments suggested that measuring immersion objectively (using eye trackers) can be a very important supplement to subjective tests (with questionnaires). But traditional eye trackers are not usable together with VR HMDs (Head Mounted Displays) because they cannot "see" an audience's eyes occluded by helmets. The eye trackers compatible with HMDs are not easily accessible to students, researchers and developers in small studios because of the high prices. This paper explores a novel way of estimating a user's focus of attention in a virtual environment. An experiment measuring the relationship between subject's head movement and eyesight was conducted to investigate whether eye movement can be closely approximated by head rotation. The findings suggested that people's eyesight tended to remain in the central area of the HMD when playing a VR game and the HMD orientation data was very close to the eyesight direction. And therefore, this novel way that employs no other equipment than HMDs themselves can hopefully be used to estimate a user's focus of attention in a much more economic and convenient manner. |
2016 | Advances and Tendencies: A Review of Recent Studies on Virtual Reality for Pain Management 进展与趋势:虚拟现实技术运用于疼痛管理的研究近况综述 ▼ 摘要 · Abstract ▲ 摘要 · Abstract In the progress of civilization, humans have developed various ways of pain management. Virtual reality (VR in short), a technology to create an illusion of presence in cyberspace is a new addition to this inventory. Because of its immersive and distractive nature, researchers believe that VR may be safer and more effective than traditional analgesic methods. There has been a number of studies in this field and the interest continues to grow. In order to summarize achievements obtained so far and figure out gaps for future research possibilities, by reviewing more than 100 articles, this article try to point out novel or unusual research perspectives so as to suggest future research possibilities. |
2016 | Virtual Reality Technology for Pain Management 用于疼痛管理的虚拟现实技术 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Human beings have figured out numerous means to cope with pain, and virtual reality (VR) technology is a new addition to this inventory. This paper reviews relevant articles published in recent 10 years, with a focus on methods and techniques of VR application. It aims to provide a comprehensive picture of VR technology for pain management, thus aiding researchers who are interested in exploring this field further. |
2015 | StringWeaver: Research on a Framework with an Alterable Physical Interface for Generative Art 弦织者:生成艺术的可变物理界面设计框架研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract In order to improve the input interface for generative art, the author was inspired by a traditional game called string figure to design a framework with an alterable physical input interface named StringWeaver. The input system of StringWeaver is consisted of strings (made of black conductive rubber tube) which can be customized physically by rearranging and blob tracking system that can track audience finger. The visual output is directly projected on the input interface with music and sound generated. StringWeaver was proved to be useful by three prototypes developed under the framework of it. Limitations and future work are introduced at the end of the paper. |
2015 | Fast Scheme for Projective Geometric Correction and Edge Blending Based on High Dynamic Range Images 一种利用高动态范围图案完成投影几何校正与边缘混合的快速解决方案 ▼ 摘要 · Abstract ▲ 摘要 · Abstract With the development of graphic processing unit (GPU) power, it is now possible to implement geometric correction and edge blending functions on a single computer. However, the processing resources consumed by the geometric correction and edge blending phases still burden the system and slow down the main application considerably. A new platform independent scheme is proposed, minimizing the negative influence on performance. In this scheme, parameters for geometric correction and edge blending are firstly defined in an interactive way and recorded as a 32-bit high dynamic range (HDR) image, which is then used by high level shading language(HLSL) codes embedded in the main application as a lookup table, greatly reducing the computational complexity and enhancing flexibility. |
2014 | The Study of Interactive Design in Service Systems for Community Self-help Charitable Facilities 社区自助慈善设施服务系统的交互设计研究 ▼ 摘要 · Abstract ▲ 摘要 · Abstract With the birth of ergonomics, interactive design has covered many fields including psychology, physiology, sociology and economics. From a broader perspective, new concepts of interactive design study how to help consumers to use products or services in a more efficient, convenient and pleasant way. In the process of this study of the interactive design in service systems for community self-help charitable facilities, we used a number of different tools including depth interview, questionnaire survey, video logging and so forth to carry out researches on the social experience brought about by the industrial design of interactive products, the emotion cultivation, reconstruction effects of interactive interface, and the methods of arranging and integrating interactive information. We also explored how interactive design helped to raise the additional value and service quality in a systematic service. This article also analyzes deeply on the service design of community self-help charitable facilities, finds out current predicaments and how to get out of them from the perspective of design: making full use of interactive design and its unique properties, innovating in the process of service design, carrying out practical research and finally resulting in the rapid development of charities in communities. The outcome of this article aims to serve as a reference for governmental and social organizations to promote civilian charities in a way benefiting most people. Furthermore, with the in-depth research of interactive design, this article is also expected to propose directions for the studies on service design in the future. |
2014 | 立体环幕影像低成本解决之道——基于HLSL后处理技术的三通道立体投影方法研究 A Low Cost Solution to Stereoscopic Projection on Cylindrical Screens: Study on 3-channel Stereoscopic Projection with Single Computer and HLSL Post Processing Techniques ▼ 摘要 · Abstract ▲ 摘要 · Abstract 立体环幕影像由于其放映系统成本高昂、很难在教育机构中普及,因此国内环幕及4D影片创作力量匮乏,片源长期依赖进口。为了降低创作成本,本文提出了只需单台电脑使可实现三通道立体投影的解决方案,通过HLSL 语言调用显卡GPU强大的计算能力实现实时的几何校正与边缘融合。最后、文章对该解决方案的实际应用效果进行了测试与分析,并阐述了其优缺点与未来研究方向。 |
2014 | 基于纹理渲染与纹理映射的实时球幕图像生成方法 Generating Real-time Image for Dome Screen Based on RTT and Texture Mapping ▼ 摘要 · Abstract ▲ 摘要 · Abstract 大多数影像设备与3DAPI都是基于平面影像设计的,因此,一般而言实时渲染图像并不能直接运用于球幕显示,必须通过称为“几何校正”(Geometric Correction)的运算才能产生正确的最终结果。目前主流的几何校正方法或者依赖昂贵的硬件设备完成,或者需要通过复杂的算法实现,对于缺少程序设计背景的创作者来说无法自由掌控。文章介绍了一种利用3DAPI中成熟的纹理渲染(RTT)与纹理映射(Texture Mapping)技术生成球幕图像的方法,不涉及任何C++或HLSL编程,在任何支持RTT的三维引擎上均可实现。 |
2013 | Teaching Art Students in English in China: A Challenging Task and a Rewarding Undertaking 中国艺术生的英语化教学:挑战严峻的任务、回报可期的事业 ▼ 摘要 · Abstract ▲ 摘要 · Abstract Education globalization is not only an unstoppable trend, but also an encouraged and sometimes required practice in many universities. Unlike students majoring in science and liberal art disciplines, art students are known for their weakness in English, thus making teaching for them in that language very challenging in China. Based on the author's years of experience in English teaching for art students, this article analyzes the causes of art students' weakness in English, estimates the value of carrying out English teaching for art students, and finally puts forward the author's proposals on how to make this educational practice more successful and rewarding for everyone. |
2012 | 非平面影像表现形态与创作手法浅析 A Brief Analysis on the Forms and Creation Methods of Non-planar Images ▼ 摘要 · Abstract ▲ 摘要 · Abstract 非平面影像是新媒体艺术作品的视觉呈现形式,具有与众不同的艺术感染力以及独具一格的创作思路和方法。作为同济大学传播与艺术学院非平面影像实验室的重要设计者,作者在进行实验室规划的过程中对非平面影像的表现形态与创作手法进行了认真的思索,以明确继续进行理论研究与创作实践的方向。希望借此文分享一些尚不成熟的观点,以期抛砖引玉并与各位读者共同探索。 |
2009 | 感觉、知觉与互动媒体艺术创作 Sense, Perception and the Creation of New Media Art ▼ 摘要 · Abstract ▲ 摘要 · Abstract 互动媒体艺术的精髓在于“互动”二字,而实现互动的前提是形成人与艺术品之间的闭合信息回路。“感觉”与“知觉”作为该信息回路中重要的环节,很大程度上决定了互动媒体艺术作品的成败与优劣。本文从感觉与知觉的概念入手,详细分析了人类感觉与知觉过程的特点,并提出了在互动媒体艺术创作过程中应当如何合理、巧妙地利用这些特点落实“以人为本”的创作理念。 |
2009 | 浅析教学现场录像在电子艺术教学中的应用 ▼ 摘要 · Abstract ▲ 摘要 · Abstract 本文旨在分享作者在高校三维动画相关课程的教学过程中,利用屏幕录像软件制作教学现场录相作为教学辅助手段的经验心得,以期进一步改进完善并推广此教学方法,为高校电脑艺术专业的教学改革提供参考。 |
2008 | 高校电脑艺术专业人才培养模式浅析 A Brief Analysis on the Education Pattern for Digital Artists in Higher Schools ▼ 摘要 · Abstract ▲ 摘要 · Abstract 本文从电脑艺术专业人才所应具备的知识结构出发,从课堂传授、业余培训、业内实践、自我学习等不同角度分析当今国内电脑艺术教育领域的现状,并有针对性地提出对高等学校电脑艺术类专业的教育职能与办学定位的设想。 |
2007 | 高动态范围光照贴图在虚拟现实中的应用 Usage of High Dynamic Range Images in Virtual Reality ▼ 摘要 · Abstract ▲ 摘要 · Abstract 本文探讨在目前的软硬件条件下,如何在虚拟现实中运用高动态范围光照贴图进一步提升其视觉品质。研究目标是寻找获得高动态范围光照贴图的最佳途径,以及在虚拟现实合理使用高动态范围光照贴图的方法。 |
学 位 论 文 · Dissertations
年份 · Year | 作者 · Author | 标题 · Title |
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2024 | 陈星珲 Xinghui Chen | 游戏化虚拟展馆体验设计研究 Research on the Experience Design of Gamified Virtual Exhibition 点击阅读更多内容 · Click to read more ◥ |
2024 | 张慕财 Mucai Zhang | VR场景下间接虚拟屏幕的多点触控交互设计研究 Research on Multi-Touch Interaction Design for Indirect Virtual Screens in VR Environments 点击阅读更多内容 · Click to read more ◥ |
2024 | 古坷懿 Keyi Gu | 面向公众环境教育的严肃游戏设计——以城市野生动物与人的关系为议题 Serious Game Design for Public Environmental Education: Focusing on the Relationship between Urban Wildlife and Humans 点击阅读更多内容 · Click to read more ◥ |
2023 | 贺蒽堂 Entang He | VR交互叙事语境下的引导线索设计研究 Research on the Design of Guiding Cues in the Context of VR Interactive Narrative 点击阅读更多内容 · Click to read more ◥ |
2023 | 罗珍 Zhen Luo | 服务于第二语言文化认知的VR教育游戏设计研究——以对外汉语教育游戏为例 Research on the Design of VR Educational Games Serving Second Language Cultural Cognition: A Case Study of Chinese as a Foreign Language Educational Game 点击阅读更多内容 · Click to read more ◥ |
2023 | 李林键 Linjian Li | 基于视觉注意机制的战斗机下视显示界面布局设计研究 Research on Aircraft Head Down Display Interface Layout Design Based on Visual Attention Mechanism 点击阅读更多内容 · Click to read more ◥ |
2023 | Nicolò 尼克 | Supporting Chinese as a foreign language learning through contextual flashcards in augmented reality 用于对外汉语学习的AR情景抽认卡设计研究 点击阅读更多内容 · Click to read more ◥ |
2022 | 谢天 Tian Xie | 跨VR多设备应用的用户体验一致性研究 —— 以VR严肃游戏《镜头语言虚拟实验》为例 A study on the consistency of UX in multi-device applications including VR: take a VR serious game " Virtual Experiment of Film Language " as an example 点击阅读更多内容 · Click to read more ◥ |
2022 | 余国东 Guodong Yu | 动画影像符码建构研究 Study on the Construction of Animation Code 点击阅读更多内容 · Click to read more ◥ |
2021 | 郭钦 Qin Guo | 基于体验的4DVR交互媒体设计研究 Research of experience-based 4DVR interactive media design 点击阅读更多内容 · Click to read more ◥ |
学 位 论 文 · Dissertations
年份 Year | 作者 Author | 标题 Title |
---|---|---|
2024 | 陈星珲 Xinghui Chen | 游戏化虚拟展馆体验设计研究 Research on the Experience Design of Gamified Virtual Exhibition 点击阅读更多内容 · Click to read more ◥ |
2024 | 张慕财 Mucai Zhang | VR场景下间接虚拟屏幕的多点触控交互设计研究 Research on Multi-Touch Interaction Design for Indirect Virtual Screens in VR Environments 点击阅读更多内容 · Click to read more ◥ |
2024 | 古坷懿 Keyi Gu | 面向公众环境教育的严肃游戏设计——以城市野生动物与人的关系为议题 Serious Game Design for Public Environmental Education: Focusing on the Relationship between Urban Wildlife and Humans 点击阅读更多内容 · Click to read more ◥ |
2023 | 贺蒽堂 Entang He | VR交互叙事语境下的引导线索设计研究 Research on the Design of Guiding Cues in the Context of VR Interactive Narrative 点击阅读更多内容 · Click to read more ◥ |
2023 | 罗珍 Zhen Luo | 服务于第二语言文化认知的VR教育游戏设计研究——以对外汉语教育游戏为例 Research on the Design of VR Educational Games Serving Second Language Cultural Cognition: A Case Study of Chinese as a Foreign Language Educational Game 点击阅读更多内容 · Click to read more ◥ |
2023 | 李林键 Linjian Li | 基于视觉注意机制的战斗机下视显示界面布局设计研究 Research on Aircraft Head Down Display Interface Layout Design Based on Visual Attention Mechanism 点击阅读更多内容 · Click to read more ◥ |
2023 | Nicolò 尼克 | Supporting Chinese as a foreign language learning through contextual flashcards in augmented reality 用于对外汉语学习的AR情景抽认卡设计研究 点击阅读更多内容 · Click to read more ◥ |
2022 | 谢天 Tian Xie | 跨VR多设备应用的用户体验一致性研究 —— 以VR严肃游戏《镜头语言虚拟实验》为例 A study on the consistency of UX in multi-device applications including VR: take a VR serious game " Virtual Experiment of Film Language " as an example 点击阅读更多内容 · Click to read more ◥ |
2022 | 余国东 Guodong Yu | 动画影像符码建构研究 Study on the Construction of Animation Code 点击阅读更多内容 · Click to read more ◥ |
2021 | 郭钦 Qin Guo | 基于体验的4DVR交互媒体设计研究 Research of experience-based 4DVR interactive media design 点击阅读更多内容 · Click to read more ◥ |
科 研 项 目 · Research Projects
年份 · Year | 名称 · Name | 身份 · Role | 类型 · Type | 简介 · Intro |
---|---|---|---|---|
2024 | 文旅主题游戏设计与开发 Game Design and Development for Tourism | 负责 Project Leader | 教学研究 Educational Research | 文旅主题游戏创作校企合作教学研究 Collaborative educational research of the creation of tourism themed games with Unity & TJAD. |
2023 | 基于福格行为模型的白血病患儿游戏化数智饮食管理模式构建及实证研究 >Construction and verification of a gamified intelligent dietary management model for children with leukemia based on the Fogg behavioral model | 参与 Participant | 应用研究 Application Research | 参与国家自然科学基金项目 Participate in an NSFC project. |
2023 | 基于Unity的文旅游戏设计创新 Game Design and Development for Tourism with Unity | 负责 Project Leader | 教学研究 Educational Research | 文旅主题游戏创作校企合作教学研究 Collaborative educational research of the creation of tourism themed games with Unity & TJAD. |
2023 | 游戏社会价值探索与设计实践 Exploration and Utilization of the Positive Social Value of Gaming | 负责 Project Leader | 教学研究 Educational Research | 中国传统文化主题游戏创作校企合作教学研究 Collaborative educational research of the creation of traditional Chinese cultrue themed games with Tencent. |
2023 | 航天元宇宙展馆设计与开发 Design and Development of a Space Technology Themed Metaverse Museum | 负责 Project Leader | 应用研究 Application Research | 微信小程序形式的航天元宇宙展馆设计与开发 Design and development of a space technology themed metaverse museum in the form of a Wechat mini program. |
2022 | 中英创意旅游:AR技术在康沃尔和苏州园林的应用 Creative tourism in the UK and China: Augmented Reality for gardens in Cornwall and Suzhou | 参与 Participant | 应用研究 Application Research | 参与Je-S中英联合项目 Participate in the Je-S Sino-UK project. |
2022 | 基于高程数据的数字地球技术研究 Research of the Digtal Earth Technology Based on Altitude Data | 负责 Project Leader | 应用研究 Application Research | Unity中基于瓦片地图的高精度数字地球显示技术 Visualization technology for high-resolution digital earth based on tile maps in Unity. |
2022 | 功能性游戏设计与开发实践教学研究 The Educational Research for the Design and Development of Serious Games | 负责 Project Leader | 教学研究 Educational Research | 工业与科技主题游戏创作校企合作教学研究 Collaborative educational research of the creation of industry and technology themed games with Tencent. |
2022 | 潜航游戏设计与开发 Design and Development of the Immersive Game of Submersible Simulation | 负责 Project Leader | 应用研究 Application Research | 沉浸式多人4DVR游戏设计与开发 Design and development of a multi-player immersive 4DVR game. |
2022 | 舰载机游戏设计与开发 Design and Development of the Immersive Game of Carrier-based Aircrafts Simulation | 负责 Project Leader | 应用研究 Application Research | 沉浸式体感游戏设计与开发 Design and development of a motion-platform-based immersive game. |
2021 | 基于扩展现实技术和上海红色IP资源的沉浸式叙事研究 A Study on the Immersive Narratives of the IP Resources of the Revolutionary History Heritages in Shanghai with XR Technologies | 参与 Participant | 应用研究 Application Research | 参与上海市艺术科学规划项目 Participate in planned Shanghai art research project. |
2021 | 环同济知识经济圈品牌标识设计征集 Logo Design Competition for Pan-Tongji Economy Zone | 负责 Project Leader | 社会服务 Social Service | 环同济知识经济圈Logo征集大赛组织 Organizing the logo design competition for Pan-Tongji Economy Zone. |
2021 | 卫星虚拟仿真系统基础技术研究 Fundamental Technology Research for Satellite Simulation | 负责 Project Leader | 应用研究 Application Research | 卫星实时可视化技术研究 Research of the technologies for realtime satellite visualization. |
2020 | VR结合二自由度运动平台洗出算法体感优化研究 Optimization of the Washout Algorithm for 2-DOF Motion Platforms with VR | 负责 Project Leader | 应用研究 Application Research | 二自由度运动平台洗出算法改进与效果验证 Improving and testing the washout algorithm of 2-DOF motion platforms. |
2020 | 已认定虚仿项目《镜头语言虚拟实验》系统性升级改造 Upgrade of the Virtual Experiment of Film Language | 负责 Project Leader | 实验教改 Experimental Education Reform | 《镜头语言虚拟实验》升级改造 Improving the Virtual Experiment of Film Language. |
2019 | 虚拟仿真实验教学项目《镜头语言虚拟实验》 Virtual Experiment of Film Language, an educational virtual experiment project | 负责 Project Leader | 教学研究 Educational Research | 一款我们自主开发的基于WebGL技术的镜头语言在线学习系统,获评国家级虚拟仿真一流课程。 An online WebGL interactive system for learners of film language created by us, selected as a National First-Class Course of Virtual Experiments. |
2019 | 基于程控座椅的沉浸式飞行模拟系统设计 Design of an Immersive Flight Simulator with a Programmable 4D Seat | 负责 Project Leader | 应用研究 Application Research | 沉浸式娱乐体验设计,内容包括歼15战斗机驾驶体验及空间站任务体验。 Immersive entertainment design, which includes the experience of flying a J15 jet fighter and exploring a space station. |
2019 | 基于程控座椅的沉浸式战舰驾驶模拟系统设计 Design of an Immersive Battle Ship Operation Simulator with a Programmable 4D Seat | 负责 Project Leader | 应用研究 Application Research | 沉浸式娱乐体验设计,内容包括战舰及月球车的驾驶体验。 Immersive entertainment design, which includes the experience of driving a battle ship and a moon rover. |
2019 | YH、TY卫星运行状态实时可视化系统设计 Design Real-time Visualization Systems of the YH and TY Satellites | 负责 Project Leader | 应用研究 Application Research | 根据真实数据显示卫星实时位置、姿态与工况 Diplay the position, orientation and working status of a satellite using realtime data. |
2019 | 用于航天运载服务推广的交互系统修改 Improvement of the Interactive Demonstration System for the Sales of Aerospace Services | 负责 Project Leader | 应用研究 Application Research | 原软件的修改与升级 Modification and upgrade of the original software. |
2019 | 用于展示的台风可视化VR系统设计 Visualization of Atmosphere Structure in VR | 负责 Project Leader | 应用研究 Application Research | 根据气象卫星数据,在VR环境中展现大气结构的动态变换过程。 Display the dynamic atmospheric structure in VR based on real world data from weather satellites. |
2018 | 通识选修课《生命的艺术》 The Art of Life, an elective course of general education | 共同负责 Project Co-leader | 教学研究 Educational Research | 艺术与传媒学院及生命科学学院联合设立的通识选修课程教改项目 Teaching reform project of a general education course established by the College of Arts and Media and the College of Life Science. |
2018 | 用于航天运载服务推广的交互系统设计 Developing an Interactive Demonstration System for the Sales of Aerospace Services | 负责 Project Leader | 应用研究 Application Research | 用于向海外客户推介我国航天服务的交互系统 An interactive system used to introduce aerospace services of China to foreign clients. |
2017 | 海底飞行节点地震仪工作原理演示动画设计 Designing an Animation to Explain the Mechanism of Undersea Earthquake-detecting Gliders | 负责 Project Leader | 应用研究 Application Research | 功能性三维动画设计与制作 Design and production of a functional 3D animation. |
2017 | 国家海底科学观测网阐释动画设计 Designing an Animation to Explain the Mechanism of National Ocean Observing Network | 负责 Project Leader | 应用研究 Application Research | 功能性三维动画设计与制作 Design and production of a functional 3D animation. |
2017 | FY-4卫星运行状态实时演示系统设计 Developing a Real-time Visualization System for the FY-4 Satellite | 负责 Project Leader | 应用研究 Application Research | 根据真实数据显示卫星实时位置、姿态与工况。 Diplay the position, orientation and working status of a satellite using realtime data. |
2016 | 新进教师教学技能提升训练研究 How to Enhance the Teaching Capacity of New Teachers | 负责 Project Leader | 教学研究 Educational Research | 致力于提升新进教师教学技能的教改项目 A teaching reform project aiming at rising new teachers' educational capacity. |
2016 | 卫星虚拟展示系统设计 Developing a Virtual Satellite Exhibition System | 负责 Project Leader | 应用研究 Application Research | 基于ZSpace的虚拟卫星拆装系统 A virtual satellite assembly/disembly sysytem using ZSpace. |
2016 | 卫星运动虚拟仿真系统设计 Developing a Real-time Simulation System to Visualize Satellite Movement | 负责 Project Leader | 应用研究 Application Research | 根据真实数据显示卫星实时位置、姿态与工况 Diplay the position, orientation and working status of a satellite using realtime data. |
2016 | 数字动画技术辅助阐释科研方案的创作研究 The Application of Digital Animation Techniques to Explain Scientific Research Projects | 负责 Project Leader | 教学研究 Educational Research | 功能性动画创作技术研究 Research on the production techniques of functional animations. |
2016 | 数字动画促进艺术生理解抽象概念的教学实效研究——以三维动画教学为例 A Study on the Effectiveness of Teaching Art Students about Abstract Concepts with the Help of Digital Animations: Using 3D Animation Lessons as an Example | 负责 Project Leader | 教学研究 Educational Research | 数字教学技术与教育方法研究 Research on digital teaching techniques and pedagogy. |
2015 | 虚拟球幕影像与航天动画创作研究 The Development of a Virtual Dome System and the Production of Animations for the Aerospace Industry | 负责 Project Leader | 应用研究 Application Research | 虚拟球幕影像及功能性动画制作相关技术研究 Technology research on virtual dome and functional animation production. |
科 研 项 目 · Research Projects
请使用电脑或手机横屏查看完整信息
For complete information, rotate or phone or use a PC please.
年份 Year | 名称 Name |
---|---|
2024 | 文旅主题游戏设计与开发 Game Design and Development for Tourism |
2023 | 基于福格行为模型的白血病患儿游戏化数智饮食管理模式构建及实证研究 >Construction and verification of a gamified intelligent dietary management model for children with leukemia based on the Fogg behavioral model |
2023 | 基于Unity的文旅游戏设计创新 Game Design and Development for Tourism with Unity |
2023 | 游戏社会价值探索与设计实践 Exploration and Utilization of the Positive Social Value of Gaming |
2022 | 中英创意旅游:AR技术在康沃尔和苏州园林的应用 Creative tourism in the UK and China: Augmented Reality for gardens in Cornwall and Suzhou |
2022 | 航天元宇宙展馆设计与开发 Design and Development of a Space Technology Themed Metaverse Museum |
2022 | 基于高程数据的数字地球技术研究 Research of the Digtal Earth Technology Based on Altitude Data |
2022 | 功能性游戏设计与开发实践教学研究 The Educational Research for the Design and Development of Serious Games |
2022 | 潜航游戏设计与开发 Design and Development of the Immersive Game of Submersible Simulation |
2021 | 基于扩展现实技术和上海红色IP资源的沉浸式叙事研究 A Study on the Immersive Narratives of the IP Resources of the Revolutionary History Heritages in Shanghai with XR Technologies |
2021 | 舰载机游戏设计与开发 Design and Development of the Immersive Game of Carrier-based Aircrafts Simulation |
2021 | 环同济知识经济圈品牌标识设计征集 Logo Design Competition for Pan-Tongji Economy Zone |
2020 | 卫星虚拟仿真系统基础技术研究 Fundamental Technology Research for Satellite Simulation |
2020 | VR结合二自由度运动平台洗出算法体感优化研究 Optimization of the Washout Algorithm for 2-DOF Motion Platforms with VR |
2019 | 已认定虚仿项目《镜头语言虚拟实验》系统性升级改造 Upgrade of the Virtual Experiment of Film Language |
2019 | 基于程控座椅的沉浸式飞行模拟系统设计 Design of an Immersive Flight Simulator with a Programmable 4D Seat |
2019 | 基于程控座椅的沉浸式战舰驾驶模拟系统设计 Design of an Immersive Battle Ship Operation Simulator with a Programmable 4D Seat |
2019 | YH、TY卫星运行状态实时可视化系统设计 Design Real-time Visualization Systems of the YH and TY Satellites |
2019 | 用于航天运载服务推广的交互系统修改 Improvement of the Interactive Demonstration System for the Sales of Aerospace Services |
2019 | 用于展示的台风可视化VR系统设计 Visualization of Atmosphere Structure in VR |
2018 | 通识选修课《生命的艺术》 The Art of Life, an elective course of general education |
2018 | 用于航天运载服务推广的交互系统设计 Developing an Interactive Demonstration System for the Sales of Aerospace Services |
2017 | 海底飞行节点地震仪工作原理演示动画设计 Designing an Animation to Explain the Mechanism of Undersea Earthquake-detecting Gliders |
2017 | 国家海底科学观测网阐释动画设计 Designing an Animation to Explain the Mechanism of National Ocean Observing Network |
2017 | FY-4卫星运行状态实时演示系统设计 Developing a Real-time Visualization System for the FY-4 Satellite |
2016 | 新进教师教学技能提升训练研究 How to Enhance the Teaching Capacity of New Teachers |
2016 | 卫星虚拟展示系统设计 Developing a Virtual Satellite Exhibition System |
2016 | 卫星运动虚拟仿真系统设计 Developing a Real-time Simulation System to Visualize Satellite Movement |
2016 | 数字动画技术辅助阐释科研方案的创作研究 The Application of Digital Animation Techniques to Explain Scientific Research Projects |
2016 | 数字动画促进艺术生理解抽象概念的教学实效研究——以三维动画教学为例 A Study on the Effectiveness of Teaching Art Students about Abstract Concepts with the Help of Digital Animations: Using 3D Animation Lessons as an Example |
2015 | 虚拟球幕影像与航天动画创作研究 The Development of a Virtual Dome System and the Production of Animations for the Aerospace Industry |

地址 · Address
上海市杨浦区阜新路281号
同济大学设计创意学院
数字动画与数字娱乐实验室
Digital Animation & Entertainment Lab
281 Fuxin Road, Yangpu District, Shanghai, P.R. China
College of Design and Innovation, Tongji University
微信 · WeChat
微信公众号:科艺交点
Public Account: Sci-X-Art

邮箱 · Email
单位邮箱 · Organizational
柳喆俊个人邮箱 · Personal
网站 · Websites
柳喆俊个人网站 · Personal
http://www.AboutLeo.cn/
哔哩哔哩视频 · Bilibili Videos
树洞鱼的作品小栈 · Showreels
树洞鱼的教学小栈 · Tutorials
学院网站 · Tongji D&I
上海市杨浦区阜新路281号
同济大学设计创意学院
数字动画与数字娱乐实验室
Digital Animation & Entertainment Lab
281 Fuxin Road, Yangpu District, Shanghai, P.R. China
College of Design and Innovation, Tongji University
微信公众号:科艺交点
Public Account: Sci-X-Art

柳喆俊个人网站 · Personal
http://www.AboutLeo.cn/
哔哩哔哩视频 · Bilibili Videos
树洞鱼的作品小栈 · Showreels
树洞鱼的教学小栈 · Tutorials