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研究生: 張沂
Chang, Yi
論文名稱: 檢視擴增實境及虛擬實境應用於古蹟之遊客體驗–以打狗英國領事館為例
Examining Heritage Visitor Experience of Augmented Reality and Virtual Reality Application– A Case Study of The British Consulate at Takow
指導教授: 陳明惠
Turner, Ming
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 創意產業設計研究所
Institute of Creative Industries Design
論文出版年: 2019
畢業學年度: 107
語文別: 英文
論文頁數: 124
中文關鍵詞: 當代歷史博物館歷史古蹟擴增實境虛擬實境遊客經驗
外文關鍵詞: contemporary historical museum, heritage sites, augmented reality, virtual reality, heritage visitor experience
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  • 邁入二十一世紀,當代歷史博物館面臨資訊革命、創新科技、新媒體以及全球化帶來的深遠影響。歷史博物館如今已列為創意文化產業的一部分,需要研擬新的策略來回應社會及科技上的改變,達到永續經營及開放新客群的效益。創新科技逐漸運用在展覽設計領域,為遊客打造沈浸式及互動體驗。諸多科技應用中,擴增實境(Augmented Reality, AR)及虛擬實境(Virtual Reality, VR)這兩項科技廣受各地博物館及美術館利用。

    本研究以打狗英國領事館文化園區內新安裝之AR/VR互動裝置「打狗港時空潛望鏡」為案例分析,檢視在古蹟使用AR/VR互動裝置的遊客體驗。本研究透過文獻探討及彙整,審視當代歷史博物館的脈絡及社會意義,並探討AR/VR裝置運用於博物館情境的發展,以了解歷史古蹟的價值與意義是否透過AR/VR裝置更得彰顯。

    為檢視遊客體驗,本研究一方面利用半結構式訪談法來訪問現場遊客;另一方面,使用深度訪談法與打狗英國領事館文化園區經營者及AR/VR裝置設計公司進行訪問。期望透過與不同利益相關人的訪談,本研究能分析古蹟經營者、裝置設計者事先預想的裝置設計理念及效果,是否符合實際遊客經驗。

    透過探討使用AR/VR裝置的遊客經驗,本研究的分析及資訊希望能提供給研究者、當代歷史博物館經營者以及互動裝置設計師,做為未來應用參考。

    Entering the second decade of 21st century, contemporary historical museums have undergone transformations brought by the information revolution, innovative technology, new media, and globalization. Being listed as part of the creative industries, historical museums have to come up with clever ideas to respond to the transformations in order to generate income and develop new audience. New techniques and technology are implemented in exhibition display, creating an immersive and interactive experience for the visitors. Among various technologies, augmented reality(AR) and virtual reality(VR) applications began to gain popularity in museums around the world.

    Taking the recently installed AR/VR installation “Takow Harbor Time Machine” at British Consulate at Takow as case study, this research aims to examine heritage visitor experience when engaging AR/VR application on-site. Through literature reviews on the history and current social roles of contemporary historical museums, and AR/VR application in museum environment, this research is able to identify whether the primary goal of heritage sites are exemplified through AR/VR applications.

    Furthermore, semi-structured interviews designed under the heritage visitor experience framework by Kempiak et al(2017) will be carried out to on-site visitors. In-depth interviews will also be conducted with heritage site managers and AR/VR installation desginers. Through interviews with various stakeholders, the research can analyze whether the pre-imagined goals and visions of heritage management organization and installation designers are in sync with the actual visitor experience.

    By investigating the heritage visitor experience after using on-site AR/VR application, the result of this research hopes to provide detailed information and analysis for future researchers, heritage managers, and interactive installation designers to use as a reference.

    摘要 I Abstract II 致謝…………………………………………………………………………………..III TABLE OF CONTENTS…………………………………………………………...IV LIST OF TABLES…………………………………………………………….…….VI LIST OF FIGURES…………………………………………………………….….VII CHAPTER 1: INTRODUCTION 1 1.1. Research Background and Motivation 1 1.1.1. Balanced Integration of Content and Technology in Industries 1 1.1.2. Heritage Site’s Value in Contemporary Society 2 1.1.3. AR and VR Application Trend in Museum Environment 3 1.2. Research Objective 5 1.3. Research Question 5 1.4. Research Case of “Takow Harbor Time Machine” at The British Consulate at Takow…………...……………….…………………………………………………………..6 1.5. Research Contribution and Limitation 11 CHAPTER 2: LITERATURE REVIEW 12 2.1 Contemporary Historical Museum 12 2.1.1 The Categories of Contemporary Historical Museum 12 2.1.2 The History of Contemporary Historical Museum 14 2.2 AR and VR Application in Museum Context 18 2.2.1 Introduction of AR and VR Technology 18 2.2.2 History of AR and VR Technology 21 2.2.3 AR and VR Application in Museum Environment 30 2.3 Visitor Experience in Heritage Sites 32 2.3.1 The Tourist Pre-Visit Experience 35 2.3.2 The Tourist Experience During the Visit 38 2.3.3 The Tourist Post-Visit Experience 40 2.3.4 The Heritage Visitor Experience Framework 42 CHAPTER 3: METHODOLOGY 44 3.1 Research Framework 44 3.2 Research Methods 46 3.2.1 Literature Review 46 3.2.2 Case Study 47 3.2.3 In-depth Interview 48 3.3 Data Collection and Analysis 49 3.3.1 Thematic Analysis 49 CHAPTER 4: DATA ANALYSIS 49 4.1 Document Analysis 50 4.1.1 The British Consulate at Takow’s BOT Business Model 50 4.1.2 AR and VR Application at The British Consulate at Takow 53 4.2 Semi-structured Interview 55 4.2.1 Pre-visit motivations and Information 56 4.2.2 The Tourist Experience During the Visit 56 4.2.3 The Tourist Post-Visit Experience 58 4.3 Direct Observation 59 4.3.1 Behavior Mapping and Timing of Visitors 60 4.3.2 Interactions with “Takow Harbor Time Machine” Installation 65 4.4 In-depth Interview 69 4.4.1 Interview with Heritage Management Organization - Cultural Heritage Department, Bureau of Cultural Affairs of Kaohsiung (高雄市文化局文資中心) 69 4.4.2 Interview with Installation Design Team - Techart Group(天工開物股份有限公司)……………………………………………………………………………………70 CHAPTER 5: DISCUSSION AND CONCLUSION 73 5.1 The Roles of Heritage Sites in Contemporary Society 73 5.2 AR and VR Application in Heritage Sites 75 5.3 Visitor Experience Improvements of AR and VR Application in Heritage Sites 78 5.4 Research Contribution 83 5.5 Research Limitation and Suggestion for Future Research 85 REFERENCES 86 APPENDIX 98 6.1 Semi-structured Visitor Interview 98 6.2 Cultural Heritage Department, Bureau of Cultural Affairs of Kaohsiung (高雄市文化局文資中心) Interview Transcript 121 6.3 Techart Group (天工開物股份有限公司) Design Team Interview Transcript 122

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