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題名:沉浸式藝文活動與古蹟導覽體驗設計之研究
作者:邱健洲
作者(外文):CHIU, CHIEN-CHOU
校院名稱:國立臺北科技大學
系所名稱:設計學院設計博士班
指導教授:李來春
學位類別:博士
出版日期:2020
主題關鍵詞:數位人文地理資訊系統擴增實境虛擬實境沉浸理論體驗服務Augmented RealityVirtual RealityFlow theoryExperience ServiceDigital HumanitiesGeofencing
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因應數位人文的時代來臨,本研究藝文活動部分旨在建構出整合擴增實境(Augmented Reality, AR)與地理資訊系統推播與定位協助的藝文活動訊息APP,讓大眾能夠運用APP來瞭解生活週遭的藝文動態,進而主動參與或投入人文藝術方面的活動。主要研究目的包含:APP視覺風格設計比較,探討不同性別、年齡層參與藝文活動經驗,以及了解受測者對本研究所設計的藝文活動導覽在APP版面設計、互動性與使用性方面的差異。此階段研究方法則是(1)以問卷調查法,以了解受測者參與藝文活動的經驗;(2)以田野調查法進行專家訪談,並詢對於潮流板與傳統版的版面視覺設計上的意見,然後再以問卷調查法比較兩個版本樣式接受程度,以了解使用者對於APP版面視覺風格的喜好度差異;(3)以華山文創園區的活動廣場做為實驗場地進行APP體驗與問卷調查。經分析結果發現多數的民眾獲得藝文活動資訊多來自網路社群的推播分享,且對於藝文活動資訊的分類多偏好以展覽類型來作為其選擇藝文活動的分類依據。此外他們也多表示若能加入有關藝文活動的交通資訊(如乘車資訊、距離、車程時間等)將是最佳的輔助功能。再者,令人相當驚訝的是多數民眾很少人知道Google Play或Apple Store上的藝文活動APP之服務,此一現象著實有待政府與民間文化單位多予以推播宣導。此階段研究的貢獻如下:(1)將移動技術和數位人文相結合;(2)弘揚文化創新精神和理念;(3)增強人們參與城鄉藝文活動的意願,加強文化藝術的滋養和教育。
至於古蹟導覽體驗部分,以大龍峒文化園區的保安宮為例,自清朝時期即有台灣三大寺廟之一之盛名,且保安宮又被國家認定為二級古蹟。再者,日本人至海外修學旅行的國家中也都會以台灣作為選擇之一,而台北市更是日本學生或遊客來台修學旅行的必遊城市。在如此眾多有利條件下,保安宮廟方卻面臨專精外文解說的文史解說員數量嚴重不足的窘境,且此文史解說專業訓練不易且須耗費時日養成。因此,本研究提出以數位科技來輔助觀光體驗與數位內容應用的構想,研究目的包含:了解參訪者對解說地點的導覽需求,制定導覽解說路徑,探討不同語系在文化知識學習成效的差異,以及對導覽體驗使用性、學習性、沉浸感與滿意度四構面調查分析。此階段研究方法是(1)對60位解說志工進行問卷調查,以了解遊客對於導覽需求及志工對於使用科技輔助工具來協助導覽解說之意願調查;(2)邀請12位資深導覽志工進行深度訪談,並參照線性權重法則以推導出每一個解說點的權重排序順序,作為本研究古蹟導覽體驗系統設計的導覽路徑;(3)將60位參訪者分成實驗組與對照組,並以試卷評量和問卷調查,以比較在參訪過程前後對古蹟文物知識的學習成效與導覽體驗的滿意度調查;(4)蒐集參訪者在「鍾馗迎妹回娘家」、「朱仙鎮八錘大戰陸文龍」、「韓信胯下受辱」與「八仙大鬧東海」彩繪壁畫中進行AR輔助導覽的興趣點觀看順序,並參考線性權重法則以推導出參訪者對於每幅彩繪壁畫興趣點的觀看順序,此結果可做為未來版本修正或推廣至其他古蹟導覽在導覽重點上內容描述製作的參考;(5)依虛擬實境(Virtual Reality, VR)古蹟導覽APP中文版、英文版和日文版三個版本,各邀請30位體驗者在台北科技大學實驗場地裡進行導覽體驗實驗,並進行導覽體驗前後的知識評量與問卷調查,以了解參與VR實驗者對於保安宮古蹟導覽的體驗過程前後對古蹟文物知識的學習成效與差異和VR導覽體驗的滿意度調查。
在以AR技術支援導覽解說的研究發現,結果顯示實驗組在進行導覽參訪時以行動裝置安裝中本研究開發APP應用程式進行導覽輔助,在知識學習的成效上確實比傳統口語解說模式的對照組在學習成效有顯著性差異與進步,箇中原因諸如「解說者的個人發音腔調不易讓參訪者完全了解解說的涵義」、「現場環境由於較空曠且參訪者分群多,有較多的干擾因素,對於解說者的說明無法清楚聆聽」等等。在VR古蹟導覽體驗實驗的研究發現(1)受測者對VR古蹟導覽體驗APP在「使用性」、「學習性」、「沉浸感」、「滿意度」四個構面的差異分析:(A)在關於「使用性」的調查中有六成的受測者認為在UI介面「使用性」上是滿意的;(B)在「學習性」的統計分析中,則有近七成(68.9%)的受測者認為確實有助於對於古蹟導覽內容知識的學習與吸收;(C)在「沉浸感」的調查分析中,顯示將近約有60%的受測者反映在體驗過程中,真的有宛如身處保安宮宮廟的現場場景中進行古蹟導覽巡禮的感受;(D)在「滿意度」部分,則有超過一半的受測者認為此VR APP在文字內容、語音旁白說明和場景切換的流暢度上感到滿意。(2)在不同語系體驗者對VR導覽體驗情境滿意度調查分析中,整體平均值中文版為3.83、英文版為3.67、日文版為3.53,顯示本研究所設計VR導覽 APP體驗滿意度對體驗者而言為在可接受的滿意範圍,也仍有相當修正空間。(3).在中、英和日文版的知識學習成效差異上,顯示中文版體驗者的知識學習成效相對地較佳於英文版語日文版本的體驗者,原因可能是在古蹟導覽APP開發時主要以中文語系為設計情境,而在轉換為英文版與日文版本時,在轉譯為英文(或日文)時的文法與詞彙意境有所偏差,造成體驗者在答案選擇上的錯誤判斷。(4)對於體驗者的回饋訊息中,多數均表示「相當新鮮的體驗」、「很不錯的設計」、「現代人很少到廟裡或是了解其中的文化,可以藉由科技的創新讓人產生興趣去了解是很棒的」。相對地,也有不少對古蹟導覽APP設計上的建議例如「頭盔很重」、「語音單調,有點無聊」、「語音旁白可以將內容分類,讓使用者選擇觀看,注意力會比較集中」、「可多一些動畫設計,讓導覽更具吸引力」、「若能將語音內容用翻頁式呈現,將更加自在」等等,顯示本研究在VR體驗APP的UI設計上有很大的改善空間。
因此,本研究在AR和VR的研究貢獻為(1)開發AR技術應用於彩繪壁畫導覽,並紀錄遊客觀看興趣點的順序,然後參考線性權重法則,以推導出每一幅彩繪壁畫興趣點的順序,可做為未來版本修正或推廣至其他古蹟導覽在導覽重點上內容描述製作的參考;(2)發展問卷設計與實施AR、VR應用後的遊客使用性、學習性、沉浸感與滿意度評量;(3)研究設計與應用模式將能夠推廣到其他相關文化遺產的導覽,以達到技術移轉的目標;(4)本研究以大龍峒文化園區為場域,針對其宗教文化歷史提出數位科技觀光體驗系統與數位內容應用,透過互動科技做文化創意內容開發與創新展示,讓遊客能運用AR與VR技術,進行廟宇觀光活動導覽體驗,提升遊客對文化的認同,以達到廟宇文化觀光行銷策略的目標。
In response to the coming era of Digital Humanities, the first part of this study aims to create an arts and cultural activity information APP, which integrates Augmented Reality (AR) with the push and positioning functions of Geographic Information System. People can make good use of the APP to get more information about the arts and cultural activities around them, and then participate in these activities actively. The objectives of the study include: compare different visual designs of two APP layout templates; discuss the experiences of people of different genders and ages participating in arts and cultural activities; understand the subjects’ assessment about the layout, interactivity and usability of the arts and cultural activity information APP designed for the study. The research methods used at this stage are: (1) conduct a questionnaire survey to understand the subjects’ experiences in participating in arts and cultural activities; (2) conduct a field research to have interviews with experts. Ask their opinions on the visual design of the modern version and the traditional version; (3) compare the acceptance of the two versions by using a questionnaire survey to understand the user's preference for the APP's visual design; (4) hold experiential activities at the square of Huashan Creative Park of Taipei City, and then conduct a questionnaire survey about the APP. According to the analysis results, most people obtain information about arts and cultural activities from the online communities. They prefer to choose arts and cultural activities based on the exhibition types. Besides, they also indicate that it will be very helpful if more traffic information about arts and cultural activities (such as transportation information, distance, journey time, etc.) is available in the APP. Moreover, it is surprising that most people rarely know the services of the arts and cultural activity APP from the Google Play or Apple Store. The information about such services needs to be pushed and spread by the government and private cultural organizations. The contributions of the study at this stage are as follows: (1) Combine mobile technology with digital humanities; (2) Promote cultural innovation spirit and ideas; (3) Increase people’s willingness to participate in arts and cultural activities, and enhance the nourishment and education of arts and culture.
As for the guide service experience of the historic sites, the study takes the Baoan Temple in the Dalongdong Cultural and Historical District as an example. Since the Qing Dynasty, it has been known as one of the three major temples in Taiwan and has been recognized as a second-class national historic site. In addition, Taiwan is one of the places where the Japanese want to study and travel abroad, and Taipei City is a must-visit city for Japanese students or tourists. Even with so many advantages, the Dalongdong Baoan Temple is facing a serious shortage of docents who are both familiar with its culture and history and proficient in foreign languages. However, training professional docents is not easy and also time-consuming. Therefore, the study proposes the idea of using digital technology to assist the tourism experience and the application of digital content. The research objectives include: understand the visitors’ needs for guide services, plan the routes for the tour, explore the differences between different languages in the learning effectiveness of cultural knowledge as well as the survey analysis of four aspects: usability, learnability, immersion, and satisfaction of the guide service experience. The research methods used at this stage are: (1) Conduct a questionnaire survey on 60 voluntary docents in order to understand the visitors’ needs for the guide services, and the volunteers’ willingness to use technical auxiliary tools to help their interpretation; (2) Conduct in-depth interviews with 12 senior voluntary docents and ask them to list the most frequently requested routes in sequence. Referring to the linear weighted rule, the study derives a weighted sorting order of the site. It will then be used as the route for the historic site guide service experiential system in the study; (3) 60 visitors were divided into an experimental group and a control group. Assessments and questionnaire surveys are utilized at this stage to compare the learning effectiveness of the subjects' cultural knowledge before and after the visiting. Satisfaction survey of the guide service experience is also performed; (4) Collect the visitors’ viewing order of several murals (such as “The EightHammers Fight Lu Wenlong at Zhuxian Town’’, “Zhong Kui Welcomes His Sister Back Home”, “Han Xin Is Insulted by Crawling Under Another Person’s Groin” and “The Eight Immortals’ Big Adventure in the East Sea’”) in the point of interest during the AR auxiliary guide service. The linear weighted rule is used to derive the order of each mural in the point of interest. This result can be used as a future revision or as a reference for other historic site guided systems; (5) The AR historic site guide service APP is available in three languages (Chinese, English and Japanese). For each language version, 30 subjects are invited to join an experiment of guide service experience in National Taipei University of Technology. Knowledge assessments and questionnaire surveys before and after the experience are conducted in order to understand the difference of the subjects' learning effectiveness and satisfaction of the VR guide service experience.
In the research of guided interpretation supported by AR technology, the result shows that the experimental group, who use the AR APP as the guided assistance during the visit, learns more effectively than the control group, who receives the traditional spoken interpretation during the visit. The reasons are as follows: the docent's pronunciation or tone is difficult for the visitors to fully understand, the visitors are grouped into many clusters in the spacious venue, and many external factors disturb the interpretation from the docent and make it cannot be heard clearly. In addition, with the statistical analysis of point of interests in the study, the cultural inheritors can focus on the construction of heritage content that the visitors are highly interested in. In the research of the VR historic site guided interpretation experiment, the following findings were made: (1) The differences of subjects in the following four aspects of the VR historic site guide service APP (“VR APP”): usability, learnability, immersion and satisfaction; (A) In the satisfaction survey of "usability", 60% of the subjects are satisfied with the UI interface of the VR APP. (B) In the analysis of “learnability’, nearly 70% (68.9%) of the subjects indicate that the VR APP is very helpful to learn and absorb the knowledge about the historic site. (C) In the analysis of "immersion", nearly 60% of the subjects think it’s a wonderful experience as if they were immersed in the real scene of Baoan Temple. (D) In the analysis of “satisfaction”, more than half of the subjects are satisfied with of the text content, spoken narration and scene switching of the VR APP. (2) In the satisfaction survey of the VR guide service experience in different language versions, the average rating is 3.83 in Chinese version, 3.67 in English version, and 3.53 in Japanese version. In terms of satisfaction, it is acceptable but there is still considerable room for improvement. (3) For the differences in the learning effectiveness between Chinese, English and Japanese versions, it shows that the subjects who use Chinese version performed better than the English version users and the Japanese version users. This is probably because the AR APP is developed based on Chinese scenario. Grammar and semantics are deviated when converting from Chinese version into English and Japanese versions. The deviation results in a wrong judgement when users are choosing answers. (4) Most of the subjects give us positive feedback, such as "It’s a quite fresh experience", "Nice design", "People seldom go to the temple or understand its culture. It is good for us to understand it through technological innovation." On the other hand, there are still some suggestions for the design of APP, such as "The helmet is heavy", "The voice of the narrator is monotonous", "The speech content should be classified and let users to choose what they want to see, so that the visitors can be more concentrated", "More animation design will make the guide service more attractive", "It will be more comfortable for users if the speech content is rendered in a page flipping mechanism” etc. These suggestions show that this study has a room for improvement in the UI design of the AR APP.
The study makes the following contributions to AR and VR: (1) apply AR technology in the guide service for murals, and record the viewing order of visitors’ points of interest, then use the linear weighted rule to derive the order of each mural in the point of interest. The sequence can then be used as a future revision or as a reference for other historic site guided systems; (2) develop questionnaire design and evaluation of the usability, learnability, immersion and satisfaction after implementing AR and VR; (3) The research design and application model of the study can be extended to other relevant cultural heritage guide services in order to achieve the goal of technology transfer; (4) The study uses the Dalongdong Cultural and Historical District of Taipei City as the research field, and proposes an experiential tourism system powered by digital technology and digital content application for its religious and cultural history. The system implements cultural content development and creative exhibition by using interaction technology. This allows visitors to use AR and VR technology in their temple visit activities and enhances their cultural identity in order to achieve the goal of temple tourism marketing strategy.
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