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研究生: 蘇群云
Su, Chun-Yun
論文名稱: 透過門票發展旅遊後階段之行動擴增實境服務
The Development of Mobile Augmented Reality Service for post-travel phase by Entrance Ticket
指導教授: 陳建旭
Chen, Chien-Hsu
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: 2016
畢業學年度: 104
語文別: 英文
論文頁數: 90
中文關鍵詞: 門票行動擴增實境旅遊經驗
外文關鍵詞: Entrance ticket, Augmented reality service, Mobile device, Tourism experience
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  • 近年來,旅遊已成為全球最熱門的休閒活動。世界旅遊組織 (UNWTO) 以及學者們指出在旅客在旅遊後階段的經驗為在旅遊經驗中是最重要的且扮演著關鍵的角色;這個階段不是旅遊經驗的結束而是另一個開始。旅客在這個階段的經驗往往會影響到自己或是其他旅客在旅遊前階段的決策。旅客在旅途中通常會取得一些物品當作紀念品,來做為一個連結景點與他們並延伸其旅遊後階段的經驗之觸發器。門票為紀念品的一種是一把打開旅客旅程的重要鑰匙,然而常常被旅客認為是制式化、缺乏功能設計,且其意義會隨著時間漸漸地消失,大大降低旅客收藏的意圖並把它丟棄。
    本研究根據旅客收藏紀念品三大動機來實施行動擴增實境服務(MARS) 於門票上,利用行動擴增實境直覺性的特質來提升其易用性。(1) 作為回憶的提醒工具:將無趣的回憶過程轉換為生動並可視性的,旅客不再需要靠著自己想像來回憶,而是搭配相對應的照片與景點3D模型來協助他們回憶旅遊經驗。 (2) 作為旅遊證據:旅客可將平面門票變成直立型門票,來提升門票在旅客日常生活中的存在感並作為一直覺性的介面讓旅客在回憶或是分享他們的旅遊故事時能更直覺且易用。 (3) 作為訊息傳遞:作為景點活動與資訊的傳達,來主動維持景點與旅客之間的關係,內容根據不同活動而改變主題,增加旅客的期待感與趣味性。
    本服務將門票做為一個觸發器來連結景點與旅客並延伸旅客在旅遊後階段的經驗。賦予傳統門票新的價值與功能來提升門票對於旅客的意義性並提升其收藏意願。讓門票不僅僅是一把旅客打開旅途的重要鑰匙也是一把能觸發旅客回憶的鑰匙更是一座連結旅客與景點之間的一座橋梁。

    Tourism has become a vital industry in the 21st century. The United Nations World Tourism Organization (UNWTO) and several studies claimed that post- travel phase is the key of whole travel process. The experiences of post-travel will become the most important factor influencing other tourists’ pre-travel decision. Tourists always use souvenirs as trigger to connect with tourists and scenic spot and further extend the post-travel experience. However, souvenirs are often considered formulaic, unaesthetic and meaningless to tourists that significantly decrease the intention of collecting it and throw it away.
    This research implements a mobile augmented reality service (MARS) on entrance ticket that based on three major souvenir collecting motivations. (1) As memory reminder. By this service, tourists will see photos and scenic spot 3D view that assist them to recall their travel experience. This service makes the plain process of recalling travel experience more vivid, visualized and interactive. (2) As travel evidence. MARS can transform the flat entrance ticket into the upright one that not only had it enhanced the sense of presence in tourists’ daily life but also as an intuitive interface allows tourists to recall and share their enjoyable experience accessibly and intuitively. (3) As messenger. MARS can keep connection between scenic spot and tourists, as an event messenger which system displays will change the theme according to different event to enhance the expectation and interesting. This MARS adapts entrance ticket as the trigger to connect with tourists and scenic spot and further to extend the post-travel experience. Obtaining new value and usage with MARS, the entrance ticket could enhance its meaningfulness and increase the willingness of collection. Furthermore, the proposed MARS can increase the motivation of tourists’ revisit opportunities.

    Chapter I. Introduction 1 1.1 Background & Motivation 1 1.2 Purpose 5 Chapter II. Literature review 7 2.1 Souvenir 7 2.1.1 Souvenir Categories 7 2.1.2 Motivations of collection 10 2.1.3 Souvenir with technology 10 2.2 Augmented Reality 11 2.2.1 Mobile Augmented Reality 13 2.2.1.1 Marker-based Tracking 14 2.2.1.2 Marker-less Tracking 16 2.3 Mobile Augmented Reality in Tourism 19 2.3.1 Mobile Augmented Reality Ticket 20 2.4 Technology Acceptance Model 22 Chapter III. Design Framework 25 3.1 Research Procedure 25 3.2 System Design 26 3.2.1 The User Centered-Design Approach 26 3.2.2 Service Process 29 3.2.3 The Technology-Oriented Approach 30 3.3 Experimental Plan 32 3.3.1 Experiment Description 32 3.3.2 Interview and Questionnaire Design 32 Chapter IV. System Implementation 34 4.1 Service Content Adjusting 34 4.2 Overview 36 4.3 Application structure 39 4.4 System Interface 41 4.5 System flowchart 43 Chapter V. Research Experiments 46 5.1 User Information 46 5.2 Interview analysis 46 5.2.1 Pre-use interview 47 5.2.2 Post-use interview 48 5.3 Questionnaire 51 5.3.1 TAM Scale Analysis 51 5.3.2 From 3 dimensions of motivation: 57 5.3.3 Suggestion 65 5.3.4 New Version 67 5.3.4.1 The Ticket Design 67 5.3.4.2 The System Design 68 5.3.4.3 Unity version interface 70 Chapter VI. Discussion and Conclusions 72 6.1 Conclusions 72 6.2 Future Research 76 Reference 78 Appendix 1 86 Appendix 2 90

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