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題名:體驗設計導向之博物館展示內容推薦與導覽系統
書刊名:科技博物
作者:陸定邦 引用關係楊莛莛江致霖黃思綾
作者(外文):Luh, Ding BangYang, Ting TingChiang, Chih LinHuang, Szu Ling
出版日期:2011
卷期:15:2
頁次:頁23-37
主題關鍵詞:博物館展示互動設計導覽系統體驗設計Museum exhibitInteractive designGuide systemExperience design
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(4) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:4
  • 共同引用共同引用:75
  • 點閱點閱:10
隨著趨勢與消費者需求改變,博物館導入體驗行銷概念於展示模式之中,導覽系統一直扮演著重要的體驗媒介,博物館導覽系統由「單向標準化」、「被動客製化」,往「主動客製化」及「個人適性化」的服務模式發展,藉獨特美好的體驗方式吸引並回應觀眾需求。本研究整合不同學者之「體驗」觀點與法則,透過設計創新,整合開發一「以體驗設計為核心的博物館展示內容推薦與導覽系統」,該系統主要係由三大人機系統、四個資料庫及三項核心展示技術所構成。以小提琴展示之建置為例,說明該系統在「人工智慧人」、「無形環伺」、「主動客制推薦展示內容」之創新體驗模式。
With economic growth and change of consumers’ needs, museums gradually adopted the concept of experiential marketing. Guide system has played an important experience media, and its development patterns have evolved from “one-way standardization” and “passive customization”, to “active customization” and “personalization”, trying to attract visitors by providing unforgettable and unique experience to respond their latent needs. By integrating different scholars’ viewpoints and principles in “experience”, this study developed a recommendation and guide system with an emphasis on exhibit content. The proposed design consists of three man-machine subsystems, four databases and three core techniques. An exhibit on a physical violin was employed as an example for illustration of the innovative experiential approach characterized by three features, namely “artificial intelligence guide”, “ambience computing” and “actively customized and recommended exhibit content”.
期刊論文
1.Rhea, D. K.(1992)。A New Perspective on Design: Focusing on Customer Experience。Design Management Journal,3(4),40-48。  new window
2.黃慶源、邱志仁、陳秀鳳(20040600)。博物館之體驗行銷策略。科技博物,8(2),47-66。new window  延伸查詢new window
3.McIntyre, C.(2009)。Museum and art gallery experience space characteristics: An entertaining show or a contemplative bathe。International Journal of Tourism Research,11(2),155-170。  new window
4.吳佩修、朱斌妤(20010700)。解說員影響民眾參觀博物館經驗之研究--以國立科學工藝博物館為例。科技博物,5(4),65-81。new window  延伸查詢new window
5.耿鳳英(20060100)。虛與實:新世紀的博物館展示趨勢。博物館學季刊,20(1),81-96。new window  延伸查詢new window
會議論文
1.曾鈺涓(2005)。經驗無線--博物館數位導覽系統案例研究。2005數位設計研究會。臺中市:國立臺中技術學院。409-417。  延伸查詢new window
2.(2006)。Robot and Human Interactive Communication, 2006。The 15th IEEE International Symposium。  new window
3.Matsui, D.、Minato, T.、MacDorman, K. F.、Ishiguro, H.(2005)。Generating natural motion in an android by mapping human motion。Edmonton。1089-1096。  new window
4.Wakkary, R.、Hatala, M.(2009)。Kurio: A museum guide for families。The 3rd International Conference on Tangible and Embedded Interaction。Cambridge:ACM。  new window
研究報告
1.Bitgood, S.(1988)。A Comparison of Formal and Informal Learning。Jacksonville, AL:Center for Social Design。  new window
學位論文
1.林宏熒(2004)。博物館導覽服務設施規劃研究--以掌上型數位影音系統為例(碩士論文)。臺南藝術學院。  延伸查詢new window
2.黃苾芬(2005)。體驗設計之研究(碩士論文)。雲林科技大學。  延伸查詢new window
3.陳培琳(2007)。數位博物館體驗模式探討(碩士論文)。國立成功大學。  延伸查詢new window
4.楊莛莛(2009)。以生活型態為核心之導覽推薦系統(碩士論文)。國立成功大學。  延伸查詢new window
圖書
1.Pine, B. Joseph II、Gilmore, James H.(1999)。The experience economy。Harvard Business School Press。  new window
2.賴鼎陞(2005)。博物館數位導覽學習系統之設計與評估。台北:國立故宮博物院資訊中心。  延伸查詢new window
3.Falk, J. H.、Dierking, L. D.(2000)。Learn from museum。Lanham:AltaMira Press。  new window
4.Kuno, Y.、Sekiguchi, H.(2006)。Museum guide robot with communicative head motion。  new window
5.Miyata, K.、Takiguchi, T.(2008)。An application of projection imaging systems for museum exhibitions。SPIE。  new window
6.Pine, B. Joseph II、Gilmore, James H.、夏業良、魯煒(2003)。體驗經濟時代。台北:經濟新潮社。  延伸查詢new window
7.Grinder, Alison L.、McCoy, E. Sue(1985)。The good guide: A sourcebook for interpreters, docents and tour guides。Ironwood Press。  new window
8.張春興(1996)。教育心理學:三化取向的理論與實踐。東華書局。  延伸查詢new window
9.Falk, John H.、Dierking, Lynn D.、林潔盈、羅欣怡、皮淮音、金靜玉(2002)。博物館經驗。臺北:五觀藝術管理。  延伸查詢new window
圖書論文
1.Loomis, R. J.(1993)。Planning for the visitor: The challenge of visitor studies。Museum visitor studies in the 90s。London:Science Museum。  new window
 
 
 
 
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