研究生: |
張家慈 |
---|---|
論文名稱: |
擴增實境行動導覽系統之研製─美術館畫作鑑賞之應用 Design of the Mobile Guide System with Augmented Reality─The Application of Painting Appreciation in Art Museum |
指導教授: |
張國恩
Chang, Kuo-En 宋曜廷 Sung, Yao-Ting |
學位類別: |
碩士 Master |
系所名稱: |
資訊教育研究所 Graduate Institute of Information and Computer Education |
論文出版年: | 2012 |
畢業學年度: | 100 |
語文別: | 中文 |
論文頁數: | 82 |
中文關鍵詞: | 擴增實境 、行動導覽 、藝術鑑賞 |
英文關鍵詞: | augmented reality, mobile guide, art appreciation |
論文種類: | 學術論文 |
相關次數: | 點閱:243 下載:64 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
根據目前擴增實境和藝術鑑賞的應用情況,本研究設計一套行動擴增實境於畫作鑑賞之導覽工具,並探討學習者在運用擴增實境導覽、語音導覽與無導覽方式(無攜帶任何輔助載具)的學習表現。研究對象為135位大學生,採用準實驗研究法之前後測不等組設計。自變項為不同畫作導覽方式,依變項為學習者之學習表現,包含其學習成效、神馳經驗效果和系統使用態度與接受態度。
研究結果發現:(一)擴增實境導覽能夠加強學習者的學習成效;(二) 擴增實境導覽可以提升學習者的神馳經驗程度;(三) 運用行動擴增實境導覽系統,部分學習者具有正面的使用態度與接受態度;(四) 綜觀上述影響因素,可以歸納出行動擴增實境導覽系統的標準化服務。
According to the current application of augmented reality and art appreciation, this study is to design a set of guide tool with mobile augmented reality in painting appreciation, and compare the learning performance of students using the augmented reality guide with those using the audio guide and without any assistance devices. This research was adopted the quasi-experimental design with nonequivalent pretest-posttest design, and the participants were 135 undergraduates. The independent variables were three painting guide ways; the dependent variables included learning outcomes, flow experience and learners’ attitude on the use and acceptance of guide systems.
The results showed that: (a) the augmented reality guide promoted the learning performance in painting appreciation; (b) the augmented reality guide promoted the flow experience; (c) some of the learners had positive attitudes on the use and acceptance of the mobile augmented reality guide system; (d) overview of the above factors, we could summarize standardized services of the mobile augmented reality guide system.
中文部分:
郭世文(2008)。擴增實境應用於博物館展示的初探。科技博物期刊,12(4),25-37。
張昊勻、陳菁惠(2010)。擴增實境學習系統開發之研究。CNTE2010電腦與網路科技在教育上的應用研討會發表之論文,新竹教育大學。
黃梓銓(2009)。擴增實境應用於英語名詞、動詞 及形容詞教學之研究。國立彰化師範大學數位內容科技與管理研究所碩士論文。
周功鑫(2001)。博物館展覽策劃與觀眾學習。博物館學季刊,15(2),83-90。
教育部(2011)。美術批評。高中美術科資訊科技融入教學數位教材。取自http://140.111.56.210/schema/art/99/index.html (瀏覽時間:2011/10)。
柳鳳儀(2007)。從展覽成效探討美術館之現代化管理-以台北市立美術館2006台北雙年展為例。國立臺灣師範大學美術研究所碩士論文。
黃鳳娟(2011)。藝術鑑賞教學論文研究趨勢之分析。數位藝術教育網路期刊,14,1-20。
林筆藝(2000)。國小五年級美勞教科書各審定版-關於鑑賞教學教材編選之探討。國立新竹師院國小美勞教師進修網。取自http://www.aerc.nhctc.edu.tw/ (瀏覽時間:2011/11)。
宋曜廷、張國恩、于文正(2006)。行動載具在博物館學習的應用:整合人、機、境互動的設計。博物館學季刊,20(2),17-34。
林宏熒(2006)。從語音到影音:談博物館如何規劃掌上型數位導覽。博物館學季刊,20(1),97-114。
李宜曄、林詠能(2008)。十三行博物館導覽服務滿意度與重遊意願研究。博物館學季刊,22(1),93-106。
蘇振明(1996)。美術導賞的理念與策略研究─兒童美術教育理論與實務探討。台北:台灣省國民學校教師研習會。
廖敦如(1998)。藝術鑑賞教學的方法與原則。台灣省高級中學教學輔導叢書。台中:省教育廳印製。
劉坤富(2008)。美術鑑賞的導覽。國立自然科學博物館─心得分享。取自http://www.nmns.edu.tw/volunteer/attach/share6.doc (瀏覽時間:2011/10)。
李賢輝(2010)。藝術批評。視覺素養學習網。取自http://vr.theatre.ntu.edu.tw/fineart/ chap06/chap06-01.htm (瀏覽時間:2011/10)。
王秀雄(1998)。觀賞認知解釋與評價:美術鑑賞教育的學理與實務。台北市:國立歷史博物館。
吳仁和(2007)。物件導向系統分析與設計─結合MDA與UML。台北市:智勝文化。
英文部分:
McCall, R., Wetzel, R., Löschner, J., & Braun, A. K. (2010). Using presence to evaluate an augmented reality location aware game. Personal and Ubiquitous Computing, 15(1), 25-35.
Wang, X., & Chen, R. (2009). An experimental study on collaborative effectiveness of augmented reality potentials in urban design. CoDesign, 5(4), 229-244.
Klopfer, E., & Squire, K. (2007). Environmental detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research & Development, 56(2), 203-228.
Wang, K. H., Chen, L. C., Chu, P. Y., & Cheng, Y. M. (2009). A study on the design of augmented reality user interfaces for mobile learning systems in heritage temples. Interfaces, 5622, 282-290.
Dunleavy, M., Dede, C., & Mitchell, R. (2008). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22.
Mulloni, A., Wagner, D., & Schmalstieg, D. (2008). Mobility and social interaction as core gameplay elements in multi-player augmented reality. In DIMEA’08: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, ACM, New York, NY, USA, 472–478.
Damala, A., Cubaud, P., Bationo A., Houlier, P., & Marchal I. (2008). Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit. World Wide Web Internet And Web Information Systems, 120-127. ACM.
Billinghurst, M., Belcher, D., Gupta, A., & Kiyokawa, K. (2003). Communication behaviors in colocated collaborative AR interfaces. International Journal of Human-Computer Interaction, 16(3), 395–423.
Liu, T. Y., Tan, T. H., & Chu, Y. L. (2009). Outdoor natural science learning with an RFID-supported immersive ubiquitous learning environment. Educational Technology & Society, 12 (4), 161–175.
Sung, Y.T., Chang, K.E., & Yu, W.C. (2006). Usage of mobile devices in museum: promotion of human-computer-situation Interactive Design. Museology Quarterly, 20(1), 17-34.
Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium.
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented Reality: a class of displays on the reality-virtuality continuum. In Proc. of SPIE Conf. on Telemanipulator and Telepresence Technologies, 282–292, Boston, MA, Oct.
Papagiannakis, G., Singh, G., & Magnenat-Thalmann, N. (2008). A survey of mobile and wireless technologies for augmented reality systems. Computer Animation And Virtual Worlds, 19(1), 3-22. Wiley Online Library.
Johnson, L., Levine, A., Smith, R., & Stone, S. (2010). The 2010 Horizon Report. Austin, Texas: The New Media Consortium.
Rose, S., Potter, D., & Newcombe, M. (2010). A review of available augmented reality packages and evaluation of their potential use in an educational context. University of Exeter.
Portalés, C., Lerma, J., & Pérez, C. (2009). Photogrammetry and augmented reality for cultural heritage applications. The Photogrammetric Record, 24(128), 316-331.
Sparacino, F. (2002). The museum wearable: real-time sensor-driven understanding of visitors’ interests for personalized visually-augmented museum experiences. Museums and the Web, 17-20.
Fukaya T., Mitsumine H., & Inoue S. (2001). Virtual Scope. The 7th Symposium on Sensing via Image Information, Japanese, 211-214.
Pitt, S. P., Updike, C. B., & Guthrie, M. E. (2002). Integrating digital images into the art and art history curriculum. EDUCAUSE Quarterly, 25(2), 38-44. Retrieved from http://mdid.org/papers.htm
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (1999). Measuring the flow construct in online environment: A structural modeling approach. Marketing Science, 19(1), 22-44.
Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9, 411-426.
Damala, A., Marchal, I., & Houlier, P. (2007). Merging augmented reality based features in mobile multimedia museum guides. Archaeology, 1(October), 01-06.
Barber, C., Bristow, H., Cheng, S., Hedley, A., Kuriyama, Y., Lien, M., Pollard, J., & Sorrell, P. (2001). Augmenting museums and art galleries. Human-Computer Interaction INTERACT '01, Tokyo, Japan, 439-447.
Wu, L.J., Weng, S.E., Chang, K.E., Lan, Y.J., & Sung, Y.T. (2009). The effect of the game-based problem-posing system for mathematical learning. The 17th International Conference on Computers in Education (ICCE 2009). Hong Kong.
Sung, Y. T., Chang, K. E., Hou, H. T., & Chen, P. F. (2010). Designing an electronic guidebook for learning engagement in a museum of history. Computers in Human Behavior, 26, 74–83.
Sandifer, C. (1997).Time-based behaviors an interactive science museum: exploring the difference between weekday/weekend and family non-family visitors. Science Education, 81, 689-701.