Type of Credit: Elective
Credit(s)
Number of Students
The seminar in Virtual Reality and Digital Technology will focus on understanding the latest trends in immersive technology, 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. As World Economic Forum and OECD listed immersive technology as key technology development, it is important to understand how immersive technology is applied with AI for today’s media and business growth. 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 key affordances of various immersive technology, including virtual reality, mixed reality, and augmented reality. In addition, how to employ these affordances for media content design and creation is key in this class. Second, how does immersive technology interact with AI to form key developments and media creation is also emphasized in this class.
Lastly, 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. Furthermore, 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. In addition, 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 immersive 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 |
2/17 |
Introduction to class: (Dr. JihHsuan Tammy Lin林日璇) Communication Technology as a field in communication
|
2 |
2/24 |
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 |
3/3 |
Virtual reality and industry application Demonstration
SOCIAL VR experience: 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 |
4 |
3/10 |
AI x immersive technology
*AI Glasses experiences *AI x VR *AR glasses
Design news stories and communication content through these new convergence Group 1 presenting AI x glasses cases |
5 |
3/17 |
Interactivity as demand (by Dr. Nick Bowman包尼克, Online Session 1), and the dimensions of demand in the metaverse
Watch Video labelled “05 31824 Interactivity as Demand” (also see accompanying slides) |
6 |
3/24 |
Watch video labelled “06 32524 PAR and PAX” (also see accompanying slides) |
7 |
3/31 |
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
Group 2 presents new literature and new VR exercise marketing |
8 |
4/7 |
Presence and sense of place (how players feel “wrapped up” and connected to digital spaces) (Dr. Nick Bowman包尼克, online session 3)
Watch video labelled “8 4824 Presence and Sense of Place” (also see accompanying slides) Immersive journalism research
|
9 |
4/14 |
VR and Metaverse for social good/ Proteus effect
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 |
4/21 |
Progressive embodiment and natural mapping (a discussion of video game controllers and interfaces, and how players understand and engage them) (By Dr. Nick Bowman包尼克, online session 4)
Watch video labelled “10 42224 Natural Mapping” (also see accompanying slides)
|
11 |
4/28 |
Counseling with Tammy regarding the final project. IT’s time to work on your term project. 😊 |
12 |
5/5 |
Moral panics (a historical account of widespread social fears around interactive media and their effects) (By Dr. Nick Bowman 包尼克, online session 5)
Watch video labelled “12 50624 Moral Panic” (also see accompanying slides) |
13
|
5/12 |
Immersive technology in journalism and new trends
Group 4 presenting VR journalism
|
14 |
5/19 |
Field trip to Speed 3D |
15
|
5/26 |
Transformative Digital Narratives/Disorienting Dilemma; By Dr. Nick Bowman, online session 6 )
Watch video labelled “15 52724 Disorienting Dilemmas” (also see accompanying slides) |
16 |
6/2 |
Final project presentation (in person class) Groups/individuals presentation (You can submit your term paper starting this week) |
17 |
6/9 |
Flexible week |
18 |
6/16 |
Flexible week *Final project submission deadline |
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%
Please see the syllabus
Virtual reality in games, entertainment, and persuasion (identification)—(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) Lin, J.-H.*;Wu, D.-Y.;Tao, C.-C., (2018), 'So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game, ' New Media and Society, 20, 3223-3242. Lin, J.-H.*, 2017.07, 'Fear in Virtual Reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game, ' Computers in Human Behavior, Vol.72, pp.350-361.(SSCI)