Type of Credit: Elective
Credit(s)
Number of Students
**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.
能力項目說明
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.
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
|
2 |
2/26 |
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 |
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
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
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 |
|
7 |
4/1 |
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)
Immersive journalism research
|
9 |
4/15 |
VR and Metaverse for social good
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)
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 Behavior, 133, 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)
Hackl, C. (2020, December 219). A day in the Metaverse. Medium. https://medium.com/@CathyHackl/a-day-in-the-metaverse-4b1e8facc995 |
13
|
5/13 |
|
14 |
5/20 |
|
15
|
5/27 |
Transformative Digital Narratives/Disorienting Dilemma; By Dr. Nick Bowman, online session 6 )
|
16 |
6/3 |
Final project presentation (in person class) Groups/individuals presentation |
17 |
6/10 |
Holiday |
18 |
6/17 |
*Final project submission |
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%
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