虛擬實境與數位科技

林日璇
廣告學系
2022/02/14
~ 2022/06/20
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開課教師|Instructor


林日璇
特聘教授

專長領域:媒體心理學、娛樂媒體電子遊戲、媒介效果與媒體互動性、社交網站、健康傳播

Nick Bowman
副教授

Texas Tech University

課程介紹|Content


The seminar in Virtual Reality and Digital Technology will focus on understanding the latest metaverse trends, development of virtual reality, and digital game culture in the global perspective, and understand the development of theories and research trends/topics in the literature. In addition, students will learn various important digital technology trends internationally with a native focus. Students will examine VR phenomena and their effects on human well-being, cognition, and emotions. Furthermore, we will look at how different areas employ VR and digital games as a persuasive and educational tool and identity experiment.

課程目標|Goal


The goals of the course are threefold: First, understand the seminal constructs in VR and digital games. In addition, be familiar with related research published in “flagship” journals including Journal of Communication, Communication Research, Human Communication Research. Mainstream journals dedicated digital games including Media Psychology, Journal of Computer Mediated Communication, New Media and Society, Cyberpsychology, Behavior, and Social Networking, and Computers in Human Behavior. Second, be able to critically analyze and interpret how scholars in these fields frame research issues and investigate the effects of these two media on human being. Third, be able to build logical and precise argument to contribute to advance the knowledge of these two fields, theoretically and empirically. All students should be able to propose a clear-designed, well-argued application analysis/research proposal at the end of the semester. For undergraduate students, the term project will be an analysis of a certain VR application and phenomenon.

課程進度|Schedule


Seminar Schedule

Week

Date

Required Readings

1

2/14

Introduction to class: (Dr. JihHsuan Tammy Lin林日璇)

Communication Technology as a field in communication

  1. Introduction of recent communication technology
  2. Cases of communication technology

2

2/21

Introduction to Virtual Reality (Taught by JihHsaun Tammy Lin林日璇)

  1. Basic concept (Slater)

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences364(1535), 3549-3557.

  1. Current trends and analysis of Metaverse

3

2/28

National Holiday

4

3/7

VR experience: Current application. Let’s experience!

Meet at Room 320. 

(By JihHsuan Tammy Lin林日璇)

  1. Virtual reality Content and design
  2. Virtual reality headset introduction

4

3/14

  1. Interactivity as demand (by Dr. Nick Bowman, Online Session 1)
  2. Defining enjoyment and mood management as intrinsic needs

5

3/21

Virtual reality: VR journalism (what are the foundational concepts and characteristics in VR, and how do VR journalism presents itself)

  1. De la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., ... & Slater, M. (2010). Immersive journalism: immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual Environments19(4), 291-301.
  2. Sundar, S. S., Kang, J., & Oprean, D. (2017). Being there in the midst of the story: How immersive journalism affects our perceptions and cognitions. Cyberpsychology, Behavior, and Social Networking20(11), 672-682.

(by Dr. Jih-Hsuan Tammy Lin林日璇)

Group 1 present: practical case of VR journalism

6

3/28

  1. Presence, narrative engagement, and sense of place (how players feel “wrapped up” and connected to digital spaces and narratives) (Dr. Nick Bowman, online session 2)
  2. Immersive journalism research

7

4/4

National Holiday

8

4/11

Virtual reality and more serious and industry application Demonstration

  1. VR glasses by HTC
  2. Let’s have the class in virtual reality!
  3. Industry application using virtual reality宏匯廣場

(by Dr. JihHsuan Tammy Lin林日璇)

8

4/18

Virtual reality in games and persuasion—(psychological mechanism in VR games and how we can use VR for information persuasion and social issue awareness/involvement)

(by Dr. Jih-Hsuan Tammy Lin林日璇)

  1. Lin, J.-H.*;Wu, D.-Y.;Tao, C.-C., (2018), 'So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game, ' New Media and Society, 20, 3223-3242.
  2. Lin, J.-H.*, 2017.07, 'Fear in Virtual Reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game, ' Computers in Human Behavior, Vol.72, pp.350-361.(SSCI)
  3. Ahn, S. J. G., Bostick, J., Ogle, E., Nowak, K. L., McGillicuddy, K. T., & Bailenson, J. N. (2016). Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature. Journal of ComputerMediated Communication21(6), 399-419.

Group 2 presents: new literature and new application

9

4/25

Social interaction in virtual world and new economy, Yvette Wohn

Underlying mechanism: character identification, player and avatars, embodiment, self-concept (By Dr. Jih-HsuanTammy Lin 林日璇)

10

5/2

  1. Progressive embodiment and natural mapping (a discussion of video game controllers and interfaces, and how players understand and engage them)

(By Dr. Nick Bowman, online session 3)

11

 

4/25

  • Moral panics (a historical account of widespread social fears around video games and their effects)

(By Dr. Nick Bowman, online session 4)

12

5/2

  • Designing games and VR for learning—Guest speech

(By Dr. Yu-Hao Lee, from Florida State University) 

13

 

5/9

  • Transformative Digital Narratives/Disorienting Dilemma;

By Dr. Nick Bowman, online session 5

14

5/16

  • Advergames and Newsgames (will feature related projects and research regarding using games for advertising persuasion and using games as news media) By Dr. Jih-Hsuan Tammy Lin 林日璇

van Reijmersdal, E. A., Rozendaal, E., & Buijzen, M. (2012). Effects of prominence, involvement, and persuasion knowledge on children's cognitive and affective responses to advergames.

Ahn, S. J., Hahm, J. M., & Johnsen, K. (2018). Feeling the weight of calories: using haptic feedback as virtual exemplars to promote risk perception among young females on unhealthy snack choices. Media Psychology, 1-27.

Peng, W., Lin, J. H., Pfeiffer, K., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Media Psychology, 15, 175-196.

Group 3 presents new literature and new VR marketing cases

15

5/23

  •  Social Robotics

By Dr. Nick Bowman, online session 6

16

5/30

  • Media psychology and communication technology Q& A

By Dr. Nick Bowman

17
 

6/6

Final paper consulting meet in classroom and online-

修課學生實體晤談/網路修課生網路晤談 (individual/ groups)

18
 

6/13

Final paper sharing/digital interaction (實體與網路)

上課形式|Activities


50%

講述Lecture

20%

討論Discussion

10%

小組活動Group activity

20%

數位學習E-learning

0%

其他:Others:

評分標準|Grading


Grading

Class Participation and after-class activities      50%

Midterm bibliography (Due is week 12)     10%

Original Research Paper/Term project     40%

Extra Credit up to     5%

參考書目|Readings


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