Reference: | 中文部分 吳世光、陳建和(2002)。〈影像式虛擬實境之發展及其在觀光產業應用之研究〉。《觀光研究學報》。8(1),109-125。 徐兆吉、馬君、何仲、劉曉宇(2017)。《電腦、網路、手機之後?虛擬實境:新世代運算平台》。台北市:佳魁資訊。 莫淑玲(2011)。〈閱聽人對電梯數位看板廣告態度之研究〉。世新大學圖文傳播暨數位出版學研究所碩士論文。 賴崇閔、黃秀美、廖述盛、黃雯雯(2009)。〈3D 虛擬實境應用於醫學教育接受度之研究〉。《教育心理學報》。40(3),341-361。 欒雯婷(2010)。〈遊戲式廣告效果的探討:遊戲娛樂性高低與一致性(遊戲內容—產品特性)對廣告記憶與態度的影響〉。國立政治大學廣告研究所。
西文部分 Ajzen, I., & Fishbein, M. (1975). Belief, attitude, intention and behavior: An introduction to theory and research: Reading, MA: Addison-Wesley. Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behaviour. Englewood Cliffs, NJ: Prentice-Hall. Bauer, R. A., & Greyser, S. A. (1968). Advertising in America, the consumer view. Boston: Harvard University, Graduate School of Business Administration, Division of Research. Biocca, F. (1992). Virtual reality technology: A tutorial. Journal of communication, 42(4), 23-72. Biocca, F. (1997). The cyborg’s dilemma: progressive embodiment in virtual environments. Journal of Computer-Mediated Communications, 3(2). Biocca, Frank, Terry M. Daugherty, Hairong Li, and Zoo-Hyun Chae. (2001). Effect of Visual Sensory Immersion on Product Knowledge, Attitude Toward the Product and Purchase Intention, in Proceedings of the Experiential E-Commerce Conference. Blaut, J. M. (1991). Natural mapping. Transactions of the Institute of British Geographers, 55-74. Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. In Proceedings of the Conference on Human Factors in Computing Systems,1297-1300. New York: ACM. .Burdea Grigore, C., & Coiffet, P. (1994). Virtual reality technology: London: Wiley-Interscience. Coates, G. (1992). Program from Invisible Site-a virtual sho, a multimedia performance work presented by George Coates Performance Works. San Francisco, CA. Costello, P. J. (1997). Health and safety issues associated with virtual reality- A review of current literature. In AGOCG Technical Report Series. Daggubati, L. S. (2016). Effect of cooperation on players` immersion and enjoyment: Missouri University of Science and Technology. Duarte, E., Rebelo, F., & Wogalter, M. S. (2010). Virtual Reality and its potential for evaluating warning compliance. Human Factors and Ergonomics in Manufacturing & Service Industries, 20(6), 526-537. Eagly, A. H., & Chaiken, S. (1993). The psychology of attitudes: Harcourt Brace Jovanovich College Publishers. Garretson, J. A., & Niedrich, R. W. (2004). Spokes-characters: Creating character trust and positive brand attitudes. Journal of advertising, 33(2), 25-36. Griffin, T., Giberson, J., Lee, S. H. M., Guttentag, D., Kandaurova, M., Sergueeva, K., & Dimanche, F. (2017). Virtual Reality and Implications for Destination Marketing. Tourism Travel and Research Association Conference. Horvath, K. and Lombard, M. (2010). Social and spatial presence: an application to optimize human-computer interaction, Psychology Journal, 8(1), 85-114. Jacobson, L. (1993). Welcome to the virtual world. In: Richard Swadley (Ed.). On the cutting edge of technology , 69-79. Carmel, IN: Sams. Johnson-Laird, P. N. (1983). Mental models: Towards a cognitive science of language, inference, and consciousness: Cambridge, MA: Harvard University Press. Jung, T., & Han, D. (2014). Augmented Reality (AR) in Urban Heritage Tourism. eReview of Tourism Research, 5, 1-5. Kim, Y., Son, Y., & Han, S. (2016). What is the Role of TV Commercials in the Trans-Media Era? Indian Journal of Science and Technology, 9(41), 1-10. Klimmt, C., & Vorderer, P. (2003). Media psychology “is not yet there”: Introducing theories on media entertainment to the presence debate. Presence: Teleoperators and virtual environments, 12(4), 346-359. Lavidge, R. J., & Steiner, G. A. (1961) A model for predictive measurements of advertising effectiveness. Journal of Marketing, 25(4), 59-62 Machleit, K. A., & Wilson, R. D. (1988). Emotional feelings and attitude toward the advertisement: The roles of brand familarity and repetition. Journal of Advertising, 17(3), 27-35. MacKenzie, S. B., Lutz, R. J., & Belch, G. E. (1986). The role of attitude toward the ad as a mediator of advertising effectiveness: A test of competing explanations. Journal of Marketing Research, 8(1), 130-143. McGloin, R., Farrar, K. M., & Krcmar, M. (2011). The impact of controller naturalness on spatial presence, gamer enjoyment, and perceived realism in a tennis simulation video game. Presence: Teleoperators and virtual environments, 20(4), 309-324. McLellan, H. (1996). Virtual realities. Handbook of research for educational communications and technology, 457-487. New York: Simon and Schuster. McMahan, A. (2003). Immersion, engagement and presence. The video game theory reader, 67, 86. Mitchell, A. A., & Olson, J. C. (1981). Are product attribute beliefs the only mediator of advertising effects on brand attitude? Journal of Marketing Research 28, 318-332. Norman, D. A., & Draper, S. W. (1986). User Centered System Design: New Perspectives on Human–Computer Interaction. Hillsdale, NJ: Lawrence Erlbaum. Norman, D. (1988). The Design of Everyday Things (Originally published: The psychology of everyday things). Nunez, D., & Blake, E. (2006). Learning, experience, and cognitive factors in the presence experiences of gamers: An exploratory relational study. Presence, 15(4), 373-380. Nichols, S., Haldane, C., & Wilson, J. R. (2000). Measurement of presence and its consequences in virtual environments. International Journal of Human-Computer Studies, 52(3), 471-491. Oliver, M. B., & Bartsch, A. (2010). Appreciation as audience response: Exploring entertainment gratifications beyond hedonism. Human Communication Research, 36(1), 53-81. Schmierbach, M., Limperos, A. M., & Woolley, J. K. (2012). Feeling the need for (personalized) speed: How natural controls and customization contribute to enjoyment of a racing game through enhanced immersion. Cyberpsychology, Behavior, and Social Networking, 15(7), 364-369. Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators and virtual environments, 10(3), 266-281. Shafer, D. M., Carbonara, C. P., & Popova, L. (2011). Spatial presence and perceived reality as predictors of motion-based video game enjoyment. Presence: Teleoperators and virtual environments, 20(6), 591-619. Shafer, D. M., Carbonara, C. P., & Popova, L. (2014). Controller required? The impact of natural mapping on interactivity, realism, presence, and enjoyment in motion-based video games. Presence, 23(3), 267-286. Shi, Y. (2017). Should Organizations Leverage 360-degree Commercial Video Campaigns?: The influence on customer-brand engagement and customer-based brand equity. Master`s thesis, University of Twente. Shimp, T. A. (1981). Attitude toward the ad as a mediator of consumer brand choice. Journal of Advertising, 10(2), 9-48. Skalski, P., Lange, R., & Tamborini, R. (2006). Mapping the way to enjoyment. Proceedings of the Ninth International Workshop on Presence. Cleveland, OH: Cleveland State University. Skalski, P., Tamborini, R., Shelton, A., Buncher, M., & Lindmark, P. (2011). Mapping the road to fun: Natural video game controllers, presence, and game enjoyment. New Media & Society, 13(2), 224-242. Spears, N., & Singh, S. N. (2004). Measuring attitude toward the brand and purchase intentions. Journal of Current Issues & Research in Advertising, 26(2), 53-66. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. Stanney, K., & Salvendy, G. (1998). Aftereffects and sense of presence in virtual environments: Formulation of a research and development agenda. International Journal of Human-Computer Interaction, 10(2), 135-187. Sutherland, I. E. (1965). The ultimate display, Proc. IFIP, 2, 506-508. Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60(4), 758-777. Tamborini, R., & Skalski, P. (2006). The role of presence in the experience of electronic games. Playing video games: Motives, responses, and consequences, 225-240. Thompson, M., Nordin, A. I., & Cairns, P. (2012).Effect of touch-screen size on game immersion. BCS HCI 2012, 280-285. Van Dijk, T. A. (1998). Ideology: A multidisciplinary approach, London: Sage. Vorderer, P., Wirth, W., Gouveia, F. R., Biocca, F., Saari, T., Jäncke, F., . . . Hartmann, T. (2004). MEC spatial presence questionnaire (MEC-SPQ): Short documentation and instructions for application. Report to the European Community, Project Presence: MEC (IST-2001-37661), 3. Wijnants, M., Van Erum, K., Quax, P., & Lamotte, W. (2015). Web-mediated Augmentation and Interactivity Enhancement of Omni-directional Video in Both 2D and 3D. In: Proceedings of the 11th International Conference on Web Information Systems and Technologies, 21-34. SCITEPRESS Science and Technology Publications, Lisbon, Portugal Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., . . . Gouveia, F. R. (2007). A process model of the formation of spatial presence experiences. Media Psychology, 9(3), 493-525. Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240. Zhang, Y. (1996). Responses to humorous advertising: The moderating effect of need for cognition. Journal of Advertising, 25(1), 15-32.
網路部分 〈2016 VR 元年!準確來說,今年已經是第三次喊出「VR 元年」了〉(2016年6月22日)。取自TechOrange科技報橘網站。 https://buzzorange.com/techorange/2016/06/22/the-third-vr-era/
<See the future of video by looking behind you: Introducing 360 degree video ads>(2015年7月22日)。取自Google Inside AdWords https://adwords.googleblog.com/2015/07/see-future-of-video-by-looking-behind.html
< JOHN E. KENNEDY >(1999年3月29日)。取自 AdAge http://adage.com/article/special-report-the-advertising-century/john-e-kennedy/140216/ |