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Title: | 金庸武俠文化結合混合實境之元宇宙數位策展成效評估 - 以《倚天屠龍記》為例 Effects of Metaverse Digital Curation Based on Mixed Reality for Jin Yong's Wuxia Culture on Learning Performance : A Case Study of "The Heaven Sword and Dragon Saber" |
Authors: | 郭姵妤 Guo, Pei-Yu |
Contributors: | 陳志銘 Chen, Chih-Ming 郭姵妤 Guo, Pei-Yu |
Keywords: | 金庸 數位策展 元宇宙數位策展 遊戲化設計 角色扮演 混合實境 學習成效感受 沉浸經驗感受 科技接受度 使用者互動滿意度 遊戲互動挑戰 Jin Yong Digital Curation Metaverse-based Digital Curation Gamification Design Role-Playing Mixed Reality Perceived Learning Performance Perceived Immersive Experience Technology Acceptance User Interaction Satisfaction Game-based Interaction Challenges |
Date: | 2025 |
Issue Date: | 2025-08-04 14:02:34 (UTC+8) |
Abstract: | 在數位科技快速發展的今天,策展模式已開始從傳統實體策展,發展為沉浸與互動式的創新數位策展型態。金庸小說為家喻戶曉之一代經典武俠小說,為廣大族群的共同記憶,具有重塑其媒體形式,發展具有高互動沉浸體驗之數位策展價值。因此,本研究結合互動數位敘事、遊戲設計,以及混合實境等技術,開發「金庸元宇宙數位策展系統」,並以《倚天屠龍記》屠獅會章節為背景,運用 Microsoft HoloLens 2 技術與生成式 AI NPC 對話平台,打造具文化深度之沉浸式策展體驗,讓金庸小說以全新樣貌在新的世代再現風華。 本研究採用真實驗研究法,透過網路招募某國立大學之大學生、交換生,以及研究生為受試者,合計71名,並隨機將其分派為採用「金庸小說改編之電視劇」觀展模式輔以進行「金庸小說情節體驗」之控制組觀展者,以及採用「金庸元宇宙數位策展系統」觀展模式輔以進行「金庸小說情節體驗」之實驗組觀展者。探討兩組不同體驗模式之觀展者於觀展體驗後,在學習成效感受,以及沉浸經驗感受上是否具有顯著的差異。此外,亦分析兩組不同高低先備知識,以及生理性別觀展者進行觀展體驗後之學習成效感受,以及沉浸經驗感受是否具有顯著的差異。此外,亦分析實驗組觀展者在科技接受度、使用者互動滿意度,以及遊戲互動挑戰上的感受。最後,本研究透過訪談收集所有受試者於觀展過程中的感受、看法與建議。 研究結果發現,採用「金庸小說改編電視劇」與「金庸元宇宙數位策展系統」兩種觀展模式在學習成效感受方面的表現相當,在整體學習成效感受,以及學習成效感受之知識與理解、技能、態度或價值觀、愉悅與創造力,以及行動與行為等面向上皆無顯著差異。然而,採用「金庸小說改編電視劇」之觀展者在沉浸經驗感受上優於「金庸元宇宙數位策展系統」之觀展者,特別是在全神貫注與完全沉浸等層面達到顯著的差異,並且對於低先備知識與不同性別觀展者均展現類似趨勢。雖然元宇宙數位策展系統在沉浸體驗上略顯不足,但在科技接受度與使用者互動滿意度方面獲得觀展者正向肯定,尤其是在系統內容呈現與學習輔助價值方面獲得肯定。此外,「金庸元宇宙數位策展系統」在遊戲互動挑戰中的表演性挑戰面向上,亦受到觀展者的正向回饋。整體而言,透過「金庸元宇宙數位策展系統」展現金庸小說情節之策展模式,雖然在沉浸感與互動設計上仍需優化,但是其策展模式具有高度的創新性與應用價值,在促進文化內容的深入理解與跨世代傳播上有其不可漠視的價值。 In the era of rapidly advancing digital technologies, curatorial practices have begun to evolve from traditional physical exhibitions toward innovative forms of immersive and interactive digital curation. The martial arts novels of Jin Yong (Louis Cha) are widely regarded as iconic works in Chinese popular culture and represent a shared cultural memory for multiple generations. These works possess significant potential for media transformation and digital reinterpretation, particularly through formats that emphasize high levels of interactivity and immersion. Accordingly, this study integrates interactive digital storytelling, game design, and mixed reality technologies to develop the Jin Yong Metaverse Digital Curation System, with the “Lion Slaying Ceremony” chapter from The Heaven Sword and Dragon Saber serving as the narrative foundation. By incorporating Microsoft HoloLens 2 and a generative AI-based NPC dialogue platform, the system aims to create a culturally rich and immersive curatorial experience that reintroduces Jin Yong’s literary world to a new generation in an innovative format. This research employed a true experimental design and recruited a total of 71 participants, including undergraduate students, exchange students, and graduate students, from a national university through online invitations. Participants were randomly assigned to either the control group or the experimental group. The control group engaged with the exhibition via a traditional television adaptation of Jin Yong’s works, supplemented by a narrative-based plot experience. The experimental group, in contrast, engaged with the "Jin Yong Metaverse Digital Curation System," similarly supplemented by a narrative-based plot experience. The study aimed to investigate whether significant differences existed between the two groups in terms of perceived learning outcomes and immersive experiences following the exhibition. Furthermore, the study analyzed whether prior domain knowledge and gender influenced perceived learning outcomes and immersion across both groups. Additionally, the experimental group’s perceptions of technology acceptance, user interaction satisfaction, and challenges encountered during game-based interactions were examined. Qualitative feedback regarding participants’ experiences, perceptions, and suggestions was gathered through interviews. The results revealed that both exhibition models—television drama adaptation and the metaverse-based system—demonstrated comparable performance in terms of perceived learning outcomes. No significant differences were observed across subdomains such as knowledge and understanding, skills, attitudes or values, enjoyment and creativity, and action or behavior. However, participants in the television drama adaptation group reported significantly higher levels of immersion, particularly in aspects related to focused attention and full engagement. This trend remained consistent among participants with lower prior knowledge and across gender groups. While the metaverse system exhibited relatively lower immersive experience scores, it received positive evaluations in terms of technology acceptance and user interaction satisfaction, especially regarding the clarity of content presentation and its perceived educational support value. Moreover, participants responded favorably to the performance-based challenge elements of the game interaction within the system. Overall, although the "Jin Yong Metaverse Digital Curation System" requires further refinement in immersive and interactive design, the curatorial model itself demonstrates a high degree of innovation and practical value. It holds substantial potential for deepening the public's understanding of cultural content and facilitating intergenerational transmission of literary heritage. |
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Exploring the Impact of Gamification in Immersive Virtual Exhibitions: From User Experience Perspective. Available at SSRN 4681231. |
Description: | 碩士 國立政治大學 圖書資訊與檔案學研究所 111155003 |
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