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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.
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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
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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-Rueyen_US
dc.contributor.author (Authors) 蔡沐橙zh_TW
dc.contributor.author (Authors) Tsai, Mu-Chengen_US
dc.creator (作者) 蔡沐橙zh_TW
dc.creator (作者) Tsai, Mu-Chengen_US
dc.date (日期) 2021en_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) G0107462007en_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) 107462007zh_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.
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dc.description.tableofcontents 摘要 6
Abstract 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
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dc.format.extent 20828223 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0107462007en_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 arten_US
dc.subject (關鍵詞) Empathyen_US
dc.subject (關鍵詞) Melancholyen_US
dc.subject (關鍵詞) VRen_US
dc.subject (關鍵詞) Virtual realityen_US
dc.subject (關鍵詞) Psychotherapyen_US
dc.subject (關鍵詞) Human-computer interaction designen_US
dc.subject (關鍵詞) Contemporary Gestalt Therapyen_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 Arten_US
dc.type (資料類型) thesisen_US
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dc.identifier.doi (DOI) 10.6814/NCCU202101374en_US