教學大綱 Syllabus

科目名稱:沉浸式實境:擴增、虛擬以及混合實境

Course Name: Immersive Realities: Augmented, Virtual and Mixed Reality

修別:選

Type of Credit: Elective

3.0

學分數

Credit(s)

30

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

This graduate-level course explores the conceptual foundations, design principles, and practical applications of immersive technologies, including Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). Students will engage with theoretical frameworks such as experiential learning, embodied cognition, and affordance, while critically examining how these principles guide the design and evaluation of immersive experiences. The course follows a two-cycle learning design: each conceptually focused week features group-led discussions on assigned readings, followed by a group-based case study application the following week. Through this iterative approach, students actively connect theory with practice, developing hands-on skills in designing, analyzing, and critiquing immersive technology applications. The course also incorporates site visits, guest lectures, and expert panel presentations to broaden perspectives and foster interdisciplinary understanding.

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

     

    By the end of this course, students will be able to:

    • Understand Core Concepts: Explain the foundational principles of AR, VR, and MR, including experiential learning, embodied cognition, and affordance.

    • Apply Design Principles: Demonstrate the ability to apply design principles in immersive environments, integrating theoretical knowledge into practical solutions.

    • Engage in Iterative Learning: Participate effectively in group-led discussions and case study analyses, using the two-cycle structure to deepen understanding and problem-solving skills.

    • Critically Analyze Applications: Evaluate AR/VR/MR systems and experiences using evidence-based criteria, including usability, affordances, and user engagement.

    • Communicate Insights: Present project outcomes, provide constructive peer critique, and articulate design rationale in both written and oral formats.

    • Integrate Multidisciplinary Perspectives: Examine immersive technologies in educational, industrial, and creative contexts, recognizing the interplay of technical, cognitive, and social factors.

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

    Week

    Topic

    Content and Reading Assignment

    Teaching Activities and Homework

    1 (9/5)

    Orientation

    Course overview

    AR/VR/MR Conceptual Foundations

    Lecture & discussions

    2 (9/12)

    Extended Reality

    Assigned Readings

    [2-1][2-2] [2-3][2-4]

    Lecture & discussions

    3 (9/19)

    Experiential Learning

    Assigned Readings

    [3-1] [3-2][3-3]

    Lecture-driven week

    4 (9/26)

    Experiential Learning

    Student selected case study

    Case-driven week

    5 (10/3)

    Embodied Cognition

    Assigned Readings

    [5-1][5-2][5-3][5-4]

    Lecture-driven week

    6 (10/10)

    Double Tenth Day (no class)

    7 (10/17)

    Embodied Cognition

    Student selected case study

    Case-driven week

    8 (10/24)

    Taiwan Restoration Day (no class)

    9 (10/31)

    Affordance

    Assigned Readings

    [9-1][9-2][9-3]

    Lecture-driven week

    10 (11/7)

    Affordance

    Student selected case study

    Case-driven week

    11 (11/14)

    Immersion Meets Innovation: Exploring EdTech Taiwan 2025

    12 (11/21)

    Design Principles Revisited

    Assigned Readings

    [12-1][12-2][12-3]

    Lecture-driven week

    13 (11/28)

    Design Principles Revisited

    Student selected case study

    Case-driven week

    14 (12/6)

    Guest Lecture (Dr. Chandler Seokmin Kang)

    15

    Final Presentation(1)

    Expert Panel Presentation

     

    16

    Final Presentation(2)

    Expert Panel Presentation

     

    授課方式Teaching Approach

    20%

    講述 Lecture

    20%

    討論 Discussion

    25%

    小組活動 Group activity

    10%

    數位學習 E-learning

    25%

    其他: Others: 實作

    評量工具與策略、評分標準成效Evaluation Criteria

    • Participation and Interaction (15%)
    • Group-led Discussions (15%)
    • Case Study Applications (15%)
    • Hands-on Practices (15%)
    • Final Project (30%)
    • Peer Critique (10%)

    指定/參考書目Textbook & References

    Weekly Assigned Readings:
    (All readings will be downloadable through Moodle)

     

    [2-1] Alotaibi, M. N., & Malkawi, E. (2025). Learning beyond realities: Exploring virtual reality, augmented reality, and mixed reality in higher education—A systematic literature review. Discover Education, 4(1), 59. https://doi.org/10.1007/s44217-025-00559-7

    [2-2] Vasarainen, M., Paavola, S., & Vetoshkina, L. (2021). A systematic literature review on extended reality: Virtual, augmented and mixed reality in working life. International Journal of Virtual Reality, 21(2), 1–28. https://doi.org/10.20870/IJVR.2021.21.2.4620

    [2-3] Mitchell, B. (2023, August 24). AR vs. VR vs. MR vs. XR: What’s the difference? Lifewire. https://www.lifewire.com/ar-vs-vr-vs-mr-vs-xr-7089737

    [2-4] Shoard, C. (2025, August 27). ‘We are seeing a new maturity’: How ‘extended reality’ is coming of age at the Venice film festival. The Guardian. https://www.theguardian.com/film/2025/aug/27/venice-film-festival-extended-reality-cinema-vr

     

    [3-1] Crogman, H. T., Cano, V. D., Pacheco, E., Sonawane, R. B., & Boroon, R. (2025). Virtual reality, augmented reality, and mixed reality in experiential learning: Transforming educational paradigms. Education Sciences, 15(3), 303. https://doi.org/10.3390/educsci15030303

    [3-2] McCord, D. M., Schleicher, D., & Kinney, M. (2024). Virtual reality training as enhanced experiential learning. Journal of Cognitive Enhancement, 8(4), 1–15. https://doi.org/10.1007/s41465-024-00393-1

    [3-3] Czerkawski, B. C. (2021). Learning experience design for augmented reality. Research in Learning Technology, 29, 2429. https://doi.org/10.25304/rlt.v29.2429

     

    [5-1] Lehrman, A. L., & Kourtesis, P. (2025). Embodied learning through immersive virtual reality. Journal of Cognitive Enhancement, 9(1), 1-15.

    [5-2] Fahim, M., & Rezanejad, A. (2014). An introduction to embodied cognition. International Journal of Language and Linguistics, 2(4), 283–289. https://doi.org/10.11648/j.ijll.20140204.16

    [5-3] Lin, L., Li, C., Xiong, Z., & Chen, X. (2023). Design strategies for VR science and education games from an embodied cognition perspective: A literature-based meta-analysis. Frontiers in Psychology, 14, 1162224. https://doi.org/10.3389/fpsyg.2023.1162224

    [5-4] Mansour, N., Aras, C., Kleine Staarman, J., & Alotaibi, S. B. M. (2025). Embodied learning of science concepts through augmented reality technology. Education and Information Technologies, 30(6), 8245–8275. https://doi.org/10.1007/s10639-024-13120-0

     

    [9-1] Fernández-Ruiz, M., Ruiz-Torres, D., & Puente, H. (2023). Environmental visualization and exploration in mobile augmented reality games: Redefining the spatial affordances. Interaction Design and Architecture(s). https://doi.org/10.55612/s-5002-056-004

    [9-2] Jo, H & Park, D. H. (2023). Affordance, usefulness, enjoyment, and aesthetics in virtual reality usage. Scientific Reports, 13, Article 15097.

    [9-3] Keshavarzi, M., Wu, M., Chin, M. N., Chin, R. N., & Yang, A. Y. (2019). Affordance analysis of virtual and augmented reality mediated communication. arXiv. https://doi.org/10.48550/arXiv.1904.04723

    [9-4] Dincelli, E. (2022). Immersive virtual reality in the age of the Metaverse. Information Systems Frontiers, 25(3), 101819. https://doi.org/10.1016/j.is.2022.101819

     

    [12-1] Cao, Y., Ng, G.-W., & Ye, S.-S. (2025). A systematic review of evidence-based design and pedagogical principles in educational virtual reality environments. Educational Research Review, 47, 100676. https://doi.org/10.1016/j.edurev.2025.100676

    [12-2] Sahu, S. (2025, June 15). Designing for the immersive world: A UX designer’s guide to AR, VR, and XR. UX Planet. https://uxplanet.org/designing-for-the-immersive-world-a-ux-designers-guide-to-ar-vr-and-xr-c2414802be59

    [12-3] Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 5, 81.

     

     

    Supplementary books

    Dooley, K. J., & Lindquist, E. A. (Eds.). (2020). Immersive media and storytelling: Interactive technologies and the future of narrative. Routledge.

    Liu, D., Dede, C., Huang, R., & Richards, J. (Eds.). (2017). Virtual, augmented, and mixed realities in education. Springer. https://doi.org/10.1007/978-981-10-5490-7

    Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

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    本課程可否使用生成式AI工具Course Policies on the Use of Generative AI Tools

    完全開放使用 Completely Permitted to Use

    課程相關連結Course Related Links

    
                

    課程附件Course Attachments

    課程進行中,使用智慧型手機、平板等隨身設備 To Use Smart Devices During the Class

    Yes

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