論文使用權限 Thesis access permission:校內校外完全公開 unrestricted
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available
論文名稱 Title |
分析混合實境於5G之研究 A Study of Analyzing Mixed Reality in 5G |
||
系所名稱 Department |
|||
畢業學年期 Year, semester |
語文別 Language |
||
學位類別 Degree |
頁數 Number of pages |
56 |
|
研究生 Author |
|||
指導教授 Advisor |
|||
召集委員 Convenor |
|||
口試委員 Advisory Committee |
|||
口試日期 Date of Exam |
2022-07-14 |
繳交日期 Date of Submission |
2022-08-08 |
關鍵字 Keywords |
第五代行動通訊技術、擴增實境、虛擬實境、混合實境、物聯網 5th generation mobile networks, Augmented Reality, Virtual Reality, Mixed Reality, Internet of Things |
||
統計 Statistics |
本論文已被瀏覽 420 次,被下載 126 次 The thesis/dissertation has been browsed 420 times, has been downloaded 126 times. |
中文摘要 |
5G行動通訊的三大特性-高速度、低延遲、多連結,讓各產業、領域可以創新應用面向。結合物聯網、雲端服務、雲端運算、邊緣運算、中央處理器、繪圖處理器等軟硬體和平台技術,可以在擴增實境、虛擬實境、混合實境開發創新應用服務。混合實境是綜合應用擴增實境和虛擬實境的技術,透過媒介設備、裝置,讓使用者在現實環境與虛擬世界間沉浸體驗經由設計產生的數位內容。混合實境結合5G行動網路,高速度對數位內容的畫質、內容資料傳輸、操作流暢度、互動反應均可以獲得提升,低延遲保障安全性,多連結可增加聯網設備數量。 本研究以混合實境、5G為探討對象,探討5G對混合實境的應用產生之變化影響,及運用5G之混合實境現今應用發展重點。以文獻和企業個案技術應用與服務方案研究,整合、分析個案應用內容,綜觀異同與總結分析結果。 |
Abstract |
The three key features of 5th generation mobile networks (5G) - Enhanced Mobile Broadband (eMBB), Ultra-reliable and Low Latency Communications (URLLC) and Massive Machine Type Communications (mMTC). This allows creative innovation from different industries and fields. Supported by software, hardware and platform technology including Internet of Things (IoT), Cloud Service, Cloud Computing, Edge Computing, Central Processing Unit (CPU) and Graphics Processing Unit (GPU), 5G can be used to create new innovative application in Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR). MR is a technology which combines AR and VR. Through devices, users can immensely experience the special designed digital content between the real environment and the virtual environment. The 5G mobile network works perfectly with MR, because of the nature of eMBB transit, it can improve the image quality, content data transmission, operation smoothness, and interactive response. URLLC can ensure higher security, and mMTC can increase the number of IoT devices. This study takes MR and 5G as the subject to investigate the impact of 5G on the application of MR as well as current application developments in MR utilizing 5G technology. We integrate and analyze case studies, summarize similarities and differences and draw analysis conclusions through literature reviews and research on enterprise technology applications and service solutions. |
目次 Table of Contents |
論文審定書 i 誌謝 ii 摘要 iii Abstract iv 目錄 v 圖次 vii 表次 viii 第一章 緒論 1 1.1 研究背景 1 1.2 研究動機 3 1.3 研究貢獻 4 第二章 文獻探討 5 2.1 實境技術 5 2.2 行動通訊 8 2.3 物聯網 12 2.4 沉浸理論 13 2.5 雲端運算與邊緣運算 15 2.6 中央處理器與繪圖處理器 19 第三章 研究方法 21 3.1 個案研究法 21 3.2 文獻研究法 22 3.3 研究流程 23 第四章 研究分析 25 4.1 5G的政策助力 25 4.2 5G與4G差異和創新應用 26 4.3 混合實境結合5G之應用服務 29 第五章 結論與建議 41 5.1 研究結論 41 5.2 研究建議 43 5.3 研究限制 43 參考文獻 44 |
參考文獻 References |
工業技術研究院資訊與通訊研究所. (2018). 5G技術與應用專輯. 工業技術研究院資訊與通訊研究所電腦與通訊, 173. https://ictjournal.itri.org.tw/Epaper/173.html 中華電信股份有限公司. (2022). 舞動精采共創未來. https://www.cht.com.tw/home/campaign/5g/index.html 台灣大哥大股份有限公司. (2022). 台灣大哥大5G能所不能. https://www.taiwanmobile.com/5G/page/index.html 杜鴻國. (2017). AR/VR與MR的技術探索. 工業技術研究院資訊與通訊研究所電腦與通訊, 170. https://ictjournal.itri.org.tw/Epaper/170.html 國家通訊傳播委員會. (2020a). 行動寬頻5G位置競價作業完成. https://www.ncc.gov.tw/chinese/news_detail.aspx?site_content_sn=8&is_history=0&pages=0&sn_f=42757 國家通訊傳播委員會. (2020b). 我國行動通信服務邁向新紀元. https://www.ncc.gov.tw/chinese/content_field_detail.aspx?site_content_sn=1609&sn_f=1099 國家發展委員會. (2018). 亞洲矽谷計畫-推動擴增及虛擬實境產業鏈結全球商機. https://ws.ndc.gov.tw/Download.ashx?u=LzAwMS9hZG1pbmlzdHJhdG9yLzEwL3JlbGZpbGUvNjE4NS8yODMxMi84YjhiMGZiZS0wZjRmLTQ3OWQtYTZmZi02YWViOTI4NDQwNTQucGRm&n=MDEu6ZyA5rGC5pu4djQucGRm&icon=..pdf 國家發展委員會. (2021). 亞洲.矽谷2.0推動方案. https://www.ndc.gov.tw/Content_List.aspx?n=6896300CE7D419D7 陳月娥. (2015). 社會研究法〈含概要〉. 千華數位文化股份有限公司. 陳梅鈴. (2018). 全球5G市場發展焦點. 工業技術研究院資訊與通訊研究所電腦與通訊, 173. https://ictjournal.itri.org.tw/content/Messagess/contents.aspx?PView=1&KeyWord=&SiteID=654246032665636316&MmmID=654304432122064271&SSize=10&MSID=1001012566700410407 廖婉君. (2020). 5G智能運算系統提升VR遊戲體驗. 科技部全球事務與科學發展中心. https://trh.gase.most.ntnu.edu.tw/tw/article/content/166 遠傳電信股份有限公司. (2022). 遠傳5G. https://www.fetnet.net/content/cbu/tw/network/index.html 劉燿瑜. (2020). 一次搞懂 5G!三大特性:高速度、低延遲、多連結. 經理人. https://www.managertoday.com.tw/articles/view/60321 羅乃維、朱宇倩. (2021). 智慧物聯網技術及應用. 國家文官學院T&D飛訊, 282, 1-24. Ahmed, J. U. (2010). Documentary research method: New dimensions. Indus Journal of Management & Social Sciences, 4(1), 1-14. Amazon. (2022). 什麼是雲端運算?. https://aws.amazon.com/tw/what-is-cloud-computing/ Ashton, K. (2009). That ‘internet of things’ thing. RFID journal, 22(7), 97-114. Boas, Y. (2013). Overview of virtual reality technologies. Interactive Multimedia Conference, Cao, K., Liu, Y., Meng, G., & Sun, Q. (2020). An overview on edge computing research. IEEE Access, 8, 85714-85728. Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34. Cisco. (2022a). Reimagining the End-to-End Mobile Network in the 5G Era. https://www.cisco.com/c/en/us/solutions/service-provider/mobile-internet/reimagining-mobile-network.html Cisco. (2022b). 解決方案-什麼是5G?. https://www.cisco.com/c/zh_tw/solutions/what-is-5g.html Cisco. (2022c). 關於思科. https://www.cisco.com/c/zh_tw/about.html Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention. HarperPerennial, New York, 39. Ericsson. (2022). 5G vs 4G. https://www.ericsson.com/en/5g/5g-vs-4g Gigabyte. (2022). GPU. https://www.gigabyte.com/tw/Glossary/gpu Gopal, B., & Kuppusamy, P. (2015). A comparative study on 4G and 5G technology for wireless applications. IOSR Journal of Electronics and Communication Engineering, 10(6), 2278-2834. Hassan, N., Yau, K.-L. A., & Wu, C. (2019). Edge computing in 5G: A review. IEEE Access, 7, 127276-127289. Hooker, J. (2022). XR、AR、VR 與 MR:在實境上的區別. arm. https://www.arm.com/zh-TW/resources/blueprint/xr-ar-vr-mr-difference IBM. (2018). IaaS、PaaS及SaaS. IBM. https://www.ibm.com/tw-zh/cloud/learn/iaas-paas-saas Intel. (2022a). CPU vs GPU:差異是什麼. https://www.intel.com.tw/content/www/tw/zh/products/docs/processors/cpu-vs-gpu.html Intel. (2022b). What Is a GPU? https://www.intel.com.tw/content/www/tw/zh/products/docs/processors/what-is-a-gpu.html Lee, V. W., Kim, C., Chhugani, J., Deisher, M., Kim, D., Nguyen, A. D., Satish, N., Smelyanskiy, M., Chennupaty, S., & Hammarlund, P. (2010). Debunking the 100X GPU vs. CPU myth: an evaluation of throughput computing on CPU and GPU. Proceedings of the 37th annual international symposium on Computer architecture, Meta. (2021a). Introducing Horizon Workrooms: Remote Collaboration Reimagined. https://about.fb.com/news/2021/08/introducing-horizon-workrooms-remote-collaboration-reimagined/ Meta. (2021b). Introducing Meta: A Social Technology Company. https://about.fb.com/news/2021/10/facebook-company-is-now-meta/ Meta. (2022a). Our story: enter the future of learning. https://about.facebook.com/immersive-learning/our-story/ Meta. (2022b). What We Build. https://about.facebook.com/technologies/ Meta. (2022c). Who We Are. https://about.facebook.com/company-info/ Microsoft. (2022a). Azure混合實境. https://azure.microsoft.com/zh-tw/topic/mixed-reality/#demystifying Microsoft. (2022b). HoloLens2. https://www.microsoft.com/zh-tw/hololens Microsoft. (2022c). 什麼是混合實境?. https://docs.microsoft.com/zh-tw/windows/mixed-reality/discover/mixed-reality Microsoft. (2022d). 何謂雲端運算?. https://azure.microsoft.com/zh-tw/overview/what-is-cloud-computing/ Microsoft. (2022e). 網站地圖. https://www.microsoft.com/zh-tw/sitemap.aspx Microsoft. (2022f). 關於微軟. https://www.microsoft.com/zh-tw/abouttaiwan/about.aspx?activetab=r1%3aprimaryr2 Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and telepresence technologies, Nvidia. (2022a). About us. https://www.nvidia.com/zh-tw/about-nvidia/ Nvidia. (2022b). Holodeck. https://www.nvidia.com/zh-tw/design-visualization/technologies/holodeck/ Nvidia. (2022c). Nvidia CloudXR. https://www.nvidia.com/zh-tw/design-visualization/solutions/cloud-xr/ Nvidia. (2022d). Omniverse. https://www.nvidia.com/zh-tw/omniverse/ Nvidia. (2022e). Omniverse Create. https://www.nvidia.com/zh-tw/omniverse/apps/create/ Nvidia. (2022f). 專業虛擬實境技術. https://www.nvidia.com/zh-tw/design-visualization/solutions/virtual-reality/ Nvidia. (2022g). 產品新訊. https://www.nvidia.com/zh-tw/ Oculus. (2021). What is virtual reality all about? Meta Quest. https://www.oculus.com/blog/what-is-virtual-reality-all-about/ Pham, Q., Fang, F., Ha, V. N., Piran, M. J., Le, M., Le, L. B., Hwang, W., & Ding, Z. (2020). A Survey of Multi-Access Edge Computing in 5G and Beyond: Fundamentals, Technology Integration, and State-of-the-Art. IEEE Access, 8, 116974-117017. https://doi.org/10.1109/ACCESS.2020.3001277 Preis, T., Virnau, P., Paul, W., & Schneider, J. J. (2009). GPU accelerated Monte Carlo simulation of the 2D and 3D Ising model. Journal of Computational Physics, 228(12), 4468-4477. Qualcomm. (2022a). Products. https://www.qualcomm.com/products Qualcomm. (2022b). Qualcomm. https://www.qualcomm.com/ Qualcomm. (2022c). What is 5G? https://www.qualcomm.com/5g/what-is-5g Shafique, K., Khawaja, B. A., Sabir, F., Qazi, S., & Mustaqim, M. (2020). Internet of Things (IoT) for Next-Generation Smart Systems: A Review of Current Challenges, Future Trends and Prospects for Emerging 5G-IoT Scenarios. IEEE Access, 8, 23022-23040. https://doi.org/10.1109/ACCESS.2020.2970118 Sinha, S. N., Frahm, J.-M., Pollefeys, M., & Genc, Y. (2006). GPU-based video feature tracking and matching. EDGE, workshop on edge computing using new commodity architectures, Tellis, W. (1997). Application of a case study methodology. The qualitative report, 3(3), 1-19. Yin, R. K. (2009). Case study research: Design and methods (Vol. 5). sage. Zheng, J. M., Chan, K. W., & Gibson, I. (1998). Virtual reality. IEEE Potentials, 17(2), 20-23. https://doi.org/10.1109/45.666641 |
電子全文 Fulltext |
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。 論文使用權限 Thesis access permission:校內校外完全公開 unrestricted 開放時間 Available: 校內 Campus: 已公開 available 校外 Off-campus: 已公開 available |
紙本論文 Printed copies |
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。 開放時間 available 已公開 available |
QR Code |