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題名 虛擬實境中同理心及憂鬱情緒之互動藝術創作論述
Empathy toward Depression Emotion: Virtual Reality Interactive Art作者 蔡沐橙
Tsai, Mu-Cheng貢獻者 陳宜秀<br>蔡欣叡
Chen, Yi-Hsiu<br>Tsai, Hsin-Ruey
蔡沐橙
Tsai, Mu-Cheng關鍵詞 同理心
憂鬱情緒
虛擬實境
心理治療
人機互動設計
當代完形治療
互動藝術
Interactive art
Empathy
Melancholy
VR
Virtual reality
Psychotherapy
Human-computer interaction design
Contemporary Gestalt Therapy日期 2021 上傳時間 2-Sep-2021 18:08:03 (UTC+8) 摘要 本研究有感於人們在面對他人的憂鬱情緒時,因為缺乏同理心概念,時常相對無法同理與傾聽 (Burnette et al., 2009),或者給予過度正向的鼓勵,甚至責怪憂鬱者不應該繼續維持負面情緒,而使得憂鬱情緒者感到自己與社會規範及期待格格不入。同理心是深化以及維繫人際關係中的一個重要特質,本研究受諮商心理治療啟發,並爬梳先前VR如何提升同理心的研究案例,透過數位互動藝術的方式,讓一般大眾能藉由本創作中的場景及互動技術,藉由換位思考感同身受,真實的感受到同理心的存在。透過人機互動的模式,人可以透過科技作為媒介,將意念鋪陳至敘事或功能之間,體驗者可以藉由層層的靠近概念核心,最後自我解開設計者想要訴說的意涵。本研究設計出虛實整合的虛擬實境 VR端以及場景端的創作,透過VR敘事設計的兩大部分,裝置互動、VR沈浸式電影,帶領體驗者從憂鬱情緒的陪伴者,轉到憂鬱情緒者自身的視角及內心狀態,在其中並加入了語音辨識回饋部分,讓體驗者可以在第一部分用自己的聲音「說」出選項,在第三部分聽到自己說的話,使體驗者感受到原來自己平日對他人說話的感覺。在體驗結束的時候,也搭配實體的紙條回饋,讓體驗者可以將虛擬裝置中堆疊的情緒延伸到實際現實世界中。本研究將分為五大部分,第一部分為緒論,將簡述本創作之背景,以及創作動機,第二部分為文獻探討,將從同理心的定義敘述起,並簡述同理心的三大概念,分別為情感同理、認知同理,以及行為同理。在簡述同理心三大概念之後,提出在本作品中所採取的同理心概念核心,以及採取的原因。在本章的小節中,將會提出同理心體驗方面的研究以往遇到哪些障礙,以及提出使用VR協助本研究跨越過去之研究障礙的的可能性,並舉出VR如何使用在心理治療以及心理議題上面的研究,以及VR如何啟發人們產生同理心的研究實例,並簡述本研究與其他VR應用於憂鬱情緒的現行研究之異同,並透過互動藝術創作之概述以及評估方式,作為本研究之創作手法以及資料收集依據。第三部分為創作計畫,包含創作理念、創作形式、創作內容,與創作技術及展場規劃。第四部分為體驗者反饋以及討論,本章為純質化內容分析,將體驗者訪談的內容收斂並精萃成七大重點闡述之,整體而言,體驗者在經歷整個VR作品過程後,對作品的沈浸感、敘事內容、個人的反思、學習,甚至對憂鬱情緒者的覺察及領悟,都有相當多的正面回饋。最後,第五部分將總結本創作之未來展望,研究限制,以及提供後續研究可以應用以及前進的方向。本研究不僅成功達成研究者的期望,並且也證明了VR創作媒介對於倡議同理心概念的確有相當大的助益。希冀本研究可以幫助社會上的個人能更了解同理心的本質,並且促進個人能進一步具備同理心。進而讓身心穩定者,可以成為憂鬱情緒者的傾訴的安全基地,也讓憂鬱情緒者,能夠不畏眼光的勇敢吐露自己的情緒,撕去社會對憂鬱傾向的負面標籤。
Comforting and listening to those who suffer from depression is impossible without the capability to empathize. (Burnette et al., 2009). We often offer excessive encouragement or blame the depressed, making them feel more negative and rejected. Empathy is a vital feature in deepening and maintaining interpersonal relationships. Inspired by counseling psychology, this work reviewed previous research on how Virtual Reality (VR) can enhance empathy. Through interactive art, this work attempts to elicit empathy of the general audience through reenacting and interacting with a case scenario.Through the model of human-computer interaction, people can use technology as a medium to spread ideas with narratives or utilities. Through experiencing the audience approach the core concept layer by layer, and finally unravel the intent. This work designed the scenes in VR, integrating the virtual and the reality. Composed of two parts, interactive storytelling and immersive movies, the VR narrative guide the audience to transition their experience from a companion of melancholy emotion to that of a melancholic person. Speech-recognition feedback is added to let the audience use his/her voice to "speak" as a companion in the first part and to “listen” and receive as a person with depression in the second part. Through this process, the audience gains a deep realization of how he/she interacts with others with depression. The insight is further extended with a paper note as physical feedback, carrying the emotions accumulated in the virtual world back to the actual world.This thesis consists of five chapters. The first chapter briefly describes the background and motivation of the work. The second chapter reviews related literature, starting from the definition of empathy. After briefly describing the three aspects of empathy: the emotional, the cognitive empathy, and the behavioral, this chapter discusses the obstacles to researching empathy experience in the past, as well as the possibility of using VR to overcome these obstacles. Although VR had been applied in psychotherapy, VR also inspires empathy in people, as described in this chapter. We further compare the application of VR to studying depression, and how this work will use interactive art to research this subject. The third part is the creation plan, including discussions of concept, form, creation content, technology, and exhibition venue planning. The fourth part is a content analysis of experience feedback and discussion, summarizing the post-experience interviews into seven key findings. Finally, the fifth part summarizes the prospects of this work and its limitations, providing suggestions for subsequent research.This work demonstrates the utility of VR as a creative medium to help to advocate the value of empathy. We hope that this work will help society to better understand nature and importance of empathy. In turn, people who are physically and mentally stable can become supporters for those who are depressed, and the latter can bravely confide their emotions without fear.參考文獻 中文文獻中央社. (2019). 法國專家設計 VR 眼鏡,協助年長者抗憂鬱. https://technews.tw/2019/08/06/equality-lab-vr-glass/吳紫伃, & 許竑彬. (2011). 諮商中的同理心技術初探. In: 台灣心理諮商季刊.社團法人台灣憂鬱症防治協會. (2020). 什麼原因造成憂鬱症. http://www.depression.org.tw/knowledge/info.asp?/91.html曾鈺涓. (2010). 當代數位互動藝術之特質 (Publication Number 2010年) 國立交通大學]. AiritiLibrary.葉謹睿. (2016). 數位藝術概論:電腦時代之美學、創作及藝術環境 (2 ed.). 藝術家出版社.外文文獻Ahn, S. J., 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., Le, A. M. T., & Bailenson, J. (2013). The effect of embodied experiences on self-other merging, attitude, and helping behavior. Media Psychology, 16(1), 7-38.AppleDaily. (2019). 搶救憂鬱症 醫界首款VR遊戲《開心泡泡》解blue. https://tw.appledaily.com/life/20190720/GQGXSI7CYAYW4G7YLCESZAWIAU/Barrett-Lennard, G. T. (1981). The empathy cycle: Refinement of a nuclear concept. Journal of counseling psychology, 28(2), 91.Batson, C. D. (2011). Altruism in humans. Oxford University Press, USA.Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological inquiry, 13(2), 103-124.Brinck, I. (2018). Empathy, engagement, entrainment: the interaction dynamics of aesthetic experience. Cognitive processing, 19(2), 201-213.Burdea, & C, G. (1999). Keynote address: Haptic feedback for virtual reality. Proceedings of International Workshop on Virtual Prototyping,Burdea, G., & Coiffet, P. (1994). Virtual Reality Technology. IEEE, 83(9).Burnette, J. L., Davis, D. E., Green, J. D., Worthington Jr, E. L., & Bradfield, E. (2009). Insecure attachment and depressive symptoms: The mediating role of rumination, empathy, and forgiveness. Personality and Individual Differences, 46(3), 276-280.Cebolla, A., Herrero, R., Ventura, S., Miragall, M., Bellosta-Batalla, M., Llorens, R., & Baños, R. M. (2019). Putting oneself in the body of others: A pilot study on the efficacy of an embodied virtual reality system to generate self-compassion. frontiers in Psychology, 10.Cialdini, R. B., Brown, S. L., Lewis, B. P., Luce, C., & Neuberg, S. L. (1997). Reinterpreting the empathy–altruism relationship: When one into one equals oneness. Journal of personality and social psychology, 73(3), 481.Corey, G. (2016). Theory and practice of Counseling and Psychotherapy (修慧蘭等, Trans.). 雙葉書廊有限公司.Cuff, B. M., Brown, S. J., Taylor, L., & Howat, D. J. (2016). Empathy: A review of the concept. Emotion review, 8(2), 144-153.Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272-309.Davis. (1983). Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of personality and social psychology, 44(1), 113.Davis. (1990). What is empathy, and can empathy be taught? Physical therapy, 70(11), 707-711.Davis, Conklin, L., Smith, A., & Luce, C. (1996). Effect of perspective taking on the cognitive representation of persons: a merging of self and other. Journal of personality and social psychology, 70(4), 713.de Borst, A. W., Sanchez-Vives, M. V., Slater, M., & de Gelder, B. (2020). First-Person Virtual Embodiment Modulates the Cortical Network that Encodes the Bodily Self and Its Surrounding Space during the Experience of Domestic Violence. Eneuro, 7(3).Decety, J., & Jackson, P. L. (2004). The functional architecture of human empathy. Behavioral and cognitive neuroscience reviews, 3(2), 71-100.Difede J., & Cukor J. (2007). Virtual reality exposure therapy for the treatment of posttraumatic stress disorder following September 11, 2001. Journal of Clinical Psychiatry, 68(11), 1639.Edmonds, E., Bilda, Z., & Muller, L. (2009). Artist, evaluator and curator: three viewpoints on interactive art, evaluation and audience experience. Digital Creativity, 20(3), 141-151.Eisenberg, N., & Miller, P. A. (1987). The relation of empathy to prosocial and related behaviors. Psychological bulletin, 101(1), 91.Elise Ogle, T. A., Jeremy Bailenson. (2018). Becoming Homeless: A Human Experience Stanford University, Virtual Human Interaction Lab. https://vhil.stanford.edu/becominghomeless/Elliott, R., Bohart, A. C., Watson, J. C., & Greenberg, L. S. (2011). Empathy. Psychotherapy, 48(1), 43.Falconer, C. J., Rovira, A., King, J. A., Gilbert, P., Antley, A., Fearon, P., Ralph, N., Slater, M., & Brewin, C. R. (2016). Embodying self-compassion within virtual reality and its effects on patients with depression. BJPsych open, 2(1), 74-80.Feshbach, N. D., & Kuchenbecker, S. Y. (1974). A Three Component Model of Empathy.Garcia-Palacios, A., Hoffman, H., Carlin, A., Furness Iii, T., & Botella, C. (2002). Virtual reality in the treatment of spider phobia: a controlled study. Behaviour research and therapy, 40(9), 983-993.Gladstein, G. A. (1983). Understanding empathy: Integrating counseling, developmental, and social psychology perspectives. Journal of counseling psychology, 30(4), 467.Gonzalez-Franco, M., & Lanier, J. (2017). Model of illusions and virtual reality. frontiers in Psychology, 8, 1125.Hassan, R. (2020). Digitality, virtual reality and the ‘empathy machine’. Digital Journalism, 8(2), 195-212.Herrera, F., Bailenson, J., Weisz, E., Ogle, E., & Zaki, J. (2018). Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. PloS one, 13(10), e0204494.Hodges L. F., Kooper R., Meyer T. C., Rothbaum B. O., Opdyke D., Degraaff J. J., Williford J. S., & North M. M. (1995). Virtual Environment For Treating The Fear Of Heights [Article]. Computer, 28(7), 27-34.Hoffman, M. L. (1984). Interaction of affect and cognition in empathy. Emotions, cognition, and behavior, 103-131.Hoffman, M. L. (2001). Empathy and moral development: Implications for caring and justice. Cambridge University Press.Kirby, J. N., Tellegen, C. L., & Steindl, S. R. (2017). A meta-analysis of compassion-based interventions: Current state of knowledge and future directions. Behavior Therapy, 48(6), 778-792.Krauss, R. M., & Fussell, S. R. (1991). Perspective-taking in communication: Representations of others` knowledge in reference. Social cognition, 9(1), 2-24.Marshall, W. L., Hudson, S. M., Jones, R., & Fernandez, Y. M. (1995). Empathy in sex offenders. Clinical psychology review, 15(2), 99-113.Mulkern, A. C., ClimateWire. (2013). If you know how a cow feels, will you eat less meat? Scientific American. https://vhil.stanford.edu/news/2013/if-you-know-how-a-cow-feels-will-you-eat-less-meat/Nararro-Haro, M. V., Hoffman, H. G., Garcia-Palacios, A., Sampaio, M., Alhalabi, W., Hall, K., & Linehan, M. (2016). The Use of Virtual Reality to Facilitate Mindfulness Skills Training in Dialectical Behavioral Therapy for Borderline Personality Disorder: A Case Study. frontiers in Psychology, 7, Article 1573.Nicovich, S. G., Boller, G. W., & Cornwell, T. B. (2005). Experienced presence within computer-mediated communications: Initial explorations on the effects of gender with respect to empathy and immersion. Journal of Computer-Mediated Communication, 10(2), JCMC1023.NIMH. (2020). Depression Signs and Symptoms. https://www.nimh.nih.gov/health/topics/depression/index.shtml#part_145397Oh, J., & Shi, C.-k. (2013). Interactive Art in the Age of Digital Reproduction. International Conference on Human-Computer Interaction,Oh, J.-H., & Shi, C.-K. (2013). Categorisation of Audience Relationship between Action and Visualisation in Interactive Art Installations. 2013 17th International Conference on Information Visualisation,Perls, F., Hefferline, G., & Goodman, P. (1951). Gestalt therapy. New York, 64(7), 19-313.Riva, G. (2003). Virtual environments in clinical psychology. Psychotherapy:Theory, Research, Practice, Training. 40(1-2), 68-76.Rogers, C. R. (1975). Empathic: An unappreciated way of being. The counseling psychologist, 5(2), 2-10.Scheler, M., Heath, P., & Stark, W. (1970). The Nature of Sympathy. Archer Books.Schutte, N. S., & Stilinović, E. J. (2017). Facilitating empathy through virtual reality. Motivation and emotion, 41(6), 708-712.Serino, S., Polli, N., & Riva, G. (2019). From avatars to body swapping: The use of virtual reality for assessing and treating body‐size distortion in individuals with anorexia. Journal of clinical psychology, 75(2), 313-322.Sundberg, I. (2013). What is Arch Plot and Classic Design? Writer, 28(29), 30.WHO. (2020a). Depression Overview. Retrieved 08.13 from https://www.who.int/health-topics/depression#tab=tab_1WHO. (2020b). I had a black dog, his name was depression. https://youtu.be/XiCrniLQGYcWispé, L. (1986). The distinction between sympathy and empathy: To call forth a concept, a word is needed. Journal of personality and social psychology, 50(2), 314. 描述 碩士
國立政治大學
數位內容碩士學位學程
107462007資料來源 http://thesis.lib.nccu.edu.tw/record/#G0107462007 資料類型 thesis dc.contributor.advisor 陳宜秀<br>蔡欣叡 zh_TW dc.contributor.advisor Chen, Yi-Hsiu<br>Tsai, Hsin-Ruey en_US dc.contributor.author (Authors) 蔡沐橙 zh_TW dc.contributor.author (Authors) Tsai, Mu-Cheng en_US dc.creator (作者) 蔡沐橙 zh_TW dc.creator (作者) Tsai, Mu-Cheng en_US dc.date (日期) 2021 en_US dc.date.accessioned 2-Sep-2021 18:08:03 (UTC+8) - dc.date.available 2-Sep-2021 18:08:03 (UTC+8) - dc.date.issued (上傳時間) 2-Sep-2021 18:08:03 (UTC+8) - dc.identifier (Other Identifiers) G0107462007 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/137131 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 107462007 zh_TW dc.description.abstract (摘要) 本研究有感於人們在面對他人的憂鬱情緒時,因為缺乏同理心概念,時常相對無法同理與傾聽 (Burnette et al., 2009),或者給予過度正向的鼓勵,甚至責怪憂鬱者不應該繼續維持負面情緒,而使得憂鬱情緒者感到自己與社會規範及期待格格不入。同理心是深化以及維繫人際關係中的一個重要特質,本研究受諮商心理治療啟發,並爬梳先前VR如何提升同理心的研究案例,透過數位互動藝術的方式,讓一般大眾能藉由本創作中的場景及互動技術,藉由換位思考感同身受,真實的感受到同理心的存在。透過人機互動的模式,人可以透過科技作為媒介,將意念鋪陳至敘事或功能之間,體驗者可以藉由層層的靠近概念核心,最後自我解開設計者想要訴說的意涵。本研究設計出虛實整合的虛擬實境 VR端以及場景端的創作,透過VR敘事設計的兩大部分,裝置互動、VR沈浸式電影,帶領體驗者從憂鬱情緒的陪伴者,轉到憂鬱情緒者自身的視角及內心狀態,在其中並加入了語音辨識回饋部分,讓體驗者可以在第一部分用自己的聲音「說」出選項,在第三部分聽到自己說的話,使體驗者感受到原來自己平日對他人說話的感覺。在體驗結束的時候,也搭配實體的紙條回饋,讓體驗者可以將虛擬裝置中堆疊的情緒延伸到實際現實世界中。本研究將分為五大部分,第一部分為緒論,將簡述本創作之背景,以及創作動機,第二部分為文獻探討,將從同理心的定義敘述起,並簡述同理心的三大概念,分別為情感同理、認知同理,以及行為同理。在簡述同理心三大概念之後,提出在本作品中所採取的同理心概念核心,以及採取的原因。在本章的小節中,將會提出同理心體驗方面的研究以往遇到哪些障礙,以及提出使用VR協助本研究跨越過去之研究障礙的的可能性,並舉出VR如何使用在心理治療以及心理議題上面的研究,以及VR如何啟發人們產生同理心的研究實例,並簡述本研究與其他VR應用於憂鬱情緒的現行研究之異同,並透過互動藝術創作之概述以及評估方式,作為本研究之創作手法以及資料收集依據。第三部分為創作計畫,包含創作理念、創作形式、創作內容,與創作技術及展場規劃。第四部分為體驗者反饋以及討論,本章為純質化內容分析,將體驗者訪談的內容收斂並精萃成七大重點闡述之,整體而言,體驗者在經歷整個VR作品過程後,對作品的沈浸感、敘事內容、個人的反思、學習,甚至對憂鬱情緒者的覺察及領悟,都有相當多的正面回饋。最後,第五部分將總結本創作之未來展望,研究限制,以及提供後續研究可以應用以及前進的方向。本研究不僅成功達成研究者的期望,並且也證明了VR創作媒介對於倡議同理心概念的確有相當大的助益。希冀本研究可以幫助社會上的個人能更了解同理心的本質,並且促進個人能進一步具備同理心。進而讓身心穩定者,可以成為憂鬱情緒者的傾訴的安全基地,也讓憂鬱情緒者,能夠不畏眼光的勇敢吐露自己的情緒,撕去社會對憂鬱傾向的負面標籤。 zh_TW dc.description.abstract (摘要) Comforting and listening to those who suffer from depression is impossible without the capability to empathize. (Burnette et al., 2009). We often offer excessive encouragement or blame the depressed, making them feel more negative and rejected. Empathy is a vital feature in deepening and maintaining interpersonal relationships. Inspired by counseling psychology, this work reviewed previous research on how Virtual Reality (VR) can enhance empathy. Through interactive art, this work attempts to elicit empathy of the general audience through reenacting and interacting with a case scenario.Through the model of human-computer interaction, people can use technology as a medium to spread ideas with narratives or utilities. Through experiencing the audience approach the core concept layer by layer, and finally unravel the intent. This work designed the scenes in VR, integrating the virtual and the reality. Composed of two parts, interactive storytelling and immersive movies, the VR narrative guide the audience to transition their experience from a companion of melancholy emotion to that of a melancholic person. Speech-recognition feedback is added to let the audience use his/her voice to "speak" as a companion in the first part and to “listen” and receive as a person with depression in the second part. Through this process, the audience gains a deep realization of how he/she interacts with others with depression. The insight is further extended with a paper note as physical feedback, carrying the emotions accumulated in the virtual world back to the actual world.This thesis consists of five chapters. The first chapter briefly describes the background and motivation of the work. The second chapter reviews related literature, starting from the definition of empathy. After briefly describing the three aspects of empathy: the emotional, the cognitive empathy, and the behavioral, this chapter discusses the obstacles to researching empathy experience in the past, as well as the possibility of using VR to overcome these obstacles. Although VR had been applied in psychotherapy, VR also inspires empathy in people, as described in this chapter. We further compare the application of VR to studying depression, and how this work will use interactive art to research this subject. The third part is the creation plan, including discussions of concept, form, creation content, technology, and exhibition venue planning. The fourth part is a content analysis of experience feedback and discussion, summarizing the post-experience interviews into seven key findings. Finally, the fifth part summarizes the prospects of this work and its limitations, providing suggestions for subsequent research.This work demonstrates the utility of VR as a creative medium to help to advocate the value of empathy. We hope that this work will help society to better understand nature and importance of empathy. In turn, people who are physically and mentally stable can become supporters for those who are depressed, and the latter can bravely confide their emotions without fear. en_US dc.description.tableofcontents 摘要 6Abstract 8目錄 10第一章 緒論 16第一節 創作背景與動機 16第二節 創作目的 18第二章 文獻探討 19第一節 同理心的重要概念 20一、 同理心的定義 20二、 同理心的結構 21三、 同理心的體驗 25四、 同理心小結 25第二節 VR過往在心理上的應用:以心理治療為例 26一、 早期 (1995-2005):使用於懼高症及恐慌症 27二、 中期 (2006-2015):使用於創傷後症候群 28三、 近期 (2016~):結合新技術使用於神經性厭食症及自我關愛 28第三節 VR如何啟發人們的同理心:相關研究案例 31一、 VR促進 (Facilitate) 同理心的研究案例 31二、 VR的體驗成功移轉到現實的研究案例 32第四節 本創作所使用之當代完形治療簡介及技法 34第五節 VR及憂鬱情緒相關應用案例 35一、 本創作選用憂鬱情緒作為體驗同理心情緒載體之原因 35二、 VR應用在憂鬱情緒或憂鬱症上的相關案例 35三、 目前VR應用相關案例與本創作之差異 36第六節 互動藝術創作概述 37第七節 文獻探討小結 40第三章 創作計畫 41第一節 創作理念 41第二節 創作形式 42第三節 創作內容 43一、 故事結構、互動情節及鋪陳、分鏡表 43二、 互動流程 62二、 互動流程 62三、 作品中當代完形治療空椅法的運用 63第四節 創作技術實作 65一、 技術實作 65二、 設備需求 67第五節 展場規劃 68第四章 創作成果討論 72第一節 主題可行性回饋:感同身受 72第二節 情感同理及認知同理體驗回饋 74一、 情感同理 75二、 認知同理 79第三節 空椅法互動回饋 86一、 願意給予空間、默默陪伴聆聽 86二、 主動積極互動、參與日常生活 88第四節 角色認同回饋 90一、 混合狀態 90二、 覺得自己是叫醒別人的角色 91三、 覺得自己是被叫醒的角色 92四、 不認為自己屬於其中一個角色 93第五節 VR作為數位創作載體的操作回饋 94一、 與場景的互動 94二、 語音辨識回饋:「說出選項」及「聽見自己的聲音」 97三、 操作的優化回饋 99第六節 敘事內容體驗回饋 100一、 虛實整合回饋 100二、 憂鬱情緒的其他可能表現 101三、 室友內心自我暗語回饋 102四、 體驗者對敘事的重新詮釋 103五、 抽象空間能激發更寬廣想像 104六、 運鏡節奏的掌握 104第七節 整體創作回饋 105第五章 結論、創作限制及未來發展 109參考文獻 111附錄一 115附錄二 116 zh_TW dc.format.extent 20828223 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0107462007 en_US dc.subject (關鍵詞) 同理心 zh_TW dc.subject (關鍵詞) 憂鬱情緒 zh_TW dc.subject (關鍵詞) 虛擬實境 zh_TW dc.subject (關鍵詞) 心理治療 zh_TW dc.subject (關鍵詞) 人機互動設計 zh_TW dc.subject (關鍵詞) 當代完形治療 zh_TW dc.subject (關鍵詞) 互動藝術 zh_TW dc.subject (關鍵詞) Interactive art en_US dc.subject (關鍵詞) Empathy en_US dc.subject (關鍵詞) Melancholy en_US dc.subject (關鍵詞) VR en_US dc.subject (關鍵詞) Virtual reality en_US dc.subject (關鍵詞) Psychotherapy en_US dc.subject (關鍵詞) Human-computer interaction design en_US dc.subject (關鍵詞) Contemporary Gestalt Therapy en_US dc.title (題名) 虛擬實境中同理心及憂鬱情緒之互動藝術創作論述 zh_TW dc.title (題名) Empathy toward Depression Emotion: Virtual Reality Interactive Art en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文文獻中央社. 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