政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/112152
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 113648/144635 (79%)
造访人次 : 51681137      在线人数 : 571
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻
    政大機構典藏 > 商學院 > 資訊管理學系 > 學位論文 >  Item 140.119/112152


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/112152


    题名: 研究虛擬實境對於博物館展覽是否為有效的傳播媒介 - 以故宮博物院為例
    Is Virtual Reality An Effective Communication Medium For Museum Exhibitions? Using National Palace Museum As An Example
    作者: 石詠綺
    贡献者: 張欣綠
    石詠綺
    关键词: 傳播媒介
    虛擬實境
    專注程度
    享受程度
    個性
    相關經驗
    Telepresence
    VR
    Attention
    Engagement
    Personality
    Experience
    日期: 2017
    上传时间: 2017-08-28 11:24:47 (UTC+8)
    摘要: 在資訊科技越來越蓬勃發展的情況下,也讓博物館能帶來更好的使用者體驗。而現今已有許多博物館使用這些新技術,提供觀眾更有趣且吸引人的內容。本研究與國立故宮博物院合作,而故宮近年來也致力於新科技的採用與發展,虛擬實境則是其中一個例子,因此本篇會著重在探討虛擬實境在博物館展覽上是否為有效提升觀眾觀展興趣的互動媒介。當使用者在使用互動媒介的時候,會讓他們產生一種類似”身歷其境的”感覺,我們稱為”telepresence”而這種感覺則會進一步影響他們對於博物館的觀展意願。因此本篇論文會針對虛擬實境跟不同的互動媒介做比較,藉以了解比起其他互動媒介,虛擬實境是否能更能提升使用者體驗,這裡為了普及性及取材方便,採用故宮網站及影片來做比較。而為了衡量使用者體驗,我們則採用”享受程度”及”專注程度”來測量不同互動媒介所帶給他們的影響;此外個性以及使用者的過去相關經驗也是影響他們享受程度的重要因素,因此本篇研究也有將此兩個調節變數納入考量。而實驗內容則是隨機分配使用者使用其中一樣媒介,實驗結束後填寫相對應的問卷。實驗結果證明了互動媒介如果能帶來越高的 telepresence,則使用者會有更高的專注程度,越高的專注程度能讓使用者有更高的享受程度,而享受程度及專注程度皆能帶來較好的使用者體驗,進一步影響使用者的觀展意願;但高程度的 telepresence 並不會對享受程度有所影響,可能是因為互動媒介本身內容使用者並沒有興趣的關係,而兩個調節變數雖同樣不顯著,但試著探索性分析後發現擁有外向個性的人相較於其他人,在使用互動媒介時能有更高的專注程度,這也是未來可研究的方向。總結來說,本篇研究證明了虛擬實境能帶來較高的專注力,且專注力與享受程度能進一步地引起使用者的觀展興趣。
    Information technologies provided important opportunities for museums to create more engaging visitor experience. Many museums have decided to adopt new technologies to provide more interesting and attracting offerings. This study collaborates with National Palace Museum and focus on investigating whether virtual reality is an effective communication medium for museum exhibition. When people use different communication medium they will have variety telepresence, and the telepresence may influences on their performance expectation. Therefore this study presented in this paper compared three communication mediums, video, website and virtual reality. For evaluating user experience, we took engagement and attention to measure the effect of telepresence; also the role of users’ personality and their prior experience of communication media in moderating these effects are also considered. The experiment is held in National Cheng-Chi University and the participators are all students from the university, we randomly let user use one of three communication medium then give them questionnaire after finishing the experiment. By the result of our research, we found that high level of telepresence can let the user more focus on the media, and higher attention can enforce their engagement, in the last, both attention and engagement can further impact user’s visitation behavior. In our result, even personality and relative experience are both insignificant, but we found that when using communication medium, extravert can have higher attention than the other users, it may be a future research. Overall, this study confirm that VR with higher telepresence can catch more attention from user, attention enforce their engagement, then higher level of attention and engagement create better user experience.
    參考文獻: [1] Agarwal, R., & Karahanna, E. (2000). Time flies when you`re having fun: Cognitive absorption and beliefs about information technology usage. MIS quarterly, 665-694.
    [2] Animesh, A., Pinsonneault, A., Yang, S. B., & Oh, W. (2011). An odyssey into virtual worlds: exploring the impacts of technological and spatial environments on intention to purchase virtual products. Mis Quarterly, 789-810.
    [3] Biocca, F. (1992). Communication within virtual reality: Creating a space for research. Journal of Communication, 42(4), 5-22.
    [4] Bollen, K., & Lennox, R. (1991). Conventional wisdom on measurement: A structural equation perspective. Psychological bulletin, 110(2), 305.
    [5] British Museum offers virtual reality tour of Bronze Age. (2015, August) BBC News
    [6] Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009). The development of the game engagement questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology, 45(4), 624-634.
    [7] Brown, K. W., & Ryan, R. M. (2003). The benefits of being present: mindfulness and its role in psychological well-being. Journal of personality and social psychology, 84(4), 822.
    [8] Chen, H., Wigand, R. T., & Nilan, M. S. (1999). Optimal experience of web activities. Computers in human behavior, 15(5), 585-608.
    [9] Chin, W. W. (1998). The partial least squares approach to structural equation modeling. Modern methods for business research, 295(2), 295-336.
    [10] Chwelos, P., Benbasat, I., & Dexter, A. S. (2001). Research report: Empirical test of an EDI adoption model. Information systems research, 12(3), 304-321.
    [11] Coyle, J. R., & Thorson, E. (2001). The effects of progressive levels of interactivity and vividness in web marketing sites. Journal of advertising, 30(3), 65-77.
    [12] Csikszentmihalyi, M. (1990). Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.
    [13] Cvijikj, I. P., & Michahelles, F. (2013). Online engagement factors on Facebook brand pages. Social Network Analysis and Mining, 3(4), 843-861.
    [14] Cyr, D., Head, M., & Ivanov, A. (2009). Perceived interactivity leading to e-loyalty: Development of a model for cognitive–affective user responses. International Journal of Human-computer studies, 67(10), 850-869.
    [15] Draper, J. V., Kaber, D. B., & Usher, J. M. (1998). Telepresence. Human factors, 40(3), 354-375.
    [16] Featherman, M., Wright, R. T., Thatcher, J. B., Zimmer, J. C., & Pak, R. (2011). The influence of interactivity on e-service offerings: An empirical examination of benefits and risks. AIS Transactions on Human-Computer Interaction, 3(1), 1-25.
    [17] Fiore, A. M., Jin, H. J., & Kim, J. (2005). For fun and profit: Hedonic value from image interactivity and responses toward an online store. Psychology & Marketing, 22(8), 669-694.
    [18] Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of marketing research, 39-50.
    [19] Fortin, D. R., & Dholakia, R. R. (2005). Interactivity and vividness effects on social presence and involvement with a web-based advertisement. Journal of business research, 58(3), 387-396.
    [20] Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human—computer interaction. The Journal of psychology, 128(4), 381-391.
    [21] Gosling, S. D., Rentfrow, P. J., & Swann, W. B. (2003). A very brief measure of the Big-Five personality domains. Journal of Research in personality, 37(6), 504-528.
    [22] Grantc Grantcharov harov, T. P., Kristiansen, V. B., Bendix, J., Bardram, L., Rosenberg, J., & Funch‐Jensen, P. (2004). Randomized clinical trial of virtual reality simulation for laparoscopic skills training. British Journal of Surgery, 91(2), 146-150.
    [23] Heeter, C. (1992). Being there: The subjective experience of presence. Presence: Teleoperators & Virtual Environments, 1(2), 262-271.
    [24] Held, R. M., & Durlach, N. I. (1992). Telepresence. Presence: Teleoperators & Virtual Environments, 1(1), 109-112.
    [25] Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. The Journal of Marketing, 50-68.
    [26] Hong, S. (2003). The impacts of the levels of interactivity, vividness, and motivation on telepresence and revisiting intention in the new media.
    [27] Hsu, S. H., Chou, C. Y., Chen, F. C., & Chan, T. W. (2007, March). An investigation of the differences between robot and virtual learning companions` influences on students` engagement. In Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL`07. The First IEEE International Workshop on (pp. 41-48). IEEE.
    [28] Huang, L. T., Chiu, C. A., Sung, K., & Farn, C. K. (2011). A comparative study on the flow experience in web-based and text-based interaction environments. Cyberpsychology, Behavior, and Social Networking, 14(1-2), 3-11.
    [29] Hui, T. K., Wan, D., & Ho, A. (2007). Tourists’ satisfaction, recommendation and revisiting Singapore. Tourism management, 28(4), 965-975.
    [30] Hulland, J. (1999). Use of partial least squares (PLS) in strategic management research: A review of four recent studies. Strategic management journal, 195-204.
    [31] Hutchins, E. L., Hollan, J. D., & Norman, D. A. (1985). Direct manipulation interfaces. Human–Computer Interaction, 1(4), 311-338.
    [32] Jarvenpaa, S. L., & Todd, P. A. (1996). Consumer reactions to electronic shopping on the World Wide Web. International journal of electronic commerce, 1(2), 59-88.
    [33] Jiang, Z., & Benbasat, I. (2007). Research note—investigating the influence of the functional mechanisms of online product presentations. Information Systems Research, 18(4), 454-470.
    [34] Joseph, E. (2005). Engagement tracing: using response times to model student disengagement. Artificial intelligence in education: Supporting learning through intelligent and socially informed technology, 125, 88.
    [35] Jung, Y. (2011). Understanding the role of sense of presence and perceived autonomy in users` continued use of social virtual worlds. Journal of Computer‐Mediated Communication, 16(4), 492-510.
    [36] Kang, M., & Gretzel, U. (2012). Perceptions of museum podcast tours: Effects of consumer innovativeness, Internet familiarity and podcasting affinity on performance expectancies. Tourism Management Perspectives, 4, 155-163.
    [37] Kashdan, T. B., & Fincham, F. D. (2004). Facilitating curiosity: A social and self‐regulatory perspective for scientifically based Interventions. Positive psychology in practice, 482-503.
    [38] Khan, A., Khan, A. I., Ghani, K., & Shafi, M. (2013). Big five personality measurement instrument: An Urdu translation. International Journal of Business, Management and Social Sciences.
    [39] Klein, L. R. (2003). Creating virtual product experiences: The role of telepresence. Journal of interactive Marketing, 17(1), 41-55.
    [40] Koufaris, M. (2002). Applying the technology acceptance model and flow theory to online consumer behavior. Information systems research, 13(2), 205-223.
    [41] Laarni, J., Ravaja, N., Saari, T., & Hartmann, T. (2004). Personality-related differences in subjective presence. In Proceedings of the seventh annual international workshop presence (pp. 88-95).
    [42] Lee, J. A. (2011). Effect of web‐based interactive tailored health videos on users` attention, interactivity, overall evaluation, preference and engagement. Proceedings of the Association for Information Science and Technology, 48(1), 1-3.
    [43] Li, H., & Bukovac, J. L. (1999). Cognitive impact of banner ad characteristics: An experimental study. Journalism & Mass Communication Quarterly, 76(2), 341-353.
    [44] Li, T., Berens, G., & de Maertelaere, M. (2013). Corporate Twitter channels: The impact of engagement and informedness on corporate reputation. International Journal of Electronic Commerce, 18(2), 97-126.
    [45] Li, Y., & Lerner, R. M. (2013). Interrelations of behavioral, emotional, and cognitive school engagement in high school students. Journal of Youth and Adolescence, 42(1), 20-32.
    [46] Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer‐Mediated Communication, 3(2), 0-0.
    [47] Loomis, J. M. (1992). Distal attribution and presence. Presence: Teleoperators & Virtual Environments, 1(1), 113-119.
    [48] McCrae, R. R., & John, O. P. (1992). An introduction to the five‐factor model and its applications. Journal of personality, 60(2), 175-215.
    [49] Mun, Y. Y., & Hwang, Y. (2003). Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model. International journal of human-computer studies, 59(4), 431-449.
    [50] Nah, F. F. H., Eschenbrenner, B., & DeWester, D. (2011). Enhancing brand equity through flow and telepresence: A comparison of 2D and 3D virtual worlds. MIs Quarterly, 731-747.
    [51] Nisbett, R. E., & Ross, L. (1980). Human inference: Strategies and shortcomings of social judgment.
    [52] Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), 22-42.
    [53] Nunnally, J. C., & Bernstein, I. H. (1978). Psychometric theory McGraw-Hill New York google scholar.
    [54] O`Brien, H. L., & Toms, E. G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technology, 59(6), 938-955.
    [55] Papagiannidis, S., Pantano, E., See-To, E., Dennis, C., & Bourlakis, M. (2017). To immerse or not? experimenting with two virtual retail environments. Information Technology & People, 30(1), 163-188.
    [56] Parzefall, M. R., & Hakanen, J. (2010). Psychological contract and its motivational and health-enhancing properties. Journal of Managerial Psychology, 25(1), 4-21.
    [57] Rebecca Mir (2016, March). Extending the museum experience with virtual reality. Retrieved from https://www.guggenheim.org/blogs/checklist/extending-the-museum-experience-with-virtual-reality
    [58] Riley, J. M. (2001). The utility of measures of attention and situation awareness for quantifying telepresence (Doctoral dissertation, Mississippi State University).
    [59] Riley, J. M., Kaber, D. B., & Draper, J. V. (2004). Situation awareness and attention allocation measures for quantifying telepresence experiences in teleoperation. Human Factors and Ergonomics in Manufacturing & Service Industries, 14(1), 51-67.
    [60] Robinett, W. (1992). Synthetic experience: a proposed taxonomy. Presence: Teleoperators & Virtual Environments, 1(2), 229-247.
    [61] See-To, E. W., Papagiannidis, S., & Cho, V. (2012). User experience on mobile video appreciation: How to engross users and to enhance their enjoyment in watching mobile video clips. Technological Forecasting and Social Change, 79(8), 1484-1494.
    [62] Seymour, N. E., Gallagher, A. G., Roman, S. A., O’brien, M. K., Bansal, V. K., Andersen, D. K., & Satava, R. M. (2002). Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Annals of surgery, 236(4), 458-464.
    [63] Sha, Y. Z., & Lu, L. (2015). Users` attention behaviors and features in internet forum. Journal of Industrial Engineering and Management, 8(5), 1380.
    [64] Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators & Virtual Environments, 1(1), 120-126.
    [65] Singhal, A., & Rogers, E. M. (2002). A theoretical agenda for entertainment—education. Communication theory, 12(2), 117-135.
    [66] Singhal, A., Cody, M. J., Rogers, E. M., & Sabido, M. (Eds.). (2003). Entertainment-education and social change: History, research, and practice. Routledge.
    [67] Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and virtual environments, 9(5), 413-434.
    [68] Slater, M., & Usoh, M. (1993). Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators & Virtual Environments, 2(3), 221-233.
    [69] 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.
    [70] Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93.
    [71] Suh, K. S., & Lee, Y. E. (2005). The effects of virtual reality on consumer learning: an empirical investigation. Mis Quarterly, 673-697.
    [72] Szafir, D., & Mutlu, B. (2012, May). Pay attention!: designing adaptive agents that monitor and improve user engagement. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 11-20). ACM.
    [73] Szymura, B., & Nęcka, E. (1998). Visual selective attention and personality: An experimental verification of three models of extra version. Personality and Individual Differences, 24(5), 713-729.
    [74] Taylor, S., & Todd, P. (1995). Assessing IT usage: The role of prior experience. MIS quarterly, 561-570.
    [75] The Big Five Personality Traits. Retrieved July 15 2016, from: https://www.verywell.com/the-big-five-personality-dimensions-2795422
    [76] Ul Islam, J., Rahman, Z., & Hollebeek, L. D. (2017). Personality factors as predictors of online consumer engagement: An empirical investigation. Marketing Intelligence & Planning, 35(4), 510-528.
    [77] Vella-Brodrick, D. A., Park, N., & Peterson, C. (2009). Three ways to be happy: Pleasure, engagement, and meaning—Findings from Australian and US samples. Social Indicators Research, 90(2), 165-179.
    [78] Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose. Communications of the ACM, 51(8), 58-67.
    [79] Vorderer, P. (2001). It`s all entertainment—sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences. Poetics, 29(4), 247-261.
    [80] Wasko, M. M., & Faraj, S. (2005). Why should I share? Examining social capital and knowledge contribution in electronic networks of practice. MIS quarterly, 35-57.
    [81] Webster, J., & Ho, H. (1997). Audience engagement in multimedia presentations. ACM SIGMIS Database, 28(2), 63-77.
    [82] Webster, J., Trevino, L. K., & Ryan, L. (1994). The dimensionality and correlates of flow in human-computer interactions. Computers in human behavior, 9(4), 411-426.
    [83] Wiebe, E. N., Lamb, A., Hardy, M., & Sharek, D. (2014). Measuring engagement in video game-based environments: Investigation of the User Engagement Scale. Computers in Human Behavior, 32, 123-132.
    [84] Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.
    [85] Yi, C., Jiang, Z., & Benbasat, I. (2015). Enticing and engaging consumers via online product presentations: The effects of restricted interaction design. Journal of Management Information Systems, 31(4), 213-242.
    [86] Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators & Virtual Environments, 1(1), 127-132.
    描述: 碩士
    國立政治大學
    資訊管理學系
    104356008
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0104356008
    数据类型: thesis
    显示于类别:[資訊管理學系] 學位論文

    文件中的档案:

    档案 大小格式浏览次数
    600801.pdf1439KbAdobe PDF2109检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    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 ©   - 回馈