政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/122322
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文筆數/總筆數 : 113325/144300 (79%)
造訪人次 : 51158786      線上人數 : 895
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜尋範圍 查詢小技巧:
  • 您可在西文檢索詞彙前後加上"雙引號",以獲取較精準的檢索結果
  • 若欲以作者姓名搜尋,建議至進階搜尋限定作者欄位,可獲得較完整資料
  • 進階搜尋
    請使用永久網址來引用或連結此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/122322


    題名: 《資訊超載》- 互動影音裝置作品創作論述
    Information Overload: Interactive Multimedia Installation Creative Discourse
    作者: 陳思惟
    Sih, Wei Chen
    貢獻者: 陳聖智
    廖峻鋒

    Chen, Sheng-Chih
    Liao, Chun-Feng

    陳思惟
    Sih, Wei Chen
    關鍵詞: 互動設計
    多媒體影音
    互動裝置
    數位內容設計
    資訊爆炸
    資訊超載
    Interactive design
    Multimedia installation
    Digital content
    Information explosion
    Iformation overload
    日期: 2019
    上傳時間: 2019-02-12 15:57:36 (UTC+8)
    摘要: 本創作以互動影像裝置作品來探討和詮釋資訊爆炸所引起資訊超載此當代社會現象,透過遊戲引擎Unity,製作3D多媒體影音動畫,營造資訊爆炸的視覺感,借此引起觀眾資訊超載的共鳴並融入當代互動科技,提供觀眾新穎的參展體驗。隨著科技日新月異,社群軟體日益盛行,手機、平板電腦等各式電子設備幾乎是人手一支,開啟社群網站,朋友發佈的各類文章、圖片、新聞,就已是非常大量的資訊,我們被每日被過多資訊轟炸,要將這些資訊全部閱讀和吸收,就需要耗費大量時間,因此如何分辦優質的新聞,過濾雜質資訊,提高時間和資訊管理效能,成為現代人的重要課題之一。我們並沒有因為更多的資訊而變的更有智慧,我們花更多時間在錯誤不正確或是沒有價值的資訊上,反而變的更沒有效率,情緒也因為過多資訊而變的不穩定進而影響人際關係。盼能透過本文,學習對資訊爆炸的對應技巧,能更有效率的過濾優劣新聞,培養自身的判斷力,維持身心平衡。
    本創作方法以Unity和Arduino為主要創作媒材,完成本互動多媒體影像作品,創作者以縝密的思緒脈絡,依序完成互動模式設計、互動機制建構並結合Unity打造之 3D多媒體影音動畫,來探討資訊爆炸此社會議題,盼觀眾能與作品交流後,對此議題產生省思與共鳴,創作結果從評估訪談內容中,接收來自不同背景觀眾之多元觀點與建議,其中包含:各指導老師及口委、參展觀眾和身邊友人,作為互動機制導入和數位內容創作的意見調查,從中學習,融合更多面向的建議,建構更完整的互動體驗作品,並規劃未來展望和方向。
    This work uses interactive video installations to explore and interpret information explosion which causes information overload as a contemporary social issue. This work uses game engine Unity to create 3D interactive animation audio and video to create a visual sense of information overload, thereby causing viewers to reach a consensus about information overload this social phenomenon. Incorporating contemporary interactive technology to provide audience a new exhibition experience.
    With the rapid development of technology, social media is becoming more and more popular. Almost everyone has one mobile phones, tablet computers, or other electronic devices that can be used to access information on the Internet. Various articles, pictures, and news published by friend’s social media, it is already a very large amount of information. We are bombarded with too much information every day. It takes a lot of time to read and absorb all this information. So how to distinguish high-quality news, filter impurity information, improve time and information management efficiency has become one of the important topics of modern people.
    We have not become more wisely because of more information. We spend more time on incorrect and worthless information which leads to inefficiency and emotional imbalance. Emotion unstable brings negative effect to our social relationship. I hope that this article will help reader to learn the corresponding skills of the information overload, and efficiently filter the good and bad news. Ultimately cultivate your own judgment and maintain the balance between body and mind.
    This work uses Unity and Arduino as the main tools to complete the interactive multimedia video installation. Creator completed the interactive mode design, interactive mechanism construction and combine the 3D multimedia audio and video animation created by Unity base on a thoughtful thought thread to interpret information overload.
    I hope audience can communicate with my work and resonate with this topic. Finally, we hope to receive multiple opinions and suggestions from different background audiences from the interview evaluation and provide a more complete interactive experience. Creator can also learn and grow from this experience and become the nutrition and strong motivation for next creation.
    參考文獻: 英文參考文獻
    1. Allen, S. and Gutwill, J. (2004). Designing with multiple interactives: Five common pitfalls. Curator, 47(2): 199-212.
    2. Alleyne, R. (2011). Welcome to the information age-174 newspapers a day. Retrieved from: https://www.telegraph.co.uk/news/science/science-news/8316534/Welcome-to-the-information-age-174-newspapers-a-day.html
    3. Ashkenas, R. (2012). Managing the Information Avalanche. Harvard Business Review. Retrieved from: https://hbr.org/2012/03/manage-the-information-avalanc.html
    4. Baudrillard, J. (1994). Simulacra and Simulation. MI,USA: The University of Michigan Press.
    5. Bergaust, K., Jaccheri, L., and Trifonova, A. (2008). Software engineering issues in interactive installation art. International Journal Arts and Technology, 1(1), 43-63.
    6. Bloom, B. S. (1956). Taxonomy of Educational Objective. Boston, MA: Allyn and Bacon.
    7. Candy L., and Edmonds E. (2002). Interaction in Art and Technology. eJournal of Art and technology 2(1). Retrieved from: http://crossings.tcd.ie/issues/2.1/Candy/
    8. Candy, L., Edmonds, E., and Turner, G. (2004). Approaches to interactive art systems, Paper presented in the Proceedings of the 2nd International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia. San Francisco, CA: ACM Press.
    9. Centre de Cultura Contemporania de Barcelona (CCCB). (2014). Big Bang Data. Retrieved from: http://www.cccb.org/en/exhibitions/file/big-bang-data/45167
    10. Chard, P. (2002). Information overload: Are we technology`s masters...or servants? World At Work Journal, 11(3), 17-21.
    11. Chute, C., Manfrediz, A., Minton, S., Reinsel D., Schlichting, W., and Toncheva, A. (2008). The Diverse & Exploding Digital Universe: An Updated Forecast of Worldwide Information Growth Through 2011 [White paper]. Retrieved from: https://www.atour.com/media/images/service/IDC-EMC-The-Diverse-and-Exploding-Digital-Universe-2008.pdf
    12. Connel M., Edmonds E., and Muller, L. (2007). Living laboratories for interactive art, CoDesign, 2(4), 195-207.
    13. Deliyannis, I.,(Ed.)(2012). Interactive Multimedia. Riijeka, Croatia : InTech.
    14. Gazzaly, A., and Rosen D.L. (2016). The Distracted Mind: Ancient Brains in a High Tech World. Cambridge, MA: The MIT Press.
    15. George R. (1979). A Retrospective. New York: Guggenheim Museum.
    16. Habermas, J. (1984). The Theory of Communicative Action. Boston, MA: Beacon Press.
    17. Hannington, A., and Reed, K. (2002). Towards a taxonomy for guiding multimedia application development, in Ninth Asia Pacific Software Engineering Conference (APSEC`02), Gold Coast, Queensland, Australia, 97-106.
    18. Hübler, C., Marres N., Massumi B., and Mertins D. (with Brouwer J. & Mulder A.). (2007). Interact or Die.Rotterdam. NL:V2_Publishing/NAi Publishers.
    19. Jackson, W. (2001). Information overload and managerial roles: A naturalistic study of engineers. Unpublished doctoral dissertation, The University of Texas Austin.
    20. Joan, S. A. (2015). The intangible material of interactive art: agency, behavior and emergence. Artnodes, 0(16). doi:10.7238/a.v0i16.2744.
    21. Kiraly, J. S. (2014). Your Healthy Brain.Morrisville. North Carolina: Lulu Publishing Service.
    22. Kurosu, M.(Ed.)(2018). Human-Computer Interaction.Theories,Methods,and Human Issues. Cham, Switzerland : Springer International Publishing AG.
    23. Machin, C. (2002). ‘Realizing Digital Artworks.’ In Explorations in Art and Technology: Intersections and Correspondence, ed. Linda Candy and Ernest Edmonds, 135-142. London: Springer Verlag.
    24. Mase K. and Sidney F. (1998). Iamascope: A Musical Application for Image Processing. In Proceedings of the Third International Conference on Automatic Face and Gesture Recognition. Los Alamitos, Calif.: IEEE Computer Society Press.
    25. Meyer, R. (2016). How Many Stories Do Newspapers Publish Per Day? Retrieved from:https://www.theatlantic.com/technology/archive/2016/05/how-many-stories-do-newspapers-publish-per-day/483845/
    26. Mignonneau, L., and Sommerer, C. (1999). Art as a Living System: Interactive Computer Artworks. Leonardo, 32 (3), 165-173.
    27. MyTriz. (2014). Teacher: Catalyst of Creativity, Generator of Innovation. Retrieved From: http://mytriz.com.my
    28. New World Encyclopedia. (2018). Information explosion. Retrieved from: http://www.newworldencyclopedia.org/entry/Information_explosion
    29. Newton, R. (2011). Daz 3D introduces Genesis technology for 3D human models. Retrieved from: https://gfxspeak.com/2011/06/02/daz-3d-introduces-unimesh-technology-for-3d-human-models/
    30. Paul, C. (2003). Digital Art. NY,USA: Thames & Hudson.
    31. Plummer, M., and Wilson J. (2018). Become a More Productive Learner. Retrieved from: https://hbr.org/2018/06/become-a-more-productive-learner.
    32. Reuters Business Information. (1996). Dying for information?:an investigation into the effects of information overload in the UK and worldwide. London:Reuters.
    33. Rosen, L., and Weil, M. (1997). TechnoStress: Coping with technology @work @home @play. New York: Wiley & Sons.
    34. Ruff, J. (2002). Information Overload: Causes, Symptoms and Solutions. Harvard Graduate School of Education’s Learning Innovations Laboratory (LILA). Information Overload: Causes, Symptoms and Solutions.pdf [*PDF now hosted on WorkplacePsychology.Net for convenience.]
    35. Steinkamp, J. (2001). My Only Sunshine: Installation Art Experiments with Light, Space, Sound and Motion. Leonardo, 34 (2), 109-112.
    36. Sweller, J (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science. 12 (2): 257–285.
    37. Tekja. (2015). London Data Streams. Retrieved from: http://tekja.com/project-big-bang-data.html
    38. Toffler, A. (1970). Future Shock. NY, USA: Random House,Inc.
    39. Tolstory, L. (1962). What is Art? London, UK: Oxford University Press.
    40. Wikipedia. (2018). Unity. Retrieved from: https://zh.wikipedia.org/wiki/Unity_(%E6%B8%B8%E6%88%8F%E5%BC%95%E6%93%8E)
    41. Winkle, W. V. (1998). Information overload: Fighting data asphyxiation is difficult but possible. From: http://www.gdrc.org/icts/i-overload/infoload.html
    42. Wurman, S.R. (1989). Information anxiety. New York: Doubleday.
    中文參考文獻
    1. Wikipedia(2008)。摩爾定律。取自: https://zh.wikipedia.org/wiki
    2. 陳秉璋、陳信木(1993)。藝術社會學。台北:巨流圖書公司。
    3. 國家教育研究院(2012)。雙語詞彙、學術名詞暨辭書資訊網。取自: http://terms.naer.edu.tw/detail/1678899/
    4. 張嘉彬(2004)。從資訊超載現象探討圖書館員所應扮演的角色。中國圖書館學會會報,72,53-67。
    5. 張國洋(2014)。3年後,你的工作還在嗎?台北:時報出版。
    6. 張國洋(2017)。想要克服資訊焦慮?你其實可以這麼做。商業周刊。取自: https://www.businessweekly.com.tw
    7. 周複初、林四皓(2012)。不死就不生:2011近現代中國基督教神學思想學術研討會論文集。新北市,台灣:華宣出版有限公司CCLM Publishing Group Ltd。
    8. 蔡財元(2010)。互動藝術的機制與影音表徵初探。美術學刊, 1(6)。取自:
    http://www.digiarts.org.tw/Content/Column/201112/virtual_reality.pdf
    9. 當代美術館(2011)。觀自在─數位之眼互動藝術展 Being - The Digital Eye: Interactive Media。取自:http://www.mocataipei.org.tw/
    10. 歸源亭(2011)。當代館展"觀自在-數位之眼互動藝術。取自:
    http://newnet.tw/Newsletter/News.aspx?Iinfo=4&iNumber=3952#ixzz5OidYtb00
    11. 黃鐘毅(2016)。雲端時代時間管理術。商業周刊。取自: https://www.businessweekly.com.tw/article.aspx?id=16172&type=Blog
    12. 楊采翎(2018)。世界越快。你需要來自心理學的高效學習。取自: https://buzzorange.com/techorange/2018/06/19/high-learning-methods/
    13. 台灣物聯科技有限公司。HC-SR501人體紅外線感應模組。取自: https://www.taiwaniot.com.tw/product/hc-sr501-pir-sensor/
    14. GuruGuruGo共同創辦人Mr. Sophie(2017)。資訊爆炸的年代,如何快速戳破數位產業界的謊話[網頁部落格]。取自: https://blog.hahow.in/
    15. Rocket Café火箭科技評論(2016)。科技會取代人類的工作嗎?先解決勞動力結構與遠見問題[網頁部落格]。取自:https://rocket.cafe/talks/81140
    16. 何青蓉(2000)。從終身學習談博物館教育。博物館學季刊,1,7-14。
    17. Jewel(2015)。巨量資料的時代,用「大、快、雜、疑」四字箴言帶你認識大數據。取自: https://www.inside.com.tw
    18. 陳玟晴(2018)。如何打造一場吸引人的展覽?6位台灣策展專家親解「策展藝術」幕後秘辛。取自: https://www.wowlavie.com
    19. 林汝羽(2017)。當展覽不只是「展覽」—看見一間博物館的靈魂[網頁部落格] 。取自: https://opinion.cw.com.tw/blog/profile/375/article/6443
    20. 吳紹群(2014)。博物館多媒體互動展之海外展覽觀眾滿意度研究。博物館學季刊,28(4),93-120。
    21. 周一彤(2006)。應用互動多媒體設計於博物館展示之案例分析。科技博物,10(2):17-30。
    22. 維基百科(2018)。互動設計。取自: https://zh.wikipedia.org/wiki
    23. 張美惠(譯)(1994)。資訊焦慮(原作者:Richard Saul Wurman)。臺北市:時報出版。
    24. 李涵鈺(2014)。科技是發展還是阻礙學生學習?—「國際認知負荷理論工作坊」側寫。國家教育研究院電子報,92。取自: https://epaper.naer.edu.tw/index.php?edm_no=92&content_no=2263
    25. 故事巢(2013)。相遇時刻。取自: http://www.storynest.com/pix/_4proj/i_meet/p0.php?lang=ch
    26. 賴佩璇、夏亞凡(2014)。翻牌裝置結合藝術 記錄臺灣歷史。取自: https://vita.tw/%E7%BF%BB%E7%89%8C%E8%A3%9D%E7%BD%AE%E7%B5%90%E5%90%88%E8%97%9D%E8%A1%93-%E8%A8%98%E9%8C%84%E8%87%BA%E7%81%A3%E6%AD%B7%E5%8F%B2-ebaa502f9882
    描述: 碩士
    國立政治大學
    數位內容碩士學位學程
    105461008
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0105461008
    資料類型: thesis
    DOI: 10.6814/THE.NCCU.DCT.006.2019.B02
    顯示於類別:[數位內容碩士學位學程] 學位論文

    文件中的檔案:

    檔案 大小格式瀏覽次數
    100801.pdf6770KbAdobe PDF20檢視/開啟


    在政大典藏中所有的資料項目都受到原著作權保護.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回饋