| 研究生: |
詹鈺玲 Zhanng, Yu-Ling |
|---|---|
| 論文名稱: |
虛擬實境三大特質對觀展者體驗影響之研究 Research on the Impact of Three Key Characteristics of Virtual Reality on Visitors' Exhibition Experience |
| 指導教授: |
何俊亨
Ho, Chun-Heng |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 工業設計學系 Department of Industrial Design |
| 論文出版年: | 2023 |
| 畢業學年度: | 111 |
| 語文別: | 英文 |
| 論文頁數: | 81 |
| 中文關鍵詞: | 體驗設計 、VR 應用 、虛擬展覽 |
| 外文關鍵詞: | Experience Design, VR application, Virtual Exhibition |
| 相關次數: | 點閱:121 下載:39 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
近年來,隨著5G時代的到來,網絡信息技術不斷發展。人們的生活方式也發生了翻天覆地的改變。尤其是在獲取信息的方式和體驗感上,VR技術早已經進入人們的生活應用中,VR虛擬實境技術,將沉浸感、交互性與構想性融為一體,利用軟、硬體設備為用戶提供虛擬實境體驗。美術館、博物館作為文化歷史的重要基地,對於提升人文素質教育有著重要的意義與作用,通過展覽來進行公共教育、學術研究和推廣,繼續發揮博物館的教育職能。因此,許多美術館、博物館也應用VR技術展覽來提高體驗者對藝術的理解。
虛擬展覽的應用在美術展覽中是一個新興的議題,具有理論高度與現實意義。因此,VR展覽方式可以滿足觀展者的體驗需求到什麼程度?則為研究探討的主題,本研究採用Schmitt(1999)所提出的五種體驗策略理論「感官、情感、思考、行動、關聯」體驗作為觀展者體驗的依據,來衡量VR三大特質「沉浸性、構想性、交互性」影響五種體驗的關聯與影響。研究結果顯示沉浸性所產生的感官體驗對其他體驗會產生影響;接著交互性會對行動體驗產生影響;以及構想性會對情感體驗產生影響。另外,發現沉浸性在VR展覽的應用中缺一不可,交互性、構想性皆都需結合沉浸性才方可發揮出作用。在沉浸性結合交互性特質中,觀展者先產生感官體驗後,則透過交互性產生行動對「情感、思考」體驗產生影響;在沉浸性結合構想性特質中,觀展者同樣先產生感官體驗後,則透過構想性產生情感對思考體驗產生影響。在沉浸性、交互性、構想性三種特質結合中,VR展覽所發揮出來的觀展體驗對其五種體驗幾乎相互關聯與影響。
In recent years, with the advent of the 5G era, network information technology has been constantly advancing, leading to a revolutionary change in people's lifestyles. Particularly in terms of accessing information and the sense of experience, VR technology has already become integrated into people's daily lives. VR, or virtual reality, combines immersion, interactivity, and imagination to provide users with a virtual reality experience using software and hardware devices. Museums and art galleries, as important cultural and historical institutions, play a significant role in enhancing cultural and educational development. Exhibitions in these institutions serve as platforms for public education, academic research, and promotion, continuing the educational function of museums. As a result, many museums and art galleries have begun utilizing VR technology in their exhibitions to enhance visitors' understanding and appreciation of art.
The application of virtual exhibitions in art exhibitions is an emerging topic with both theoretical and practical significance. Therefore, to what extent can VR exhibition methods meet the experiential needs of visitors? This is the main topic of research. This study adopts Schmitt's (1999) five experiential strategies theory - sensory, emotional, cognitive, behavioral, and relational experiences - as the basis for measuring the influence and correlation of the three key characteristics of VR (immersion, imagination, and interactivity) on these five experiences. The research findings indicate that the sensory experience generated by immersion influences other experiences. Furthermore, interactivity affects the behavioral experience, while imagination influences the emotional experience. Additionally, it is found that immersion is indispensable in the application of VR exhibitions, and interactivity and imagination both need to be combined with immersion to fully exert their effects. When combining immersion with interactivity, visitors first experience sensory stimuli, which then influence their emotional and cognitive experiences through interactive actions. Similarly, when combining immersion with imagination, visitors first experience sensory stimuli, which then influence their emotional experiences through imaginative elements, affecting their cognitive experience. In the combination of immersion, interactivity, and imagination, the exhibition experience in VR demonstrates a significant correlation and influence on all five experiences.
Arnould, E., Price, L. and Zinkhan,. (2004). Using IQA to Extract Mental Models Concerning Quality Evaluation Factors for Social Networking Services on Smartphones. Social Networking.
Arts, G. C. f. E. i. t., & Museum, J. P. G. (1991). Insights: Museums, Visitors, Attitudes, Expectations: a Focus Group Experiment: J. Paul Getty Trust.
Burcaw. (1999). 博物館這一行 (張譽騰審訂, Trans.). 臺北市: 五觀藝術管理.
Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology: John Wiley & Sons.
Burke, V., Jørgensen, D., & Jørgensen, F. A. (2020). Museums at home: Digital initiatives in response to COVID-19. Norsk museumstidsskrift, 6(2), 117-123.
Csikszentmihalyi, M., & Robinson, R. E. (1990). The art of seeing: An interpretation of the 11aesthetic encounter: Getty Publications.
Gero, J. S., & Tang, H.-H. (2001). The differences between retrospective and concurrent protocols in revealing the process-oriented aspects of the design process. Design studies, 22(3), 283-295.
Giaccardi, E. (2006). Collective Storytelling and Social Creativity in the Virtual Museum: A Case Study. JSTOR.
Ham, S. H., & Hooper-Greenhill, E. (1994). Cognitive psychology and interpretation. The educational role of the museum.
Harrison, P., & Shaw, R. (2004). Consumer satisfaction and post-purchase intentions: An exploratory study of museum visitors. International journal of arts management, 23-32.
Hirschman, E. C., & Holbrook, M. B. (1982). The experiential aspects of consumption:
Consumer fantasies, feelings, and fun. Journal of consumer research, 9(2), 132-140.
Hooper-Greenhill, E. (1999). The educational role of the museum: Psychology Press.
Lin, C.-H. (2018). 設計策展實務教學與展覽體驗影響因素之研究. 藝術教育研究(35), 33-67.
Liu, S., Zhang, Y., Zhao, J., & Zhang, C. (2022). Analysis of the Influence of International Economic and Trade Development on China's Economy. Frontiers in Business, Economics and Management, 6(2), 130-133.
MacDonald, G. F., & Alsford, S. (1991). The museum as information utility. Museum management and curatorship, 10(3), 305-311.
McLuhan, R. (2000). Go live with a big brand experience. Marketing, 26(4), 45-46.
Packer, N. B. (2010). Museums as Restorative Environments. Wiley Online Library.
Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy (Vol. 76): Harvard Business Review Press.
Pine, B. J., & Gilmore, J. H. (1999). The experience economy: work is theatre & every business a stage: Harvard Business Press.
Pine, B. J., & Gilmore, J. H. (2011). The experience economy: Harvard Business Press.
Pine, B. J., Pine, J., & Gilmore, J. H. (1999). The experience economy: work is theatre & every business a stage: Harvard Business Press.
Sanders, E. (1999). Design for experiencing: New tools. Proc. Design and Emotion, 1999.
Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67.
Schäfer, D., & Song, J.-O. Interpreting the Collection and Display of Contemporary
Science in Chinese Museums as a Reflection of Science in Society. Challenging Collections, 88.
Schweibenz, W. (1998). The" Virtual Museum": New Perspectives For Museums to Present Objects and Information Using the Internet as a Knowledge Base and Communication System. Isi, 34, 185-200.
Świerczyńska-Kaczor, U. (2015). Creating an online art exhibition: the impact of online context on the internet user’s experience and behaviour. Ann Comput Sci Inf Syst, 6, 225-232.
Sylaiou, S., K. Mania, A. Karoulis, and M. White. (2010). Exploring the relationship between presence and enjoyment in a virtual museum. International Journal of Human-Computer Studies.
Wang, M., Lee, J.-Y., & Liu, S. (2022). The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion. International Journal of Contents, 18(1), 1-16.
Yook, J.-H., & Lee, J.-K. (2018). A study on integrated model of online exhibition. Journal of the Korea Institute of Spatial Design, 13(4), 71-80.
Youn, J. (2007). Simulation of efficient virtual space using 3D holography. Paper presented at the Korea Design Forum.
史小冬. (2014). 博物馆的虚拟性分析——兼论意大利伦巴第大区集体记忆虚拟博物馆实践. 装饰(9), 109-110.
刘云晓. (2021). VR 技术在博物馆文物保护中的应用. 东方收藏.
吕宇翔, & 方格格. (2021). 时空, 流动与身体: 传播仪式观下的故宫云展. 艺术设计研究.
吕屏, 杨鹏飞, & 李旭. (2017). 基于 VR 技术的虚拟博物馆交互设计. 包装工程, 38(24), 137-141.
吳麗玲. (2000). 博物館導覽與觀眾涉入程度之研究-以達文西特展為例. 台北市立師範學院視覺藝術研究所碩士論文, 台北.
张浩翀. (2018). 基于沉浸式 VR 技术的兵马俑虚拟展示系统设计与实现. 天津大学,
张萌. (2018). 媒介环境学视域下 VR 视频的传播特征及传播偏向研究. 四川师范大学,
林平. (2005). 藝術展覽的價值和空間的關係. 博物館學季刊, 19(1), 29-37.
林榮泰. (2011). 從服務創新思維探討感質體驗設計. 設計學研究, 14(S), 13-31.
邱誌勇. (2018). 虛擬實境藝術中的 [本體論事件] 與 [共感聯覺美學]. 現代美術學報, 36, 59-78.
施宥如. (2007). 體驗行銷對顧客滿意度與顧客忠誠度影響之研究-以爵士音樂餐廳Brown Sugar 為例.
春之當代藝論. (2022). 引發思辨、對話的場所:博物館/美術館如何創造觀展體驗?. 《影像軌跡.策展美學》.
洪達媛. (2019). 博物館觀眾總體學習成果之研究 —以創價藝文教育互動區為例。. 碩士論文.
唐玄輝, 林智文, & 陳文誌. (2009). 合作設計過程中個人的創造潛能與團隊的概念衍伸對設計成果之影響. 設計學報 (Journal of Design), 14(3).
耿鳳英. (2017). 突破與創新—論國家博物館展示的新視野. 博物館學季刊, 31(3), 79-98.
張慈宜. (2019). 質性訪談中的權力關係. 生命敘說與心理傳記學, 1-16.
曹新向. (2004). 体验经济时代的旅游业发展对策. 西北农林科技大学学报: 社会科学版, 4(5), 126-129.
郭憶璇. (2019). 探討先前知識差異對互動藝術展覽體驗之影響. National Cheng Kung University Department of Industrial Design,
郭憶璇. (2020). 探討先前知識差異對互動藝術展覽體驗之影響.
陳璽敬, 陳俊良, & 林志隆. (2014). 策展理念傳達效果探討── 以 [原來臺灣] 展覽為例. 設計學報 (Journal of Design), 19(3).
童欣儀. (2014). 體驗行銷、顧客滿意度及行為意向之研究-以國立自然科學博物館為例. (硕士).
黃映瑀. (2005). 體驗行銷, 體驗價值, 顧客滿意, 品牌形象與行為意向關係之研究. 未出版碩士論文. 大葉大學事業經營研究所, 彰化.
黃慶源, 邱志仁, & 陳秀鳳. (2004). 博物館之體驗行銷策略. 科技博物, 8(2), 47-66.
鄧佩珊, & 蔡登傳. (2006). 以設計體驗看博覽會之意義. 設計研究(6), 82-89.
羅方超. (2022). 淺談 VR 和 AR 在虛擬博物館展覽中的應用[J]. 01(02):198-201.
酆詠之. (2015). 美術館教育性展覽之家庭觀眾展示說明閱讀行為研究-以國立臺灣美術館 [跟著線條去旅行] 教育展為例.