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篇名
場域之間:探討行動裝置結合展示的觀眾體驗
並列篇名
Between Fields: A Study of the Integration of Mobile Device and Exhibits on Visitor Experience
作者 吳婉寧林莉純
中文摘要
博物館的本質是蘊涵人際互動與交流的空間,自攜裝置的出現,展覽的設計也隨著科技應用,開創出許多結合行動裝置觀賞的展覽。目前許多研究針對行動科技是否有助於展示仍有不同的討論,行動裝置於博物館的應用如何打造有意義的觀眾體驗也是值得關注的議題。此外,博物館一直以來也致力於能夠整合行動科技的潮流以吸引觀眾。因此,本研究試圖探討行動裝置結合展示時,對觀眾而言,行動裝置在觀展過程的角色為何。研究方法採觀察法與訪談法來搜集質性資料:首先,從2個場域裡的3個展覽,針對手持行動裝置看展的觀眾進行田野觀察;以及對兩名於行動科技結合展示有相當經驗與專業者,進行深度訪談。本研究歸納出:在觀展的過程中,行動裝置於虛與實展示場域間的界定轉換,以及對觀者在觀展公私領域行為轉換中,扮演著重要的媒介;進而將行動裝置的角色區分為四面向:「事前資訊式媒介」、「即時導覽式媒介」、「傳遞情感式媒介」、「玩家任務式媒介」。並進一步以玩家經驗整合模式的架構針對此四類角色進行分析,在情境場域、互動機制、敘事經驗等面向上,描繪出觀眾結合行動裝置觀展時較為清晰的行為樣貌與輪廓。
英文摘要
The nature of museums is to create a space for interpersonal interaction and communication. In recent years, due to the emergence of mobile devices, exhibit designs have also evolved along with technological advances, resulting in exhibitions conducted with mobile device viewing. However, current studies regarding whether mobile devices are beneficial for exhibition display are still debatable. How museums can apply mobile devices to create meaningful experiences is also a topic worthy of attention. In addition, museums have utilized the trend of mobile technology to attract audiences. Therefore, the study aimed to explore the roles of the mobile device on visitor's experiences at the museum. Participant observation and interviews are used as the research methods to collect qualitative data. Observations were made from three exhibitions in two fields. Moreover, in-depth interviews were conducted with two professionals who have related experiences. The findings showed that during the viewing of the exhibition, mobile devices play an important role in the conversion of virtual and real exhibit space and the conversion of the visitors' behaviors in social and personal, which categorize the role of mobile devices into four aspects: information pre-viewing type, real-time guidance type, emotion-transmitting type, and player task-based type. An analysis based on these four types was conducted through the Integrated Model of Player experience (IMP), from the 3 elements; context, mechanics, and narrative, describing a clearer picture of the museum visitors with mobile devices.
起訖頁 27-52
關鍵詞 行動裝置數位展示展示設計觀眾體驗mobile devicedigital displayexhibition designvisitor experience
刊名 科技博物  
期數 202106 (25:2期)
出版單位 國立科學工藝博物館
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