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    Title: 「出體經驗」——虛擬時空的美學與反思
    Out-of-Body Experiences: The aesthetics and reflections in virtual spacetime
    Authors: 林品嫺
    Lin, Pin-Hsien
    Contributors: 陶亞倫
    李蔡彥

    Tao, Ya-Lun
    Li, Tsai-Yen

    林品嫺
    Lin, Pin-Hsien
    Keywords: 虛擬實境
    出體經驗
    身體感知
    賽博時空
    非線性時間
    Virtual reality
    Out-of-body experience
    Bodily perception
    Cyber-space-time
    Nonlinear time
    Date: 2024
    Issue Date: 2024-10-04 10:30:39 (UTC+8)
    Abstract: 隨著科技發展日新月異,人們在接收周遭環境的方式亦不斷產生變化,在科技的介入下已無法如過往那般依賴自身的感官,尤其當虛擬實境技術被廣泛運用後,如此沉浸式的體驗便試圖以虛擬的影像欺騙大腦,製造出身歷其境的錯覺。儘管目前為止人們仍透過肉眼觀察出現實與虛擬的差異,這些差異卻也正在逐漸縮小,並可能在不遠的未來消失。

    因此,本創作研究意圖探究虛擬與現實的邊界被模糊後,人們對於自我的認知以及對身體感官的態度會產生什麼樣的變化,並同時透過文獻的爬梳整理及創作作為研究方法。在創作中研究者以「出體經驗」作為模擬意識與身體分離之情景,試圖藉此分離感引發觀眾對於科技介入感官之反思,並且在觀眾體驗後進行訪問以探究本創作是否驗證研究之問題意識,以及創作帶來的其他啟發。

    本文共分為六大章節:第一章為本研究之問題意識、動機以及研究方法之概述;第二章為本研究涵蓋議題之相關文獻與創作探討;第三章詳述本創作研究之理念及創作方法;第四章紀錄創作過程所運用之技術與展覽流程細節;第五章則為展覽過後對觀眾的訪談回饋,以及研究者對於展覽的檢討;而最後第六章為本創作研究之回顧與未來展望。
    With the rapid advancement of technology, the ways in which people perceive their environment are continuously evolving. The intervention of technology has increasingly challenged the reliance on human senses, as was customary in the past. This phenomenon is particularly evident with the widespread application of virtual reality technology, where immersive experiences attempt to deceive the brain through virtual images, thereby creating an illusion of presence. Although, at present, individuals can still discern the differences between reality and virtuality through direct observation, these distinctions are progressively narrowing and may potentially vanish in the foreseeable future.

    This research, therefore, seeks to investigate the potential transformations in self-perception and bodily awareness as the boundaries between the virtual and the real become increasingly ambiguous. The research employs both literature review and a practice-based creative approach. Through the creation process, the researcher simulates scenarios of consciousness dissociating from the body, specifically through "out-of-body experiences," to provoke critical reflections on the implications of technological mediation on sensory perception. Following the audience’s engagement with the creative work, interviews are conducted to evaluate whether the creation substantiates the research questions and to uncover additional insights that may arise from the audience’s experience.

    This paper is composed of six chapters. The first chapter provides an overview of the research problem, motivation, and methodology. The second chapter reviews relevant literature and examines creative works related to the topics addressed in this research. The third chapter elaborates on the conceptual framework and creative methodologies employed in this research. The fourth chapter details the technical processes involved in the creative work and outlines the exhibition procedures. The fifth chapter presents audience feedback gathered through post-exhibition interviews, along with the researcher’s critical reflections on the exhibition. The final chapter offers a retrospective analysis of the research and discusses future directions.
    Reference: 1. Guizzo, E. (2003). The essential message : Claude Shannon and the making of information theory. https://dspace.mit.edu/handle/1721.1/39429

    2. Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., & Billinghurst, M. (2020). Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). https://doi.org/10.1109/vr46266.2020.00099

    3. Cyborgs and space, Manfred E. Clynes and Nathan S. Kline, 1960

    4. Warwick, K. (2003). Cyborg morals, cyborg values, cyborg ethics. Ethics and Information Technology, 5(3), 131–137. https://doi.org/10.1023/b:etin.0000006870.65865.cf

    5. Adriaans, Pieter, &quot;Information&quot;, The Stanford Encyclopedia of Philosophy (Fall 2020 Edition), Edward N. Zalta (ed.), URL = <https://plato.stanford.edu/archives/fall2020/entries/information/>.

    6. Brain Facts: A Primer on the Brain and Nervous System. (2012). Society for Neuroscience.

    7. Salih, A. E., Elsherif, M., Ali, M., Vahdati, N., Yetisen, A. K., & Butt, H. (2020). Ophthalmic wearable devices for color blindness management. Advanced Materials Technologies, 5(8). https://doi.org/10.1002/admt.201901134

    8. Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 11. https://doi.org/10.1167/11.8.11

    9. Craffert, P. F. (2015). When is an Out-of-Body Experience (Not) an Out-of-Body Experience? Reflections about Out-of-Body Phenomena in Neuroscientific Research. Journal of Cognition and Culture, 15(1–2), 13–31. https://doi.org/10.1163/15685373-12342138

    10. Yu-Cheng Liu (2023). A Renewed Experience of Sense De/synchronization: Inspiration from Digital Art. https://www.tfam.museum/Journal/Detail.aspx?id=1050&aID=1077&ddlLang=en-us

    11. Piñeros Glasscock, Juan S. and Sergio Tenenbaum, &quot;Action&quot;, The Stanford Encyclopedia of Philosophy (Spring 2023 Edition), Edward N. Zalta & Uri Nodelman (eds.), URL = <https://plato.stanford.edu/archives/spr2023/entries/action/>.

    12. Mudgal, V., Dhakad, R., Mathur, R., Sardesai, U., & Pal, V. S. (2021). Astral projection: a strange Out-of-Body experience in dissociative disorder. Cureus. https://doi.org/10.7759/cureus.17037

    13. Ehrsson, H. H. (2007). The experimental induction of Out-of-Body Experiences. Science, 317(5841), 1048. https://doi.org/10.1126/science.1142175

    14. Bejan, A. (2019). Why the Days Seem Shorter as We Get Older. European Review, 27(02), 187–194. https://doi.org/10.1017/s1062798718000741

    15. Schatzschneider, C., Bruder, G., & Steinicke, F. (2016). Who turned the clock? Effects of Manipulated Zeitgebers, Cognitive Load and Immersion on Time Estimation. IEEE Transactions on Visualization and Computer Graphics, 22(4), 1387–1395. https://doi.org/10.1109/tvcg.2016.2518137

    16. Elizabeth Howell, Daisy Dobrijevic (2023). Redshift and blueshift: What do they mean? Space.com. https://www.space.com/25732-redshift-blueshift.html

    17. 〈意識與身體的交融-《出夢入夢》虛擬實境互動體驗》(2015.12.13)台灣數位藝術文章資料庫https://www.digiarts.org.tw/DigiArts/DataBasePage/4_88362552049059/Chi
    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    111462006
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0111462006
    Data Type: thesis
    Appears in Collections:[數位內容碩士學位學程] 學位論文

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