为因应当今数字内容产业日新月异的发展,同济大学设计创意学院“数字动画与数字娱乐实验室”致力于研究数字媒体技术在影视、娱乐、设计、教育、科研等各个领域的应用,强调理论与实践并重、艺术与科技交融,努力培养学生融会贯通地运用先进理念与前沿技术创造性地解决真实问题的能力,为师生提供了一流的环境与软硬件设施,支持师生进行包括CG艺术、动画、游戏、虚拟现实、增强现实在内的各类学习、研究与创作。
  Established in 2019, the Digital Animation and Entertainment Lab at Tongji D&I is a response to the opportunities and challenges presented by the rapid development of the digital media industry. Its research area covers film, entertainment, design, education, research and so forth, in which digital media play an important role. We emphasize both theory and practice, and the integration of art and technology. Students are trained to think systematically and creatively, and to solve real-world problems using advanced concepts and cutting-edge technologies. The lab provides a first-class environment and facilities for teachers and students to learn, research and create in CG art, animation, games, virtual reality, augmented reality and more.
为因应当今数字内容产业日新月异的发展,同济大学设计创意学院“数字动画与数字娱乐实验室”致力于研究数字媒体技术在影视、娱乐、设计、教育、科研等各个领域的应用,强调理论与实践并重、艺术与科技交融,努力培养学生融会贯通地运用先进理念与前沿技术创造性地解决真实问题的能力,为师生提供了一流的环境与软硬件设施,支持师生进行包括CG艺术、动画、游戏、虚拟现实、增强现实在内的各类学习、研究与创作。
Established in 2019, the Digital Animation and Entertainment Lab at Tongji D&I is a response to the opportunities and challenges presented by the rapid development of the digital media industry. Its research area covers film, entertainment, design, education, research and so forth, in which digital media play an important role. We emphasize both theory and practice, and the integration of art and technology. Students are trained to think systematically and creatively, and to solve real-world problems using advanced concepts and cutting-edge technologies. The lab provides a first-class environment and facilities for teachers and students to learn, research and create in CG art, animation, games, virtual reality, augmented reality and more.
▲ 研讨区 · Region for Group Discussion
▲ 教学/创作区 · Region for Teaching and Creation
▲ VR实验区 · Region for VR Experiments
▲ 科研区 · Region for Scientific Research
▲ 其它照片 · Other Photos
▲ 研讨区 · Region for Group Discussion
▲ 教学/创作区 · Region for Teaching and Creation
▲ VR实验区 · Region for VR Experiments
▲ 科研区 · Region for Scientific Research
▲ 其它照片 · Other Photos
教师 / 学者 · Teachers / Scholars

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

wingeddreamer@qq.com
wingeddreamer
www.aboutleo.cn

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

jinyunshui@tongji.edu.cn
AllonKim

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

SoundLab
研究生 · Graduate Students

马甲琳 · Jialin Ma

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

773535177@qq.com
JL06162020

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

jingyzz@foxmail.com
Jingyu_zz

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

490229803@qq.com
BAkid-BADkid

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

846839188@qq.com
sunny_keyi

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

xuludesign@tongji.edu.cn
SpaceCowboy98

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

1006191254@qq.com
z13955604262

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

maria.emilie@gmx.de
_athene_

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

674932985@qq.com
NAND_990617

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

goulanjia000@gmail.com
Goulanjia_02

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

jialeinisland@gmail.com
LiveInThisIsland

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

473833778@qq.com
jwjwjwhoooo
已毕业研究生 · Graduated Masters

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

学位论文 Dissertation (Link)
815687735@qq.com
wo_of_

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

学位论文 Dissertation (Link)
luozhenmelon@gmail.com
watermelon-08

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

学位论文 Dissertation (Link)
1585573157@qq.com
lilinjian02

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

学位论文 Dissertation (Link)
evr.novecento@gmail.com
evrsince

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

学位论文 Dissertation (Link)
342491581@qq.com
gq342491581

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

学位论文 Dissertation (Link)
xyyudong.tonny@qq.com
Guodong__Yu

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

学位论文 Dissertation (Link)
jsjtxietian@163.com
jsjtxietian
教师 / 学者 · Teachers / Scholars

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

wingeddreamer@qq.com
wingeddreamer
www.aboutleo.cn

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

jinyunshui@tongji.edu.cn
AllonKim

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

SoundLab
研究生 · Graduate Students

马甲琳 · Jialin Ma

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

773535177@qq.com
JL06162020

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

jingyzz@foxmail.com
Jingyu_zz

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

490229803@qq.com
BAkid-BADkid

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

846839188@qq.com
sunny_keyi

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

xuludesign@tongji.edu.cn
SpaceCowboy98

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

1006191254@qq.com
z13955604262

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

maria.emilie@gmx.de
_athene_

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

674932985@qq.com
NAND_990617

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

goulanjia000@gmail.com
Goulanjia_02

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

jialeinisland@gmail.com
LiveInThisIsland

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

473833778@qq.com
jwjwjwhoooo
已毕业研究生 · Graduated Masters

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

学位论文 Dissertation (Link)
815687735@qq.com
wo_of_

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

学位论文 Dissertation (Link)
luozhenmelon@gmail.com
watermelon-08

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

学位论文 Dissertation (Link)
1585573157@qq.com
lilinjian02

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

学位论文 Dissertation (Link)
evr.novecento@gmail.com
evrsince

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

学位论文 Dissertation (Link)
342491581@qq.com
gq342491581

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

学位论文 Dissertation (Link)
xyyudong.tonny@qq.com
Guodong__Yu

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

学位论文 Dissertation (Link)
jsjtxietian@163.com
jsjtxietian
我们由衷感谢以下企事业单位支持或参与数字动画与数字娱乐实验室的教学与科研。
We express our sincere gratitude to the following companies and institutions for supporting or participating in the education and research of the Digital Animation and Entertainment Lab.
我们由衷感谢以下企事业单位支持或参与数字动画与数字娱乐实验室的教学与科研。
We express our sincere gratitude to the following companies and institutions for supporting or participating in the education and research of the Digital Animation and Entertainment Lab.
上海航天探维传媒科技有限公司

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

上海航天技术研究院第808研究所

Shanghai Academy of Spaceflight Technology, Institute 808

Unity中国

Unity Technologies

腾讯互娱社会价值研究中心

Social Value Research Institute of Tencent Interactive Entertainment

华大集团 / 华大基因

BGI Group / BGI Genomics

同济建筑设计研究院建筑设计四院

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

究竟(厦门)科技有限公司

Exactly Technology Co., Ltd. (Xiamen)

拓普虚拟现实技术研究院(江苏)有限公司

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

上海航天探维传媒科技有限公司

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

上海航天技术研究院第808研究所

Shanghai Academy of Spaceflight Technology, Institute 808

Unity中国

Unity Technologies

腾讯互娱社会价值研究中心

Social Value Research Institute of Tencent Interactive Entertainment

华大集团 / 华大基因

BGI Group / BGI Genomics

同济建筑设计研究院建筑设计四院

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

究竟(厦门)科技有限公司

Exactly Technology Co., Ltd. (Xiamen)

拓普虚拟现实技术研究院(江苏)有限公司

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

上海航天探维传媒科技有限公司

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

上海航天技术研究院第808研究所

Shanghai Academy of Spaceflight Technology, Institute 808

Unity中国

Unity Technologies

腾讯互娱社会价值研究中心

Social Value Research Institute of Tencent Interactive Entertainment

华大集团 / 华大基因

BGI Group / BGI Genomics

同济建筑设计研究院建筑设计四院

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

究竟(厦门)科技有限公司

Exactly Technology Co., Ltd. (Xiamen)

拓普虚拟现实技术研究院(江苏)有限公司

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

我们由衷感谢以下公共媒体发布关于实验室的报道。
We express our sincere gratitude to the following public media for the reports about our lab.
我们由衷感谢以下公共媒体发布关于实验室的报道。
We express our sincere gratitude to the following public media for the reports about our lab.
★ 接受“游戏艺术家”年终采访,与业界专家一起点评游戏作品 (2023)
Accepted the end-of-the-year interview by Game Artist, commenting games with industry experts. (2023)
★ 课程《专业设计5》获Unity官方报道 (2023)
The course Design Studio 5 was officially introduced by Unity. (2023)
★ 获Unity官方提名为“Unity价值专家” (2023)
Nominated by Unity as a UVP (Unity Valuable Professional). (2023)
★ 接受“游戏艺术家”专访,分享游戏教育相关观点与经验,并由腾讯互娱转载 (2023)
Interviewed by Game Artist, sharing opinions and experience of game design education, and was republished by Tencent Interactive Entertainment. (2023)
★ 课程《设计技术3:数字游戏设计与开发》获同济官网及人民网专题报道 (2023)
Design Technology 3: Design and development of Digital Games was reported by Tongji University and People’s Daily Online. (2023)
★ 接受解放日报采访,探讨游戏行业未来发展 (2022)
Interviewed by Jiefang Daily, discussing about the future of the game industry. (2022)
★ 同济设创元宇宙毕展获澎湃新闻专题报道 (2022)
The virtual exhibition for TJDI graduation show was reported by The Paper (a.k.a. Pengpai News). (2022)
★ 教学成果集锦获Unity官方视频号及B站账号发布 (2022)
A video collection of teaching outcomes was published by the official Wechat and Bilibili accounts of Unity. (2022)
★ 同济设创游戏人才培养模式获“游戏日报”专题报道 (2022)
The educational pattern of game design talents in TJDI was reported by Game Daily. (2022)
★ 同济设创元宇宙毕展获Unity官方专题报道 (2022)
The virtual exhibition for TJDI graduation show was reported by the official platform of Unity. (2022)
★ 参加上海市青浦区人民政府委托东方网安排的专访节目 (2022)
Participated in the special interview program arranged by Easy Days commissioned by the People’s Government of Qingpu District, Shanghai. (2022)
★ 参加全国大艺展并获央视采访报道 (2018)
Participated in the 5th national exhibition of art workshops from universities and was interviewed and reported by CCTV. (2018)
▲ 研讨区 · Region for Group Discussion
▲ 教学/创作区 · Region for Teaching and Creation
▲ VR实验区 · Region for VR Experiments
▲ 科研区 · Region for Scientific Research
▲ 其它照片 · Other Photos
▲ 研讨区 · Region for Group Discussion
▲ 教学/创作区 · Region for Teaching and Creation
▲ VR实验区 · Region for VR Experiments
▲ 科研区 · Region for Scientific Research
▲ 其它照片 · Other Photos
教师 / 学者 · Teachers / Scholars

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

wingeddreamer@qq.com
wingeddreamer
www.aboutleo.cn

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

jinyunshui@tongji.edu.cn
AllonKim

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

SoundLab
研究生 · Graduate Students

马甲琳 · Jialin Ma

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

773535177@qq.com
JL06162020

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

jingyzz@foxmail.com
Jingyu_zz

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

490229803@qq.com
BAkid-BADkid

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

846839188@qq.com
sunny_keyi

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

xuludesign@tongji.edu.cn
SpaceCowboy98

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

1006191254@qq.com
z13955604262

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

maria.emilie@gmx.de
_athene_

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

674932985@qq.com
NAND_990617

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

goulanjia000@gmail.com
Goulanjia_02

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

jialeinisland@gmail.com
LiveInThisIsland

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

473833778@qq.com
jwjwjwhoooo
已毕业研究生 · Graduated Masters

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

学位论文 Dissertation (Link)
815687735@qq.com
wo_of_

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

学位论文 Dissertation (Link)
luozhenmelon@gmail.com
watermelon-08

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

学位论文 Dissertation (Link)
1585573157@qq.com
lilinjian02

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

学位论文 Dissertation (Link)
evr.novecento@gmail.com
evrsince

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

学位论文 Dissertation (Link)
342491581@qq.com
gq342491581

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

学位论文 Dissertation (Link)
xyyudong.tonny@qq.com
Guodong__Yu

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

学位论文 Dissertation (Link)
jsjtxietian@163.com
jsjtxietian
教师 / 学者 · Teachers / Scholars

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

wingeddreamer@qq.com
wingeddreamer
www.aboutleo.cn

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

jinyunshui@tongji.edu.cn
AllonKim

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

SoundLab
研究生 · Graduate Students

马甲琳 · Jialin Ma

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

773535177@qq.com
JL06162020

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

jingyzz@foxmail.com
Jingyu_zz

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

490229803@qq.com
BAkid-BADkid

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

846839188@qq.com
sunny_keyi

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

xuludesign@tongji.edu.cn
SpaceCowboy98

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

1006191254@qq.com
z13955604262

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

maria.emilie@gmx.de
_athene_

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

674932985@qq.com
NAND_990617

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

goulanjia000@gmail.com
Goulanjia_02

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

jialeinisland@gmail.com
LiveInThisIsland

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

473833778@qq.com
jwjwjwhoooo
已毕业研究生 · Graduated Masters

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

学位论文 Dissertation (Link)
815687735@qq.com
wo_of_

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

学位论文 Dissertation (Link)
luozhenmelon@gmail.com
watermelon-08

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

学位论文 Dissertation (Link)
1585573157@qq.com
lilinjian02

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

学位论文 Dissertation (Link)
evr.novecento@gmail.com
evrsince

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

学位论文 Dissertation (Link)
342491581@qq.com
gq342491581

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

学位论文 Dissertation (Link)
xyyudong.tonny@qq.com
Guodong__Yu

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

学位论文 Dissertation (Link)
jsjtxietian@163.com
jsjtxietian
我们由衷感谢以下企事业单位支持或参与数字动画与数字娱乐实验室的教学与科研。
We express our sincere gratitude to the following companies and institutions for supporting or participating in the education and research of the Digital Animation and Entertainment Lab.
我们由衷感谢以下企事业单位支持或参与数字动画与数字娱乐实验室的教学与科研。
We express our sincere gratitude to the following companies and institutions for supporting or participating in the education and research of the Digital Animation and Entertainment Lab.
上海航天探维传媒科技有限公司

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

上海航天技术研究院第808研究所

Shanghai Academy of Spaceflight Technology, Institute 808

Unity中国

Unity Technologies

腾讯互娱社会价值研究中心

Social Value Research Institute of Tencent Interactive Entertainment

华大集团 / 华大基因

BGI Group / BGI Genomics

同济建筑设计研究院建筑设计四院

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

究竟(厦门)科技有限公司

Exactly Technology Co., Ltd. (Xiamen)

拓普虚拟现实技术研究院(江苏)有限公司

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

上海航天探维传媒科技有限公司

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

上海航天技术研究院第808研究所

Shanghai Academy of Spaceflight Technology, Institute 808

Unity中国

Unity Technologies

腾讯互娱社会价值研究中心

Social Value Research Institute of Tencent Interactive Entertainment

华大集团 / 华大基因

BGI Group / BGI Genomics

同济建筑设计研究院建筑设计四院

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

究竟(厦门)科技有限公司

Exactly Technology Co., Ltd. (Xiamen)

拓普虚拟现实技术研究院(江苏)有限公司

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

上海航天探维传媒科技有限公司

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

上海航天技术研究院第808研究所

Shanghai Academy of Spaceflight Technology, Institute 808

Unity中国

Unity Technologies

腾讯互娱社会价值研究中心

Social Value Research Institute of Tencent Interactive Entertainment

华大集团 / 华大基因

BGI Group / BGI Genomics

同济建筑设计研究院建筑设计四院

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

究竟(厦门)科技有限公司

Exactly Technology Co., Ltd. (Xiamen)

拓普虚拟现实技术研究院(江苏)有限公司

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

我们由衷感谢以下公共媒体发布关于实验室的报道。
We express our sincere gratitude to the following public media for the reports about our lab.
我们由衷感谢以下公共媒体发布关于实验室的报道。
We express our sincere gratitude to the following public media for the reports about our lab.
★ 接受“游戏艺术家”年终采访,与业界专家一起点评游戏作品 (2023)
Accepted the end-of-the-year interview by Game Artist, commenting games with industry experts. (2023)
★ 课程《专业设计5》获Unity官方报道 (2023)
The course Design Studio 5 was officially introduced by Unity. (2023)
★ 获Unity官方提名为“Unity价值专家” (2023)
Nominated by Unity as a UVP (Unity Valuable Professional). (2023)
★ 接受“游戏艺术家”专访,分享游戏教育相关观点与经验,并由腾讯互娱转载 (2023)
Interviewed by Game Artist, sharing opinions and experience of game design education, and was republished by Tencent Interactive Entertainment. (2023)
★ 课程《设计技术3:数字游戏设计与开发》获同济官网及人民网专题报道 (2023)
Design Technology 3: Design and development of Digital Games was reported by Tongji University and People’s Daily Online. (2023)
★ 接受解放日报采访,探讨游戏行业未来发展 (2022)
Interviewed by Jiefang Daily, discussing about the future of the game industry. (2022)
★ 同济设创元宇宙毕展获澎湃新闻专题报道 (2022)
The virtual exhibition for TJDI graduation show was reported by The Paper (a.k.a. Pengpai News). (2022)
★ 教学成果集锦获Unity官方视频号及B站账号发布 (2022)
A video collection of teaching outcomes was published by the official Wechat and Bilibili accounts of Unity. (2022)
★ 同济设创游戏人才培养模式获“游戏日报”专题报道 (2022)
The educational pattern of game design talents in TJDI was reported by Game Daily. (2022)
★ 同济设创元宇宙毕展获Unity官方专题报道 (2022)
The virtual exhibition for TJDI graduation show was reported by the official platform of Unity. (2022)
★ 参加上海市青浦区人民政府委托东方网安排的专访节目 (2022)
Participated in the special interview program arranged by Easy Days commissioned by the People’s Government of Qingpu District, Shanghai. (2022)
★ 参加全国大艺展并获央视采访报道 (2018)
Participated in the 5th national exhibition of art workshops from universities and was interviewed and reported by CCTV. (2018)
Highlight_202403
Highlight_202402
Highlight_202401
Highlight_202404
Highlight_202301
Highlight_202302
Highlight_202303
previous arrow
next arrow
Highlight_202403
Highlight_202402
Highlight_202401
Highlight_202404
Highlight_202301
Highlight_202302
Highlight_202303
previous arrow
next arrow

发 表 论 文 · Publications

年份 · Year标题 · Title作者 · Authors出版物 · Publication检索 · Index
2023Systematic 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 GamesEI Inspec
2023A 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 by
filmmakers 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, Minhua Ma & Jiachen Li
柳喆俊,金云水,马敏华,厉嘉臣
International Journal of Human–Computer InteractionSCI
2022Research 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 InformationEI Compendex
2022Status 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 DesignEI Compendex
Inspec
2021Research 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 and Yize Zhang
贺蒽堂,林靖,柳喆俊,张逸泽
Human Interface and the Management of InformationEI Compendex
Inspec
2021Consistency 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 and Entang He
谢天,金智峰,柳喆俊,贺蒽堂
Virtual, Augmented and Mixed RealityEI Compendex
Inspec
2020Using 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, Tianrun Gu and Qin Guo
柳喆俊,余国东,林靖,顾天润,郭钦
Engineering Psychology and Cognitive ErgonomicsEI Compendex
Inspec
2020Research 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 and Guodong Yu
柳喆俊,郭钦,金智峰,余国东
Virtual, Augmented and Mixed RealityEI Compendex
Inspec
2019A 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 and Yunshui Jin
乔茜,柳喆俊,金云水
Learning and Collaboration TechnologiesEI Compendex
Inspec
2019Virtual 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 and Yunshui Jin
刘芸,柳喆俊,金云水
Virtual, Augmented and Mixed RealityEI Compendex
Inspec
CPCI-S
2018Does 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, Yunshui Jin, Shasha Liao and Zheng Zhao
柳喆俊,金云水,廖莎莎,赵崝
Learning and Collaboration TechnologiesEI Compendex
Inspec
CPCI-S/SSH
2018A 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 RealityEI Compendex
Inspec
CPCI-S
2016Advances 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 RealityEI Compendex
Inspec
2016Virtual 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
2015StringWeaver: 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 InteractionEI Compendex
Inspec
2015Fast 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
2014The 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 and Yangxi Tian
周晓蕊,柳喆俊,田洋菥
Cross-Cultural DesignEI 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
2013Teaching 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

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
标题
Title
2023Systematic 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.
2023A 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 by
filmmakers 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.
2022Research 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.
2022Status 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.
2021Research 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.
2021Consistency 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.
2020Using 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.
2020Research 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.
2019A 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.
2019Virtual 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.
2018Does 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.
2018A 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.
2016Advances 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.
2016Virtual 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.
2015StringWeaver: 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.
2015Fast 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.
2014The 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。
2013Teaching 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
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 ◥
2023Nicolò
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
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 ◥
2023Nicolò
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.
2020VR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.
2019YH、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.
2017FY-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
2020VR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
2019YH、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
2017FY-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
Loading

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

Sci-X-Art_2DBarcode

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

Sci-X-Art_2DBarcode

单位邮箱 · Organizational

柳喆俊个人邮箱 · Personal

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