開課教師|Instructor
林日璇
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
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
|
2 |
2/21 | Introduction to Virtual Reality (Taught by JihHsaun Tammy Lin林日璇)
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.
|
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)
|
4 |
3/14 |
|
5 |
3/21 | Virtual reality: VR journalism (what are the foundational concepts and characteristics in VR, and how do VR journalism presents itself)
(by Dr. Jih-Hsuan Tammy Lin林日璇) Group 1 present: practical case of VR journalism |
6 |
3/28 |
|
7 |
4/4 | National Holiday |
8 |
4/11 | Virtual reality and more serious and industry application Demonstration
(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)
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 |
(By Dr. Nick Bowman, online session 3) |
11
|
4/25 |
(By Dr. Nick Bowman, online session 4) |
12 |
5/2 |
(By Dr. Yu-Hao Lee, from Florida State University) |
13
|
5/9 |
By Dr. Nick Bowman, online session 5 |
14 |
5/16 |
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 |
By Dr. Nick Bowman, online session 6 |
16 |
5/30 |
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
講述Lecture
討論Discussion
小組活動Group activity
數位學習E-learning
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%