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Title: | 系統設計對於博物館展覽的虛擬實境中使用者體驗及行為的影響之研究以故宮博物館為例 Examine the impact of design features and user experience on the performance of virtual reality museum exhibition – Taking National Palace Museum as an example. |
Authors: | 胡惠宸 |
Contributors: | 張欣綠 胡惠宸 |
Keywords: | 虛擬實境 虛擬博物館 虛擬實境使用者體驗 S-O-R 模型 Virtual reality museum exhibition Virtual reality experience S-O-R model |
Date: | 2017 |
Issue Date: | 2017-10-02 10:14:48 (UTC+8) |
Abstract: | 歸功於虛擬實境(VR)技術的發展,使得虛擬實境可以逐漸應用在現 實生活當中。近幾年來,博物館一直嘗試應用虛擬實境的特性來增強參訪者的 體驗,目前也有許多研究工作著重在為博物館中的文物建模,但可惜的是與虛 擬實境可為博物館展覽帶來的效果之相關研究相對較少。因此,在本研究中, 我們用 S—O—R 的研究模型,並針對不同的文物類型:器物類、書畫類、書 法類,探討虛擬實境的系統設計特性對使用者體驗的影響。 本研究的研究方法是採用問卷形式,參訪者會實際體驗故宮博物院展覽 的虛擬實境。問卷分析後的結果顯示,虛擬實境的系統設計對使用者體驗及未 來的參訪意圖有很大的相關性。本研究比較也針對不同的文物類型做比較,結 果表示不同的文物類型適合的系統設計是不同的。最後也根據問卷結果對不同 的文物類型提供了未來系統設計的建議,可以作為未來設計相關博物館展覽虛 擬實境的參考。 Virtual reality (VR) technology has already reached the level of maturity allowing it to be introduced into real-life applications. Recently, museums have been trying to apply it to enhance visitors’ experience and significant research efforts have also been made toward modeling relics in VR. However, there have been few studies on the real effects of VR exhibitions. In this study, we draw upon the stimulus–organism–response framework to theorize how system design feature stimuli affect the visitors’ experience of the VR exhibition at the National Palace Museum (NPM) and how the experience of VR impacts the visit intention. Furthermore, the study compares the VR effects across different kinds of relics (artifact, painting, and calligraphy). We create four empirical models: Model 0 does not consider the differences among relics, Model 1 focuses on artifacts, Model 2 focuses on paintings, and Model 3 focuses on calligraphies. A comparison of the different models shows that in Model 0, design features affect the VR experience, which in turn, impacts the visitors’ visit intention. The VR experiences were characterized by two dimensions: immersion and involvement. The former emphasized the visitors passively immersed in the VR and the latter referred to visitor initiative. Comparing Model 1, Model 2, and Model 3, all the design features have impact on the immersion level for all relic types. In case of calligraphy, the vividness impacts the involvement level and in case of artifacts, the interactivity impacts the involvement level. Based on the analysis, we also propose an improvement for the NPM’s present VR exhibition. The findings of this study can be referenced when designing new VR exhibitions for different relics. |
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Description: | 碩士 國立政治大學 資訊管理學系 104356003 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0104356003 |
Data Type: | thesis |
Appears in Collections: | [資訊管理學系] 學位論文
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