教學大綱 Syllabus

科目名稱:虛擬實境與數位科技

Course Name: Virtual Reality and Digital Technology

修別:選

Type of Credit: Elective

3.0

學分數

Credit(s)

20

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

**This course will be hosted by both Jih-Hsuan Tammy Lin (Distinguished Professor, National ChengChi University) and Dr. Nick Bowman (Associate Professor, Syracuse University, USA). Dr. Bowman can be reached at nbowman@syr.edu, but do keep in mind that there is a 12-hour time difference been Taipei and Syracuse, so emails will be slightly delayed. 

This course will be taught fully in English.

 

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.

核心能力分析圖 Core Competence Analysis Chart

能力項目說明


    課程目標與學習成效Course Objectives & Learning Outcomes

    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.

    每周課程進度與作業要求 Course Schedule & Requirements

    教學週次Course Week 彈性補充教學週次Flexible Supplemental Instruction Week 彈性補充教學類別Flexible Supplemental Instruction Type

    Week

    Date

    Required Readings

    1

    2/19

    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
    3. Web 3 and NFT

    2

    2/26

    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

    3/4

    Virtual reality and industry application Demonstration

     

    SOCIAL VR:

    WorkRoom

    Horizon

    RecRoom

    VRChat

    News

     

    Course practice: Can you think of any cases about using VR for applications? (Everyone searches for different areas of application)

    Every group presenting 

     

    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.

    Group 1 presenting VR journalism

     

    4

    3/11

    AR and MR application—Speed 3D

     

    Field trip to Speed 3D

    5

    3/18

    Interactivity as demand (by Dr. Nick Bowman, Online Session 1), and the dimensions of demand in the metaverse

    1. Bowman, N. D. (2021). Interactivity as demand: Implications for interactive media entertainment. In C. Klimmt & P. Vorderer (Eds.), Oxford handbook of media entertainment. Oxford, UK: Oxford University Press.

    Lin, J-H. T., Wu, D-Y., & Bowman, N. D. (in press). Beat Saber as virtual reality exercising in 360 degrees: A moderated mediation model of playable angles on physiological and psychological outcomes. Media Psychology

    6

    3/25

    1. Session 2 Nick Bowman & (Jaime Banks)
    2. PAR and PAX – Player avatar relationship

    7

    4/1

    •  VR Exercise and marketing.  Feature related projects and research regarding using VR for exercise and marketing) By Dr. Jih-Hsuan Tammy Lin 林日璇

     

    Tammy Lin, J. H., Wu, D. Y., & Bowman, N. (2022). Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes. Media Psychology, 1-22.

    Wu, D. Y., Lin, J. H. T., & Bowman, N. D. (2022). Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising. Computers in Human Behavior, 133, 107255.

     

    Group 2 presents new literature and new VR exercise marketing

    8

    4/8

    Presence and sense of place (how players feel “wrapped up” and connected to digital spaces) (Dr. Nick Bowman, online session 3)

    1. Bowman, N. D., Banks, J., & Rittenour, C. (2020). Country Roads through 1s and 0s: Sense of place for and recognition of West Virginia following long-term engagement with Fallout 76. Technology, Mind, & Behavior, 1(1). https://doi.org/10.1037/tmb0000001
    2. Lombard, M. & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
    3. Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F., (2022). What is XR? Towards a framework for augmented and virtual reality. Computers in Human Behavior, 133. https://doi.org/10.1016/j.chb.2022.107289

    Immersive journalism research

     

    9

    4/15

    VR and Metaverse for social good

    1. 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 Computer‐Mediated Communication21(6), 399-419.

     

    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.

     

    建成國中VR case for 灣生

     

    (By Dr. Tammy JihHsuan Lin)

    Group 3 present: using VR for social good

     

    10

    4/22

    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 4)

    1. Biocca, F. (1997). The cyborg’s dilemma: Progressive embodiment in virutal environments. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00070.x

    Won, A. S., Bailenson, J., Lee, J. & Lanier, J. (2015). Homuncular flexibility in virtual environments. Journal of Computer-Mediated Communication, 20(3). https://doi.org/10.1111/jcc4.12107

    and marketing in metaverse

    11

    4/29

    Metaverse and AR marketing (Virtual amusement park)

    Wu, D. Y., Lin, J. H. T., & Bowman, N. D. (2022). Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising. Computers in Human Behavior133, 107255.

    Group 4 presents new literature and new VR exercise marketing

    12

    5/6

    Moral panics (a historical account of widespread social fears around interactive media and their effects) (By Dr. Nick Bowman, online session 5)

    • Bowman, N. D. (2016). The rise (and refinement) of moral panic. In R. Kowert and T. Quandt (Eds.), The video game debate: Unraveling the physical, social, and psychological effects of digital games (pp. 22-38). New York: Routledge.
    • Dibbell, J. (1993). A rape in cyberspace. Village Voice. http://www.juliandibbell.com/articles/a-rape-in-cyberspace/

    Hackl, C. (2020, December 219). A day in the Metaverse. Medium. https://medium.com/@CathyHackl/a-day-in-the-metaverse-4b1e8facc995

    13

     

    5/13

    1. Nick Bowman In person with Tammy (Counseling discussion of final projects; double counselors )

    14

    5/20

    •  Human-machine interactions (Jaime Banks & Nick Bowman, in person session with Tammy Lin),

    15

     

    5/27

    Transformative Digital Narratives/Disorienting Dilemma;

    By Dr. Nick Bowman, online session 6 )

     

    • Bowman, N. D., Ahn, S-J., & Kollar, L. (2020). The paradox of interactive media: The potential for video games and virtual reality as tools for violence prevention. Frontiers in Communication. http://doi.org/10.3389/fcomm.2020.580965
    • *Daneels. R.,. Bowman, N. D., *Possler, D., & Mekler, E. (2021). The ‘eudaimonic experience’: A scoping review of the concept in digital games research. Media & Communication, 9(2). https://doi.org/10.17645/mac.v9i2.3824

     

    16

    6/3

    Final project presentation (in person class)

    Groups/individuals presentation

    17

    6/10

    Holiday

    18

    6/17

    *Final project submission

    授課方式Teaching Approach

    40%

    講述 Lecture

    30%

    討論 Discussion

    20%

    小組活動 Group activity

    10%

    數位學習 E-learning

    0%

    其他: Others:

    評量工具與策略、評分標準成效Evaluation Criteria

    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%

    指定/參考書目Textbook & References

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