Type of Credit: Elective
Credit(s)
Number of Students
這堂課聚焦於互動及沉浸科技在傳播領域的發展及應用,包含空間運算 (虛擬實境、擴增實境、混合實境)、生成式AI應用、數位雙生、以及Web3區塊鏈等重要主軸。每周課程授課教師將先講述相關核心理論概念,並提供大量全球核心業界案例,修課同學將報告該周主題的最新案例,並結合課程活動討論如何應用該沉浸科技至產業。本課程也將與修課學生共同盤點出目前台灣重要的相關產業鏈與企業品牌,盼能提供修課同學更多台灣目前產業發展與現況,進一步促成應用與合作。
能力項目說明
此課程的學術理論概念由教師講授(同學撥冗閱讀參考文獻),修課同學將能逐周體驗最新的沉浸式科技,並透過小組報告與課程討論,每周都能針對主題探討融入應用至工作及企業品牌的實作規劃。同時,本學期安排三大重要台灣科技公司(啟雲、光禾感知、及PopWorld)進行兩次課程演講以及一次企業參訪,讓同學們可以直接體驗了解最新的科技產品與應用模式。課程將視修課同學需求或回饋,可能彈性增加Meta/HTC等科技企業的互動與參訪。
修課同學可以透過此課程,完整理解沉浸科技的發展與應用,且對於元宇宙架構的各個面向以及應用方式,都有透徹的理解及應用能力。
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 (暫定) |
Required Readings |
1 |
9/14 |
課程介紹 (Dr. JihHsuan Tammy Lin林日璇) 互動傳播科技元宇宙架構
參考讀物: Ball, M. (2022). The metaverse: and how it will revolutionize everything. Liveright Publishing. |
2 |
9/21 |
虛擬實境特性與產業應用/ 簡單體驗
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. *Steur, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93.
理論概念: 沉浸式如何理論化 小組報告 (每一組): 依據領域報告最新的應用發展
|
3 |
9/28 (放假) |
|
4 |
10/5 |
沉浸式科技與行銷應用
沉浸式行銷模型 --虛擬實境行銷 --虛擬實境360影片行銷 --擴增實境try-on科技/3D空間 --虛擬遊樂園/擴增實境遊戲 小組報告1 : 虛擬實境行銷應用案例
體驗: 沉浸式科技電影預告、沉浸式行銷體驗 (iKea、Horizon等) 參考讀物: *Lee, K. M. (2004). Presence, explicated. Communication theory, 14(1), 27-50. *Ahn, S. J., Kim, J., & Kim, J. (2022). The bifold triadic relationships framework: A theoretical primer for advertising research in the metaverse. Journal of Advertising, 51(5), 592-607.
沉浸式行銷: 互動、AR、裸視3D Speed 3D公司
--Meta AR partner啟雲科技 --PicBot最新互動擴增實境行銷與商業模式 --AR濾鏡導入與應用 --裸視3D機台
參考讀物: *Ahn, S. J., Kim, J., & Kim, J. (2023). The future of advertising research in virtual, augmented, and extended realities. International Journal of Advertising, 42(1), 162-170. * Wu. D., 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. https://doi.org/10.1016/j.chb.2022.107255 |
5 |
10/12 |
體驗虛擬實境高階一體機
社交VR應用與體驗 SOCIAL VR experience: WorkRoom Horizon RecRoom VRChat 課堂活動: 規劃發想沉浸科技應用至產業以及商業模式
參考讀物: *Maloney, D., Freeman, G., & Wohn, D. Y. (2020). " Talking without a Voice" Understanding Non-verbal Communication in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1-25. |
6 |
10/19 |
空間運算 Spatial Computing
體驗與應用開發 Apple Vision Pro架構與設計 空間運算生態系
課堂活動: 導入企業應用發想
參考讀物: *Egliston, B., & Carter, M. (2022). ‘The metaverse and how we’ll build it’: The political economy of Meta’s Reality Labs. New Media & Society, 14614448221119785. *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 |
7 |
10/26 |
Embodiment persuasion 聚身性說服 沉浸科技應用於社會公益、同理、健康重要政策溝通 Spatial computing for social good. 老師講授學術文獻中重要的沉浸科技社會議題說服 參考讀物: 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 Communication, 21(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.
Tammy Lin, J. H., & Wu, D. Y. (2021). Exercising with embodied young avatars: how young vs. older avatars in virtual reality affect perceived exertion and physical activity among male and female elderly individuals. Frontiers in psychology, 12, 693545.
案例: 建成國中VR case for 灣生
小組報告2: 最新social good應用 |
8 |
11/2 |
VR Exercise and Well-being 、Governance in VR 空間運算應用於運動、心理幸福感、及空間運算治理 Feature related projects and research regarding using VR for exercise and marketing) By Dr. Jih-Hsuan Tammy Lin 林日璇
參考讀物
課堂活動: 如何治理沉浸式科技場域及內容? 小組報告3: 沉浸式科技之幸福感應用 |
9 |
11/9 |
視訊參加資訊社會年會 主題:人智傳播(Human-AI Communication) |
10 |
11/16 |
AR實境遊戲與行銷、智慧導覽、與在地活動 演講: Popworld 蹦世界 應用層面: 博物館、地方創生、導覽、互動教材、企業活動、行銷活動 參考讀物: *Rauschnabel, P. A., Rossmann, A., & tom Dieck, M. C. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in human behavior, 76, 276-286. *Zhou, Y., Chen, J., & Wang, M. (2022). A meta-analytic review on incorporating virtual and augmented reality in museum learning. Educational Research Review, 36, 100454. |
11 |
11/23 |
空間運算互動內容與沉浸互動式新聞 參考讀物:
小組報告4: 沉浸互動式新聞 |
12 |
11/30 |
AI科技與行銷 演講: 光禾感知 --AI Chatbot對話行銷商業模式 --AI KOL代言人行銷 --AI算場景3D沉浸展場 --AI 3D視訊行銷活動
課堂活動: 討論AI沉浸式科技應用至產業中
參考讀物— *Mariani, M. M., Perez‐Vega, R., & Wirtz, J. (2022). AI in marketing, consumer research and psychology: A systematic literature review and research agenda. Psychology & Marketing, 39(4), 755-776. * De Bruyn, A., Viswanathan, V., Beh, Y. S., Brock, J. K. U., & Von Wangenheim, F. (2020). Artificial intelligence and marketing: Pitfalls and opportunities. Journal of Interactive Marketing, 51(1), 91-105. |
13
|
12/7 |
期末報告個人晤談 |
14 |
12/14 |
互動沉浸科學: character and avatars
應用: 生成式AI 與 沉浸式科技發展 (老師講授)
小組報告5: AI沉浸式科技案例 區塊鏈行銷 (老師講授)
小組報告6: Avatar & NFT應用行銷案例 參考讀物: *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 8 Behavior, 133, 107255. * Liu, Y., Liu, Y., Xu, S., Cheng, K., Masuko, S., & Tanaka, J. (2020). Comparing VR-and AR-based try-on systems using personalized avatars. Electronics, 9(11), 1814. * Lin, J. H. (2013). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63(4), 682-702. *Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245–264. https://doi.org/10.1207/S15327825MCS0403_01 *Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players’ self-perception. Communication theory, 19(4), 351-373. |
15
|
12/21 |
數位雙生城市規劃治理、遊戲與遊戲化行銷 (老師講授)
小組報告7 數位雙生應用領域及案例
參考讀物:
|
16 |
12/28 |
期末口頭報告 |
17 |
1/4 |
期末報告建議指導/project撰寫 |
18 |
1/11 |
彈性周: 期末報告晤談建議指導/project繳交 |
Grading
課堂參與 30%
小組報告 30%
期末報告與分析 40%
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