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題名 虛實視界的解構與後設思維 — 以《後設視界》為例
Meta.Horizon
作者 林泓
Lin, Hung
貢獻者 陶亞倫<br>李蔡彥
Tao, Ya-Lun<br>Li, Tsai-Yen
林泓
Lin, Hung
關鍵詞 後設
混合實境
媒體及訊息
新星世
Meta
Mixed Reality
The Medium is the Massage
Novacene
日期 2022
上傳時間 1-Aug-2022 18:50:21 (UTC+8)
摘要 於2021年《自然》雜誌的研究指出,人造物的總重量已經超過了地球上所有生物質量的總和,這意味著人類世的頂峰,而COVID-19加速了第四次工業革命,進一步使新星世 (Novacene) 被推開大門,然而過高的熱度將使人失去理性進而遺忘媒介的本質。詹姆斯·艾夫萊姆·洛夫洛克(James Ephraim Lovelock)以及麥克魯漢 (Herbert Marshall McLuhan)皆對人類忽視被造物的本質做出批判。

然而令人擔憂的是,感知這樣的本質並不容易,至今針對生活環境中穿插的數位空間在「後設」(Meta) 概念上的相關研究較少,多數以數位技術所帶的內容作為研究主軸,而非數位的本身,而數位原生(Digital natives)世代,自誕生即生活在這樣的環境,更難以超脫其中。

本論文探討資訊時代下,人類與虛擬空間的互動狀態,以及人類對巨大網路結構的意識認知,並試圖找出始終存在其中的不協調感,最終以創作方式,將相關研究成果與概念呈現於展演中。本研究藉由研究者自身經驗以及文獻、案例定義研究的範圍與限制,同時統整「Meta」的觀點以及資訊時代、新星世(Novacene) 在這段變革中的影響,最終以XR虛實整合所產生介面錯位、以及意識脫離以強化五感的方式,創造感官上的體驗來實現不同視界間的窺探,進而將存在於人類社會的「後設」(Meta) 有機體呈現在觀眾眼前。
Research in the Nature journal in 2021 states that global human-made mass has exceeded all living biomass, which means the pinnacle of the Anthropocene. The COVID-19 pandemic has accelerated the Fourth Industrial Revolution, further open-ing the door to Novacene. However, the essence of the medium could be forgotten when people keep going overboard. Both James Ephraim Lovelock and Herbert Marshall McLuhan have been criticizing the situation.

However, it is not easy to perceive the essence from the medium. So far, there are few studies on the concept of "meta" in the digital space interspersed in the liv-ing surrounding, and most studies are based on the contents brought by digital tech-nology itself. The generation of digital natives has lived in such an environment since birth, and it is more difficult for them to detach from it.

This research explores the state of interactions between human beings and vir-tual space in the Information Age as well as human beings` perception of the huge network structure. Also, the research tries to find out what is often felt out of place in this interaction and finally presents the results and concepts found in related re-search in the way of creation.
參考文獻 Anderson, L. (1994). Argyris and Schön’s theory on congruence and learning. Retrieved from Action Research: http://www.aral.com.au/resources/argyris.html
Craig, R. T. (2016, 5). Metacommunication. The International Encyclopedia of Communication Theory and Philosophy.
Gupta, K., Ryo, H., Pai, S. Y., Duenser, A., Lochner, M., & Billinghurst, M. (2020, 5 11). Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Atlanta, GA, USA: IEEE.
Heylighen, F., & Bollen, J. (1996). The World-Wide Web as a Super-Brain: from metaphor to model. Austrian Society for Cybernetics, pp. 917-922.
Lovelock, J. (2019). Novacene: The Coming Age of Hyperintelligence.
Partala, T. (2011, 12). Psychological needs and virtual worlds: Case Second Life. International Journal of Human-Computer Studies, pp. 787-800.
Simon, A. H. (1969). The Sciences of the Artificial. The MIT Press.
Stock, G. (1993). Metaman: The Merging of Humans and Machines into a Global Superorganism. New York: Simon & Schuster.
The Metaverse: a networked collection of inexpensive, self-configuring, immersive environments. (2003). Proceedings of the workshop on Virtual environments (pp. 115-124). New York: Association for Computing Machinery.
Toffler, A. (1995, 4 16). Creating a New Civilization: The Politics of the Third Wave. Retrieved from Booknotes: https://web.archive.org/web/20160326110547/http://www.booknotes.org/Watch/63955-1/Alvin+Toffler.aspx
Volpicelli, G. M. (2021, 4). Mark Zuckerberg’s Metaverse Already Sucks. Retrieved from https://www.wired.com/story/mark-zuckerberg-facebook-metaverse-sucks/
What is IPv4 Run Out? (2021, 5 15). Retrieved from RIPE NCC: https://www.ripe.net/manage-ips-and-asns/ipv4/ipv4-run-out
司玉英. (2007年7月). 命運觀與古希臘悲劇的審美架構. 河南師範大學學報, 頁 114-117.
林怡秀. (2021年10月17日). 「數位自然」在當代 : 從AFTER(LIFE)到(Taiwan)NOW. 擷取自 https://www.verse.com.tw/article/taiwan-now-6?fbclid=IwAR3uXgQ0qQl8z8YGDrnS-lf0Cu1KT5ZTDNAiwF40X58sC0I1m1gb7mrbWDI
邱錦榮. (2001). 莎劇中的後設策略《仲夏夜夢》及其它散例.英美文學評論, 頁 55-87.
段沐. (2021年7月). 《蝴蝶夢:物化機器 Transformation of Things》創作論述.
段沐. (2022年1月). 《幻體 Patikulamanasikara》創作論述.
范春萍. (2021年9月2日). 賽博格的新星世,人類何以救贖? 擷取自 https://www.163.com/dy/article/GITJ5C7E0511C3KH.html
孫振青. (1992年5月). 亞里斯多德的「形上學」. 哲學與文化,, 頁 480-482.
張文瀚. (2019). 近未來虛擬身體與意識的延展.
赫伯特·馬素·麥克魯漢. (2006). 認識媒體:人的延伸. (鄭明萱, 譯者) 台北市: 貓頭鷹出版.
調查顯示:2022年網路攻擊與數位世界同步發展. (2021年12月17日). 擷取自 CIO Taiwan: https://www.cio.com.tw/cyber-attacks-and-digital-world-are-developing-in-2022-survey-shows/
戴廷芳. (2014年5月1日). 2020年全球資料量將成長至44ZB. 擷取自 https://www.ithome.com.tw/article/87190
描述 碩士
國立政治大學
數位內容碩士學位學程
109462001
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109462001
資料類型 thesis
dc.contributor.advisor 陶亞倫<br>李蔡彥zh_TW
dc.contributor.advisor Tao, Ya-Lun<br>Li, Tsai-Yenen_US
dc.contributor.author (Authors) 林泓zh_TW
dc.contributor.author (Authors) Lin, Hungen_US
dc.creator (作者) 林泓zh_TW
dc.creator (作者) Lin, Hungen_US
dc.date (日期) 2022en_US
dc.date.accessioned 1-Aug-2022 18:50:21 (UTC+8)-
dc.date.available 1-Aug-2022 18:50:21 (UTC+8)-
dc.date.issued (上傳時間) 1-Aug-2022 18:50:21 (UTC+8)-
dc.identifier (Other Identifiers) G0109462001en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/141351-
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) 109462001zh_TW
dc.description.abstract (摘要) 於2021年《自然》雜誌的研究指出,人造物的總重量已經超過了地球上所有生物質量的總和,這意味著人類世的頂峰,而COVID-19加速了第四次工業革命,進一步使新星世 (Novacene) 被推開大門,然而過高的熱度將使人失去理性進而遺忘媒介的本質。詹姆斯·艾夫萊姆·洛夫洛克(James Ephraim Lovelock)以及麥克魯漢 (Herbert Marshall McLuhan)皆對人類忽視被造物的本質做出批判。

然而令人擔憂的是,感知這樣的本質並不容易,至今針對生活環境中穿插的數位空間在「後設」(Meta) 概念上的相關研究較少,多數以數位技術所帶的內容作為研究主軸,而非數位的本身,而數位原生(Digital natives)世代,自誕生即生活在這樣的環境,更難以超脫其中。

本論文探討資訊時代下,人類與虛擬空間的互動狀態,以及人類對巨大網路結構的意識認知,並試圖找出始終存在其中的不協調感,最終以創作方式,將相關研究成果與概念呈現於展演中。本研究藉由研究者自身經驗以及文獻、案例定義研究的範圍與限制,同時統整「Meta」的觀點以及資訊時代、新星世(Novacene) 在這段變革中的影響,最終以XR虛實整合所產生介面錯位、以及意識脫離以強化五感的方式,創造感官上的體驗來實現不同視界間的窺探,進而將存在於人類社會的「後設」(Meta) 有機體呈現在觀眾眼前。
zh_TW
dc.description.abstract (摘要) Research in the Nature journal in 2021 states that global human-made mass has exceeded all living biomass, which means the pinnacle of the Anthropocene. The COVID-19 pandemic has accelerated the Fourth Industrial Revolution, further open-ing the door to Novacene. However, the essence of the medium could be forgotten when people keep going overboard. Both James Ephraim Lovelock and Herbert Marshall McLuhan have been criticizing the situation.

However, it is not easy to perceive the essence from the medium. So far, there are few studies on the concept of "meta" in the digital space interspersed in the liv-ing surrounding, and most studies are based on the contents brought by digital tech-nology itself. The generation of digital natives has lived in such an environment since birth, and it is more difficult for them to detach from it.

This research explores the state of interactions between human beings and vir-tual space in the Information Age as well as human beings` perception of the huge network structure. Also, the research tries to find out what is often felt out of place in this interaction and finally presents the results and concepts found in related re-search in the way of creation.
en_US
dc.description.tableofcontents 致謝 ii
中文摘要 I
英文摘要 II
圖目錄 IV
第一章 緒論 1
第一節 研究動機與目的 3
第二節 研究方法與步驟 5
第三節 研究需求與限制 6
第二章 文獻探討 7
第一節 資訊時代與全球腦的形成與闡述 7
第二節 認知侷限性及後設思維 10
第三節 相關創作探討 13
第三章 創作理念與形式 19
第一節 創作理念 19
第二節 創作形式 23
第四章 創作歷程 27
第一節 控制中心 Control Center 27
第二節 後設視界 Meta Horizon 01 31
第三節 後設視界 Meta Horizon 02 38
第五章 結論 47
第一節 回顧與反思 47
第二節 未來規劃 48
參考資料 50
zh_TW
dc.format.extent 3162152 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109462001en_US
dc.subject (關鍵詞) 後設zh_TW
dc.subject (關鍵詞) 混合實境zh_TW
dc.subject (關鍵詞) 媒體及訊息zh_TW
dc.subject (關鍵詞) 新星世zh_TW
dc.subject (關鍵詞) Metaen_US
dc.subject (關鍵詞) Mixed Realityen_US
dc.subject (關鍵詞) The Medium is the Massageen_US
dc.subject (關鍵詞) Novaceneen_US
dc.title (題名) 虛實視界的解構與後設思維 — 以《後設視界》為例zh_TW
dc.title (題名) Meta.Horizonen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Anderson, L. (1994). Argyris and Schön’s theory on congruence and learning. Retrieved from Action Research: http://www.aral.com.au/resources/argyris.html
Craig, R. T. (2016, 5). Metacommunication. The International Encyclopedia of Communication Theory and Philosophy.
Gupta, K., Ryo, H., Pai, S. Y., Duenser, A., Lochner, M., & Billinghurst, M. (2020, 5 11). Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Atlanta, GA, USA: IEEE.
Heylighen, F., & Bollen, J. (1996). The World-Wide Web as a Super-Brain: from metaphor to model. Austrian Society for Cybernetics, pp. 917-922.
Lovelock, J. (2019). Novacene: The Coming Age of Hyperintelligence.
Partala, T. (2011, 12). Psychological needs and virtual worlds: Case Second Life. International Journal of Human-Computer Studies, pp. 787-800.
Simon, A. H. (1969). The Sciences of the Artificial. The MIT Press.
Stock, G. (1993). Metaman: The Merging of Humans and Machines into a Global Superorganism. New York: Simon & Schuster.
The Metaverse: a networked collection of inexpensive, self-configuring, immersive environments. (2003). Proceedings of the workshop on Virtual environments (pp. 115-124). New York: Association for Computing Machinery.
Toffler, A. (1995, 4 16). Creating a New Civilization: The Politics of the Third Wave. Retrieved from Booknotes: https://web.archive.org/web/20160326110547/http://www.booknotes.org/Watch/63955-1/Alvin+Toffler.aspx
Volpicelli, G. M. (2021, 4). Mark Zuckerberg’s Metaverse Already Sucks. Retrieved from https://www.wired.com/story/mark-zuckerberg-facebook-metaverse-sucks/
What is IPv4 Run Out? (2021, 5 15). Retrieved from RIPE NCC: https://www.ripe.net/manage-ips-and-asns/ipv4/ipv4-run-out
司玉英. (2007年7月). 命運觀與古希臘悲劇的審美架構. 河南師範大學學報, 頁 114-117.
林怡秀. (2021年10月17日). 「數位自然」在當代 : 從AFTER(LIFE)到(Taiwan)NOW. 擷取自 https://www.verse.com.tw/article/taiwan-now-6?fbclid=IwAR3uXgQ0qQl8z8YGDrnS-lf0Cu1KT5ZTDNAiwF40X58sC0I1m1gb7mrbWDI
邱錦榮. (2001). 莎劇中的後設策略《仲夏夜夢》及其它散例.英美文學評論, 頁 55-87.
段沐. (2021年7月). 《蝴蝶夢:物化機器 Transformation of Things》創作論述.
段沐. (2022年1月). 《幻體 Patikulamanasikara》創作論述.
范春萍. (2021年9月2日). 賽博格的新星世,人類何以救贖? 擷取自 https://www.163.com/dy/article/GITJ5C7E0511C3KH.html
孫振青. (1992年5月). 亞里斯多德的「形上學」. 哲學與文化,, 頁 480-482.
張文瀚. (2019). 近未來虛擬身體與意識的延展.
赫伯特·馬素·麥克魯漢. (2006). 認識媒體:人的延伸. (鄭明萱, 譯者) 台北市: 貓頭鷹出版.
調查顯示:2022年網路攻擊與數位世界同步發展. (2021年12月17日). 擷取自 CIO Taiwan: https://www.cio.com.tw/cyber-attacks-and-digital-world-are-developing-in-2022-survey-shows/
戴廷芳. (2014年5月1日). 2020年全球資料量將成長至44ZB. 擷取自 https://www.ithome.com.tw/article/87190
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202200894en_US