Publications-Theses
Article View/Open
Publication Export
-
Google ScholarTM
NCCU Library
Citation Infomation
Related Publications in TAIR
題名 哇!在銀河系裡看畫展── 虛擬實境策展環境設計與參觀者學習成果之關係探討
Wow! Visiting an art exhibition in the galaxy ──The effect of curatorial environment design in virtual reality and visitor's learning outcomes作者 劉芷聿
Liu, Chih-Yu貢獻者 林日璇<br>廖峻鋒
Lin, Jih-Hsuan<br>Liao, Chun-Feng
劉芷聿
Liu, Chih-Yu關鍵詞 虛擬實境
虛擬策展環境設計
豐盛
敬畏
總體學習成果
浩瀚感
Virtual Reality
Virtual Exhibition Environment Design
Flourishing
Awe
Generic learning outcomes
Vastness日期 2024 上傳時間 4-Sep-2024 14:50:25 (UTC+8) 摘要 本研究使用實驗法,以「封閉建物虛擬策展環境」與「自然建物虛擬策展環境」作為組間差異的單因子實驗。觀察參與者在不同的虛擬策展環境中所產生的豐盛與敬畏程度是否有顯著差異,並探討其對參觀展覽後學習成果的影響。共有65位有效參與者完成了體驗並填寫了問卷。研究結果發現虛擬實境策展環境設計與學習成果之間無顯著關係。然而,自然景觀虛擬策展環境會正向影響參與者的正向情緒,且正向情緒會正向中介虛擬實境策展環境與學習成果之間的關係。此外,自然景觀策展環境也會正向影響參與者在敬畏情緒中的浩瀚感,而浩瀚感亦會正向中介虛擬實境策展環境與學習成果之間的關係。
This study conducted an experimental method using a single-factor design with between-group differences based on "Indoor Virtual Exhibition Environment" and "Natural Landscapes Virtual Exhibition Environment." The objective was to observe whether there are significant differences in the levels of flourishing and awe experienced by participants in different virtual exhibition environments and to explore their impact on learning outcomes. A total of 65 participants completed the experience and filled out the questionnaire. The results indicated no significant relationship between the design of the virtual reality exhibition environment and learning outcomes. However, the natural landscape virtual exhibition environment positively influenced participants' positive emotions, which in turn positively mediated the relationship between the virtual reality exhibition environment and learning outcomes. Additionally, the natural landscape exhibition environment positively affected participants' sense of vastness within awe, which also positively mediated the relationship between the virtual reality exhibition environment and learning outcomes.參考文獻 Allen, S. (2018). The science of awe (pp. 58-69). Greater Good Science: John Templeton Foundation. All-Party Parliamentary Group on Arts, Health, and Wellbeing. (2017). Creative health: The arts for health and wellbeing. https://ncch.org.uk/appg-ahw-inquiry-report Ampartzaki, M., Kypriotaki, M., Voreadou, C., Dardioti, A., & Stathi, I. (2013). Communities of practice and participatory action research: The formation of a synergy for the development of museum programmes for early childhood. Educational Action Research, 21(1), 4–27. https://doi.org/10.1080/09650792.2013.761920. Anderson D. Visitors' long‐term memories of world expositions. Curator: The Museum Journal. 2003;46(4): 401–20. Angner, E. (2010). Subjective well-being. The Journal of Socio-Economics, 39(3), 361-368. Antaramian, S. P., Huebner, E. S., Hills, K. J., & Valois, R. F. (2010). A dual‐factor model of mental health: Toward a more comprehensive understanding of youth functioning. American Journal of Orthopsychiatry, 80(4), 462–472. https://doi.org/10.1111/j.1939- 0025.2010.01049.x Armenta, C. N., Fritz, M. M., & Lyubomirsky, S. (2017). Functions of positive emotions: gratitude as a motivator of Self-Improvement and positive change. Emotion Review, 9(3), 183–190. https://doi.org/10.1177/1754073916669596 Ballew, M. T., & Omoto, A. M. (2018). Absorption: How nature experiences promote awe and other positive emotions. Ecopsychology, 10(1), 26–35. https://doi.org/10.1089/eco.2017.0044 Binnie, J. (2010). Does viewing art in the museum reduce anxiety and improve wellbeing? Museums & Social Issues, 5(2), 191–201. Boas, Y. A. G. V. (2013, August). Overview of virtual reality technologies. In Interactive Multimedia Conference (Vol. 2013). sn. Brymer, E., Davids, K., & MallabonLiz. (2014). Understanding the psychological health and well-being benefits of physical activity in nature: an ecological dynamics analysis. Ecopsychology. https://doi.org/10.1089/eco.2013.0110 Chatterjee, H. J., & Camic, P. M. (2015). The health and well-being potential of museums and art galleries. Arts & Health/Arts and Health, 7(3), 183–186. https://doi.org/10.1080/17533015.2015.1065594 Chirico, A., Cipresso, P., Yaden, D.B. et al. Effectiveness of Immersive Videos in Inducing Awe: An Experimental Study. Sci Rep 7, 1218 (2017). https://doi.org/10.1038/s41598-017-01242-0 Chirico, A., Ferrise, F., Cordella, L., & Gaggioli, A. (2018). Designing awe in Virtual Reality: an Experimental study. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.02351 Cotter, K. N., & Pawelski, J. O. (2021). Art museums as institutions for human flourishing. The Journal of Positive Psychology, 17(2), 288–302. https://doi.org/10.1080/17439760.2021.2016911 Cotter, K. N., Crone, D., Rodriguez-Boerwinkle, R., Boerwinkle, M., Silvia, P. J., & Pawelski, J. O. (2022). Examining the flourishing impacts of repeated visits to a virtual art museum and the role of immersion. Behavioral Sciences, 12(12), 500. https://doi.org/10.3390/bs12120500 Cuypers, K., Krokstad, S., Holmen, T. L., Knudtsen, M. S., Bygren, L. O., & Holmen, J. (2011). Patterns of receptive and creative cultural activities and their association with perceived health, anxiety, depression and satisfaction with life among adults: the HUNT study, Norway. Journal of Epidemiology & Community Health. Diener, E., & Suh, E. (1997). Measuring quality of life: Economic, social, and subjective indicators. Social indicators research, 40, 189-216. Diener, E., Wirtz, D., Tov, W., Kim‐Prieto, C., Choi, D., Oishi, S., & Biswas‐Diener, R. (2009). New well-being measures: short scales to assess flourishing and positive and negative feelings. Social Indicators Research, 97(2), 143–156. https://doi.org/10.1007/s11205-009-9493-y Diener, E., & Chan, M. Y. (2011). Happy people live Longer: Subjective Well-Being Contributes to health and Longevity. Applied Psychology. Health and Well-being, 3(1), 1–43. https://doi.org/10.1111/j.1758-0854.2010.01045.x Falk JH, Gillespie KL. Investigating the role of emotion in science center visitor learning. Visitor Studies. 2009;12(2): 112–32. Fancourt, D.; Aughterson, H.; Finn, S.; Walker, E.; Steptoe, A. How leisure activities affect health: A narrative review and multi-level theoretical framework of mechanisms of action. Lancet Psychiatry 2021, 8, 329–339. Fokides, E., & Atsikpasi, P. (2018). Development of a model for explaining the learning outcomes when using 3D virtual environments in informal learning settings. Education and Information Technologies, 23(5), 2265–2287. https://doi.org/10.1007/s10639-018-9719-1 Fredrickson, B. L. (2001). The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. American Psychologist/the American Psychologist, 56(3), 218–226. https://doi.org/10.1037/0003-066x.56.3.218 Fredrickson, B. L., & Joiner, T. (2002). Positive emotions trigger upward spirals toward emotional Well-Being. Psychological Science, 13(2), 172–175. https://doi.org/10.1111/1467-9280.00431 Furht, B. (Ed.). (2008). Encyclopedia of multimedia. Springer Science & Business Media., 968 .https://doi.org/10.1007/978-0-387-78414-4_255 Generic learning outcomes | Research Centre for Museums and Galleries (RCMG) | University of Leicester. (n.d.). University of Leicester. https://le.ac.uk/rcmg/research- archive/generic-learning-outcomes Gill, T. (2014). The Benefits of Children’s Engagement with Nature: A Systematic Literature Review. Children, Youth and Environments, 24(2), 10. https://doi.org/10.7721/chilyoutenvi.24.2.0010 Gordon, A. M., Stellar, J. E., Anderson, C. L., McNeil, G. D., Loew, D., & Keltner, D. (2017). The dark side of the sublime: Distinguishing a threat-based variant of awe. Journal of personality and social psychology, 113(2), 310. Griskevicius, V., Shiota, M. N., and Neufeld, S. L. (2010). Influence of different positive emotions on persuasion processing: a functional evolutionary approach. Emotion 10, 190–206. doi: 10.1037/a0018421 Hooper-Greenhill, E. (2013). Museums and their visitors. Routledge. Howell, K. H., Coffey, J. K., Fosco, G. M., Kracke, K., Nelson, S. K., Rothman, E. F., & Grych, J. H. (2016). Seven reasons to invest in well-being. Psychology of Violence, 6(1), 8–14. https://doi.org/10.1037/vio0000019 International Council of Museums. (2023, March 23). Survey: Museums, museum professionals and COVID-19 - International Council of Museums. https://icom.museum/en/covid-19/surveys-and-data/survey-museums-and-museum- professionals/ Joye, Y., & Bolderdijk, J. W. (2015). An exploratory study into the effects of extraordinary nature on emotions, mood, and prosociality. Frontiers in Psychology, 5, Article 1577. https://doi.org/10.3389/fpsyg.2014.01577 Kaplan, R., & Kaplan, S. (1989). The Experience of Nature A Psychological Perspective. New York Cambridge University Press. - References - Scientific Research Publishing. (n.d.). https://www.scirp.org/reference/referencespapers?referenceid = 1536526 Keltner, D., & Haidt, J. (2003). Approaching awe, a moral, spiritual, and aesthetic emotion. Cognition and Emotion, 17(2), 297–314. Keltner, D., & Lerner, J. S. (2010). Emotion. Kozlov, M. D., & Johansen, M. K. (2010). Real behavior in virtual environments: Psychology experiments in a simple virtual-reality paradigm using video games. Cyberpsychology, Behavior, and Social Networking, 13(6), 711–714. https://doi.org/10.1089/cyber.2009.0310. Krogh‐Jespersen, S., Quinn, K. A., Krenzer, W. L. D., Nguyen, C. T. O., Greenslit, J., & Price, C. A. (2020). Exploring the awe-some: Mobile eye-tracking insights into awe in a science museum. PLOS ONE, 15(9), e0239204. https://doi.org/10.1371/journal.pone.0239204 Laakso, M., Fagerlund, Å., Pesonen, A., Lahti-Nuuttila, P., Figueiredo, R. a. O., Karlsson, C., & Eriksson, J. G. (2020). Flourishing Students: The efficacy of an extensive positive education program on adolescents’ positive and negative affect. International Journal of Applied Positive Psychology, 6(3), 253–276. https://doi.org/10.1007/s41042-020-00048-2 Lawton, E., Brymer, E., Clough, P., & Denovan, A. (2017). The relationship between the physical activity environment, nature relatedness, anxiety, and the psychological well- being benefits of regular exercisers. Frontiers in psychology, 8, 268752. Lee J., Park B. J., Tsunetsugu Y., Kagawa T., & Miyazaki Y. (2009). Restorative effects of viewing real forest landscapes, based on a comparison with urban landscapes. Scandinavian Journal of Forest Research, 24, 227–234. Li, Y., Song, H., & Guo, R. (2021). A Study on the Causal Process of Virtual Reality Tourism and Its Attributes in Terms of Their Effects on Subjective Well-Being during COVID-19. International Journal of Environmental Research and Public Health, 18(3), 1019. https://doi.org/10.3390/ijerph18031019 Lin, T. J., Lee, Y., Yang, J., & Cook, C. (2024). Helping others and improving myself: The effects of natural- and supernatural-based awe in virtual reality. Computers in Human Behavior, 108193. https://doi.org/10.1016/j.chb.2024.108193 Luke, J. J. (2021). “The Bloody Hell and Holy Cow Moment:” Feeling awe in the Art Museum. Curator: The Museum Journal, 64(1), 41–55. https://doi.org/10.1111/cura.12397 Moore, A., & Crisp, R. (1996). Welfarism in moral theory. Australasian Journal of Philosophy, 74(4). Meyer, D. E., & Kieras, D. E. (1997). A computational theory of executive cognitive processes and multiple-task performance: Part I. Basic mechanisms. Psychological Review, 104(1), 3–65. https://doi.org/10.1037/0033-295x.104.1.3 Myers, D. G. (1992). The pursuit of happiness: Who is happy--and why. Oh, H., Fiore, A. M., & Jeoung, M. (2007). Measuring experience economy concepts: Tourism applications. Journal of travel research, 46(2), 119-132. Pescarin, S., Pagano, A., Wallergard, M., Hupperetz, W., & Ray, C. (2012). Evaluating virtual museums: Archeovirtual case study. Archaeology in the Digital Era, 74(12). Piaget, J., & Cook, M. T. (1952). The origins of intelligence in children. International University Press. Piff, P. K., Dietze, P., Feinberg, M., Stancato, D. M., & Keltner, D. (2015). Awe, the small self, and prosocial behavior. Journal of personality and social psychology, 108(6), 883. Price, C. A., Greenslit, J., Applebaum, L., Harris, N. C., Segovia, G., Quinn, K. A., & Krogh‐ Jespersen, S. (2021). Awe & Memories of Learning in Science and Art Museums. Visitor Studies, 24(2), 137–165. https://doi.org/10.1080/10645578.2021.1907152 Reese, G., Stahlberg, J., & Menzel, C. (2022). Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest? Virtual Reality, 26(3), 1245–1255. https://doi.org/10.1007/s10055-022-00631-9 Roussou, M. (2001). Immersive interactive virtual reality in the museum. Proc. of TiLE (Trends in Leisure Entertainment). Rudd, M., Vohs, K. D., & Aaker, J. (2012). Awe expands people’s perception of time, alters decision making, and enhances well-being. Psychological science, 23(10), 1130-1136. Rudd, M., Hildebrand, C., & Vohs, K. D. (2018). Inspired to create: Awe enhances openness to learning and the desire for experiential creation. Journal of Marketing Research, 55(5), 766-781. Ryan, R. M., & Deci, E. L. (2001). On Happiness and Human Potentials: A review of Research on Hedonic and Eudaimonic Well-Being. Annual Review of Psychology, 52(1), 141–166. https://doi.org/10.1146/annurev.psych.52.1.141 Saroglou, V., Buxant, C., and Tilquin, J. (2008). Positive emotions as leading to religion and spirituality. J. Posit. Psychol. 3, 165–173. doi: 10.1080/17439760801998737 Scorsolini‐Comin, F., Fontaine, A. M., Koller, S. H., & Santos, M. a. D. (2013). From authentic happiness to well-being: the flourishing of Positive Psychology. Psicologia, 26(4), 663–670. https://doi.org/10.1590/s0102-79722013000400006 Screven, C. (1993). Museums and informal education. CMS Bulletin, 1(1), 36–66. Sharma-Brymer, V., & Brymer, E. (2019). Flourishing and eudaimonic Well-Being. In Encyclopedia of the UN sustainable development goals (pp. 205–214). https://doi.org/10.1007/978-3-319-95681-7_4 Shiota, M., Keltner, D., & Mossman, A. (2007). The nature of awe: Elicitors, appraisals, and effects on self-concept. Cognition and Emotion, 21(5), 944–963. Smith JK. The museum effect: How museums, libraries, and cultural institutions educate and civilize society. Lanham, Maryland: Rowman & Littlefield; 2014 Song, H. J., Lee, C. K., Park, J. A., Hwang, Y. H., & Reisinger, Y. (2015). The influence of tourist experience on perceived value and satisfaction with temple stays: The experience economy theory. Journal of Travel & Tourism Marketing, 32(4), 401-415. Sweller, J. (2011). Cognitive Load Theory. In The Psychology of learning and motivation/The psychology of learning and motivation (pp. 37–76). https://doi.org/10.1016/b978-0-12-387691-1.00002-8 Tennant, R., Hiller, L., Fishwick, R., Platt, S., Joseph, S., Weich, S., Parkinson, J., Secker, J., & Stewart‐Brown, S. (2007). The Warwick-Edinburgh Mental Well-being Scale (WEMWBS): development and UK validation. Health and Quality of Life Outcomes, 5(1). https://doi.org/10.1186/1477-7525-5-63 The Biophilia Hypothesis, Stephen R. Kellert and Edward O. Wilson. 1993. Island Press, Washington, DC. 484 pages. ISBN: 1-55963-148-1. $27.50. (1995). Bulletin of Science, Technology & Society, 15(1), 52-53. https://doi.org/10.1177/027046769501500125 Tišliar, P. (2017). The Development of Informal Learning and Museum Pedagogy in Museums. European journal of contemporary education, (3), 586-592. Ulrich, R. S., Simons, R. F., Losito, B. D., Fiorito, E., Miles, M. A., & Zelson, M. (1991). Stress recovery during exposure to natural and urban environments. Journal of Environmental Psychology, 11(3), 201–230. https://doi.org/10.1016/s0272-4944(05)80184-7 Van Cappellen, P., and Saroglou, V. (2012). Awe activates religious and spiritual feelings and behavioral intentions. Psychol. Relig. Spiritual. 4, 223–236. doi: 10.1037/a0025986 Van Cappellen, P., Saroglou, V., Iweins, C., Piovesana, M., and Fredrickson, B. L. (2013). Self-transcendent positive emotions increase spirituality through basic world assumptions. Cogn. Emot. 27, 1378–1394. doi: 10.1080/02699931.2013.787395 Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: a presence questionnaire. PRESENCE Virtual and Augmented Reality, 7(3), 225–240. https://doi.org/10.1162/105474698565686 Yaden, D. B., Kaufman, S. B., Hyde, E., Chirico, A., Gaggioli, A., Zhang, J. W., & Keltner, D. (2018). The development of the Awe Experience Scale (AWE-S): A multifactorial measure for a complex emotion. The Journal of Positive Psychology, 14(4), 474–488. https://doi.org/10.1080/17439760.2018.1484940 李宜恬. (2021, November 26). 線上就能看塩田千春!ARTOGO成藝文轉型推手,執行長: 「不是把展覽放上線就好」. Meet創業小聚. https://meet.bnext.com.tw/articles/view/48427 屈瑋傑.(2022). 後疫情時代虛實整合之藝文展覽使用者體驗意願。﹝碩士論文。國 立臺灣藝術大學﹞臺灣博碩士論文知識加值系統。 https://hdl.handle.net/11296/36e64d。 邱玉菁. (2004). 數位學習之學習成果的再思考. 教育資料與圖書館學, 41(4), 561-581. 教育部VR/AR教材開發推動及示範計畫 https://pads.moe.edu.tw/pads_front/index.php?action = forward_plan 教育部校園數位內容與學習軟體 https://www.sdc.org.tw/ 陳雪雲. (2010). 博物館是世界公民終身學習的場域. 博物館學季刊 24, no. 4 (October 1, 2010): 5-15+17. https://doi.org/10.6686/MuseQ.201010_24(4).0001. 曾一婷. (2021). 博物館參與的起點—談故宮 Google Arts and Culture 線上策展實踐. 博物 館學季刊, 35(2), 57-77. 曾令懷. (2023, June 27). 線上看展平台ARTOGO宣布獲得千萬元注資,將打造藝文體驗 到收藏的一條龍服務 | 創業小聚 | LINE TODAY. LINE TODAY. https://today.line.me/tw/v2/article/PGyePWr 謝玉鈴,陳啟雄,賴毓晃.(2019).啟發與創造-虛擬實境技術應用於博物館展示之觀眾研 究.博物館學季刊,33(2),49-73 描述 碩士
國立政治大學
數位內容碩士學位學程
110462017資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110462017 資料類型 thesis dc.contributor.advisor 林日璇<br>廖峻鋒 zh_TW dc.contributor.advisor Lin, Jih-Hsuan<br>Liao, Chun-Feng en_US dc.contributor.author (Authors) 劉芷聿 zh_TW dc.contributor.author (Authors) Liu, Chih-Yu en_US dc.creator (作者) 劉芷聿 zh_TW dc.creator (作者) Liu, Chih-Yu en_US dc.date (日期) 2024 en_US dc.date.accessioned 4-Sep-2024 14:50:25 (UTC+8) - dc.date.available 4-Sep-2024 14:50:25 (UTC+8) - dc.date.issued (上傳時間) 4-Sep-2024 14:50:25 (UTC+8) - dc.identifier (Other Identifiers) G0110462017 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/153340 - 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) 110462017 zh_TW dc.description.abstract (摘要) 本研究使用實驗法,以「封閉建物虛擬策展環境」與「自然建物虛擬策展環境」作為組間差異的單因子實驗。觀察參與者在不同的虛擬策展環境中所產生的豐盛與敬畏程度是否有顯著差異,並探討其對參觀展覽後學習成果的影響。共有65位有效參與者完成了體驗並填寫了問卷。研究結果發現虛擬實境策展環境設計與學習成果之間無顯著關係。然而,自然景觀虛擬策展環境會正向影響參與者的正向情緒,且正向情緒會正向中介虛擬實境策展環境與學習成果之間的關係。此外,自然景觀策展環境也會正向影響參與者在敬畏情緒中的浩瀚感,而浩瀚感亦會正向中介虛擬實境策展環境與學習成果之間的關係。 zh_TW dc.description.abstract (摘要) This study conducted an experimental method using a single-factor design with between-group differences based on "Indoor Virtual Exhibition Environment" and "Natural Landscapes Virtual Exhibition Environment." The objective was to observe whether there are significant differences in the levels of flourishing and awe experienced by participants in different virtual exhibition environments and to explore their impact on learning outcomes. A total of 65 participants completed the experience and filled out the questionnaire. The results indicated no significant relationship between the design of the virtual reality exhibition environment and learning outcomes. However, the natural landscape virtual exhibition environment positively influenced participants' positive emotions, which in turn positively mediated the relationship between the virtual reality exhibition environment and learning outcomes. Additionally, the natural landscape exhibition environment positively affected participants' sense of vastness within awe, which also positively mediated the relationship between the virtual reality exhibition environment and learning outcomes. en_US dc.description.tableofcontents 目錄 I 圖目錄 III 表目錄 V 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 3 第二章 文獻探討 6 第一節 非正式學習與虛擬策展 6 一、博物館非正式學習 6 二、虛擬實境策展與非正式學習 7 第二節 總體學習成果 8 第三節 幸福感與豐盛 10 一、幸福感與豐盛 10 二、博物館與自然環境中的豐盛 12 第四節 敬畏情緒 16 一、 敬畏情緒 16 二、 博物館與自然環境中的敬畏 18 第五節 研究假設 20 第三章 研究方法 22 第一節 研究架構 22 第二節 刺激物 22 第三節 問卷設計 23 一、 Awe敬畏情緒 24 二、 豐盛與正負向情緒 26 三、 GLOs 總體學習成果 27 第四節 前測 29 一、 前測目的與方法 29 二、 前測結果 29 第四章 研究結果 35 第一節 樣本與描述性統計 35 第二節 量表信度檢測 37 一、 敬畏量表信度檢驗 37 二、 正負向情緒量表與豐盛量表信度檢驗 38 三、 學習成果量表信度檢驗 39 第三節 假設檢驗 40 一、 假設一:虛擬策展環境與豐盛之關係 40 二、 假設二:豐盛之中介效果 42 三、 假設三:虛擬實境環境與敬畏兩個構面之關係 50 四、 假設四:敬畏之中介效果 53 五、 假設五:虛擬實境環境與學習成果之關係 73 六、 假設驗證小結 76 第五章 討論 77 第一節 研究發現與討論 77 一、 豐盛與學習成果之關係 77 二、 敬畏與學習成果之關係 80 第二節 研究限制與未來研究建議 82 參考文獻 87 zh_TW dc.format.extent 2840834 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110462017 en_US dc.subject (關鍵詞) 虛擬實境 zh_TW dc.subject (關鍵詞) 虛擬策展環境設計 zh_TW dc.subject (關鍵詞) 豐盛 zh_TW dc.subject (關鍵詞) 敬畏 zh_TW dc.subject (關鍵詞) 總體學習成果 zh_TW dc.subject (關鍵詞) 浩瀚感 zh_TW dc.subject (關鍵詞) Virtual Reality en_US dc.subject (關鍵詞) Virtual Exhibition Environment Design en_US dc.subject (關鍵詞) Flourishing en_US dc.subject (關鍵詞) Awe en_US dc.subject (關鍵詞) Generic learning outcomes en_US dc.subject (關鍵詞) Vastness en_US dc.title (題名) 哇!在銀河系裡看畫展── 虛擬實境策展環境設計與參觀者學習成果之關係探討 zh_TW dc.title (題名) Wow! Visiting an art exhibition in the galaxy ──The effect of curatorial environment design in virtual reality and visitor's learning outcomes en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Allen, S. (2018). The science of awe (pp. 58-69). Greater Good Science: John Templeton Foundation. All-Party Parliamentary Group on Arts, Health, and Wellbeing. (2017). Creative health: The arts for health and wellbeing. https://ncch.org.uk/appg-ahw-inquiry-report Ampartzaki, M., Kypriotaki, M., Voreadou, C., Dardioti, A., & Stathi, I. (2013). Communities of practice and participatory action research: The formation of a synergy for the development of museum programmes for early childhood. Educational Action Research, 21(1), 4–27. https://doi.org/10.1080/09650792.2013.761920. Anderson D. Visitors' long‐term memories of world expositions. Curator: The Museum Journal. 2003;46(4): 401–20. Angner, E. (2010). Subjective well-being. The Journal of Socio-Economics, 39(3), 361-368. Antaramian, S. P., Huebner, E. S., Hills, K. J., & Valois, R. F. (2010). A dual‐factor model of mental health: Toward a more comprehensive understanding of youth functioning. American Journal of Orthopsychiatry, 80(4), 462–472. https://doi.org/10.1111/j.1939- 0025.2010.01049.x Armenta, C. N., Fritz, M. M., & Lyubomirsky, S. (2017). Functions of positive emotions: gratitude as a motivator of Self-Improvement and positive change. Emotion Review, 9(3), 183–190. https://doi.org/10.1177/1754073916669596 Ballew, M. T., & Omoto, A. M. (2018). Absorption: How nature experiences promote awe and other positive emotions. Ecopsychology, 10(1), 26–35. https://doi.org/10.1089/eco.2017.0044 Binnie, J. (2010). Does viewing art in the museum reduce anxiety and improve wellbeing? Museums & Social Issues, 5(2), 191–201. Boas, Y. A. G. V. (2013, August). Overview of virtual reality technologies. In Interactive Multimedia Conference (Vol. 2013). sn. Brymer, E., Davids, K., & MallabonLiz. (2014). Understanding the psychological health and well-being benefits of physical activity in nature: an ecological dynamics analysis. Ecopsychology. https://doi.org/10.1089/eco.2013.0110 Chatterjee, H. J., & Camic, P. M. (2015). The health and well-being potential of museums and art galleries. Arts & Health/Arts and Health, 7(3), 183–186. https://doi.org/10.1080/17533015.2015.1065594 Chirico, A., Cipresso, P., Yaden, D.B. et al. Effectiveness of Immersive Videos in Inducing Awe: An Experimental Study. Sci Rep 7, 1218 (2017). https://doi.org/10.1038/s41598-017-01242-0 Chirico, A., Ferrise, F., Cordella, L., & Gaggioli, A. (2018). Designing awe in Virtual Reality: an Experimental study. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.02351 Cotter, K. N., & Pawelski, J. O. (2021). Art museums as institutions for human flourishing. The Journal of Positive Psychology, 17(2), 288–302. https://doi.org/10.1080/17439760.2021.2016911 Cotter, K. N., Crone, D., Rodriguez-Boerwinkle, R., Boerwinkle, M., Silvia, P. J., & Pawelski, J. O. (2022). Examining the flourishing impacts of repeated visits to a virtual art museum and the role of immersion. Behavioral Sciences, 12(12), 500. https://doi.org/10.3390/bs12120500 Cuypers, K., Krokstad, S., Holmen, T. L., Knudtsen, M. S., Bygren, L. O., & Holmen, J. (2011). Patterns of receptive and creative cultural activities and their association with perceived health, anxiety, depression and satisfaction with life among adults: the HUNT study, Norway. Journal of Epidemiology & Community Health. Diener, E., & Suh, E. (1997). Measuring quality of life: Economic, social, and subjective indicators. Social indicators research, 40, 189-216. Diener, E., Wirtz, D., Tov, W., Kim‐Prieto, C., Choi, D., Oishi, S., & Biswas‐Diener, R. (2009). New well-being measures: short scales to assess flourishing and positive and negative feelings. Social Indicators Research, 97(2), 143–156. https://doi.org/10.1007/s11205-009-9493-y Diener, E., & Chan, M. Y. (2011). Happy people live Longer: Subjective Well-Being Contributes to health and Longevity. Applied Psychology. Health and Well-being, 3(1), 1–43. https://doi.org/10.1111/j.1758-0854.2010.01045.x Falk JH, Gillespie KL. Investigating the role of emotion in science center visitor learning. Visitor Studies. 2009;12(2): 112–32. Fancourt, D.; Aughterson, H.; Finn, S.; Walker, E.; Steptoe, A. How leisure activities affect health: A narrative review and multi-level theoretical framework of mechanisms of action. Lancet Psychiatry 2021, 8, 329–339. Fokides, E., & Atsikpasi, P. (2018). Development of a model for explaining the learning outcomes when using 3D virtual environments in informal learning settings. Education and Information Technologies, 23(5), 2265–2287. https://doi.org/10.1007/s10639-018-9719-1 Fredrickson, B. L. (2001). The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. American Psychologist/the American Psychologist, 56(3), 218–226. https://doi.org/10.1037/0003-066x.56.3.218 Fredrickson, B. L., & Joiner, T. (2002). Positive emotions trigger upward spirals toward emotional Well-Being. Psychological Science, 13(2), 172–175. https://doi.org/10.1111/1467-9280.00431 Furht, B. (Ed.). (2008). Encyclopedia of multimedia. Springer Science & Business Media., 968 .https://doi.org/10.1007/978-0-387-78414-4_255 Generic learning outcomes | Research Centre for Museums and Galleries (RCMG) | University of Leicester. (n.d.). University of Leicester. https://le.ac.uk/rcmg/research- archive/generic-learning-outcomes Gill, T. (2014). The Benefits of Children’s Engagement with Nature: A Systematic Literature Review. Children, Youth and Environments, 24(2), 10. https://doi.org/10.7721/chilyoutenvi.24.2.0010 Gordon, A. M., Stellar, J. E., Anderson, C. L., McNeil, G. D., Loew, D., & Keltner, D. (2017). The dark side of the sublime: Distinguishing a threat-based variant of awe. Journal of personality and social psychology, 113(2), 310. Griskevicius, V., Shiota, M. N., and Neufeld, S. L. (2010). Influence of different positive emotions on persuasion processing: a functional evolutionary approach. Emotion 10, 190–206. doi: 10.1037/a0018421 Hooper-Greenhill, E. (2013). Museums and their visitors. Routledge. Howell, K. H., Coffey, J. K., Fosco, G. M., Kracke, K., Nelson, S. K., Rothman, E. F., & Grych, J. H. (2016). Seven reasons to invest in well-being. Psychology of Violence, 6(1), 8–14. https://doi.org/10.1037/vio0000019 International Council of Museums. (2023, March 23). Survey: Museums, museum professionals and COVID-19 - International Council of Museums. https://icom.museum/en/covid-19/surveys-and-data/survey-museums-and-museum- professionals/ Joye, Y., & Bolderdijk, J. W. (2015). An exploratory study into the effects of extraordinary nature on emotions, mood, and prosociality. Frontiers in Psychology, 5, Article 1577. https://doi.org/10.3389/fpsyg.2014.01577 Kaplan, R., & Kaplan, S. (1989). The Experience of Nature A Psychological Perspective. New York Cambridge University Press. - References - Scientific Research Publishing. (n.d.). https://www.scirp.org/reference/referencespapers?referenceid = 1536526 Keltner, D., & Haidt, J. (2003). Approaching awe, a moral, spiritual, and aesthetic emotion. Cognition and Emotion, 17(2), 297–314. Keltner, D., & Lerner, J. S. (2010). Emotion. Kozlov, M. D., & Johansen, M. K. (2010). Real behavior in virtual environments: Psychology experiments in a simple virtual-reality paradigm using video games. Cyberpsychology, Behavior, and Social Networking, 13(6), 711–714. https://doi.org/10.1089/cyber.2009.0310. Krogh‐Jespersen, S., Quinn, K. A., Krenzer, W. L. D., Nguyen, C. T. O., Greenslit, J., & Price, C. A. (2020). Exploring the awe-some: Mobile eye-tracking insights into awe in a science museum. PLOS ONE, 15(9), e0239204. https://doi.org/10.1371/journal.pone.0239204 Laakso, M., Fagerlund, Å., Pesonen, A., Lahti-Nuuttila, P., Figueiredo, R. a. O., Karlsson, C., & Eriksson, J. G. (2020). Flourishing Students: The efficacy of an extensive positive education program on adolescents’ positive and negative affect. International Journal of Applied Positive Psychology, 6(3), 253–276. https://doi.org/10.1007/s41042-020-00048-2 Lawton, E., Brymer, E., Clough, P., & Denovan, A. (2017). The relationship between the physical activity environment, nature relatedness, anxiety, and the psychological well- being benefits of regular exercisers. Frontiers in psychology, 8, 268752. Lee J., Park B. J., Tsunetsugu Y., Kagawa T., & Miyazaki Y. (2009). Restorative effects of viewing real forest landscapes, based on a comparison with urban landscapes. Scandinavian Journal of Forest Research, 24, 227–234. Li, Y., Song, H., & Guo, R. (2021). A Study on the Causal Process of Virtual Reality Tourism and Its Attributes in Terms of Their Effects on Subjective Well-Being during COVID-19. International Journal of Environmental Research and Public Health, 18(3), 1019. https://doi.org/10.3390/ijerph18031019 Lin, T. J., Lee, Y., Yang, J., & Cook, C. (2024). Helping others and improving myself: The effects of natural- and supernatural-based awe in virtual reality. Computers in Human Behavior, 108193. https://doi.org/10.1016/j.chb.2024.108193 Luke, J. J. (2021). “The Bloody Hell and Holy Cow Moment:” Feeling awe in the Art Museum. Curator: The Museum Journal, 64(1), 41–55. https://doi.org/10.1111/cura.12397 Moore, A., & Crisp, R. (1996). Welfarism in moral theory. Australasian Journal of Philosophy, 74(4). Meyer, D. E., & Kieras, D. E. (1997). A computational theory of executive cognitive processes and multiple-task performance: Part I. Basic mechanisms. Psychological Review, 104(1), 3–65. https://doi.org/10.1037/0033-295x.104.1.3 Myers, D. G. (1992). The pursuit of happiness: Who is happy--and why. Oh, H., Fiore, A. M., & Jeoung, M. (2007). Measuring experience economy concepts: Tourism applications. Journal of travel research, 46(2), 119-132. Pescarin, S., Pagano, A., Wallergard, M., Hupperetz, W., & Ray, C. (2012). Evaluating virtual museums: Archeovirtual case study. Archaeology in the Digital Era, 74(12). Piaget, J., & Cook, M. T. (1952). The origins of intelligence in children. International University Press. Piff, P. K., Dietze, P., Feinberg, M., Stancato, D. M., & Keltner, D. (2015). Awe, the small self, and prosocial behavior. Journal of personality and social psychology, 108(6), 883. Price, C. A., Greenslit, J., Applebaum, L., Harris, N. C., Segovia, G., Quinn, K. A., & Krogh‐ Jespersen, S. (2021). Awe & Memories of Learning in Science and Art Museums. Visitor Studies, 24(2), 137–165. https://doi.org/10.1080/10645578.2021.1907152 Reese, G., Stahlberg, J., & Menzel, C. (2022). Digital shinrin-yoku: do nature experiences in virtual reality reduce stress and increase well-being as strongly as similar experiences in a physical forest? Virtual Reality, 26(3), 1245–1255. https://doi.org/10.1007/s10055-022-00631-9 Roussou, M. (2001). Immersive interactive virtual reality in the museum. Proc. of TiLE (Trends in Leisure Entertainment). Rudd, M., Vohs, K. D., & Aaker, J. (2012). Awe expands people’s perception of time, alters decision making, and enhances well-being. Psychological science, 23(10), 1130-1136. Rudd, M., Hildebrand, C., & Vohs, K. D. (2018). Inspired to create: Awe enhances openness to learning and the desire for experiential creation. Journal of Marketing Research, 55(5), 766-781. Ryan, R. M., & Deci, E. L. (2001). On Happiness and Human Potentials: A review of Research on Hedonic and Eudaimonic Well-Being. Annual Review of Psychology, 52(1), 141–166. https://doi.org/10.1146/annurev.psych.52.1.141 Saroglou, V., Buxant, C., and Tilquin, J. (2008). Positive emotions as leading to religion and spirituality. J. Posit. Psychol. 3, 165–173. doi: 10.1080/17439760801998737 Scorsolini‐Comin, F., Fontaine, A. M., Koller, S. H., & Santos, M. a. D. (2013). From authentic happiness to well-being: the flourishing of Positive Psychology. Psicologia, 26(4), 663–670. https://doi.org/10.1590/s0102-79722013000400006 Screven, C. (1993). Museums and informal education. CMS Bulletin, 1(1), 36–66. Sharma-Brymer, V., & Brymer, E. (2019). Flourishing and eudaimonic Well-Being. In Encyclopedia of the UN sustainable development goals (pp. 205–214). https://doi.org/10.1007/978-3-319-95681-7_4 Shiota, M., Keltner, D., & Mossman, A. (2007). The nature of awe: Elicitors, appraisals, and effects on self-concept. Cognition and Emotion, 21(5), 944–963. Smith JK. The museum effect: How museums, libraries, and cultural institutions educate and civilize society. Lanham, Maryland: Rowman & Littlefield; 2014 Song, H. J., Lee, C. K., Park, J. A., Hwang, Y. H., & Reisinger, Y. (2015). The influence of tourist experience on perceived value and satisfaction with temple stays: The experience economy theory. Journal of Travel & Tourism Marketing, 32(4), 401-415. Sweller, J. (2011). Cognitive Load Theory. In The Psychology of learning and motivation/The psychology of learning and motivation (pp. 37–76). https://doi.org/10.1016/b978-0-12-387691-1.00002-8 Tennant, R., Hiller, L., Fishwick, R., Platt, S., Joseph, S., Weich, S., Parkinson, J., Secker, J., & Stewart‐Brown, S. (2007). The Warwick-Edinburgh Mental Well-being Scale (WEMWBS): development and UK validation. Health and Quality of Life Outcomes, 5(1). https://doi.org/10.1186/1477-7525-5-63 The Biophilia Hypothesis, Stephen R. Kellert and Edward O. Wilson. 1993. Island Press, Washington, DC. 484 pages. ISBN: 1-55963-148-1. $27.50. (1995). Bulletin of Science, Technology & Society, 15(1), 52-53. https://doi.org/10.1177/027046769501500125 Tišliar, P. (2017). The Development of Informal Learning and Museum Pedagogy in Museums. European journal of contemporary education, (3), 586-592. Ulrich, R. S., Simons, R. F., Losito, B. D., Fiorito, E., Miles, M. A., & Zelson, M. (1991). Stress recovery during exposure to natural and urban environments. Journal of Environmental Psychology, 11(3), 201–230. https://doi.org/10.1016/s0272-4944(05)80184-7 Van Cappellen, P., and Saroglou, V. (2012). Awe activates religious and spiritual feelings and behavioral intentions. Psychol. Relig. Spiritual. 4, 223–236. doi: 10.1037/a0025986 Van Cappellen, P., Saroglou, V., Iweins, C., Piovesana, M., and Fredrickson, B. L. (2013). Self-transcendent positive emotions increase spirituality through basic world assumptions. Cogn. Emot. 27, 1378–1394. doi: 10.1080/02699931.2013.787395 Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: a presence questionnaire. PRESENCE Virtual and Augmented Reality, 7(3), 225–240. https://doi.org/10.1162/105474698565686 Yaden, D. B., Kaufman, S. B., Hyde, E., Chirico, A., Gaggioli, A., Zhang, J. W., & Keltner, D. (2018). The development of the Awe Experience Scale (AWE-S): A multifactorial measure for a complex emotion. The Journal of Positive Psychology, 14(4), 474–488. https://doi.org/10.1080/17439760.2018.1484940 李宜恬. (2021, November 26). 線上就能看塩田千春!ARTOGO成藝文轉型推手,執行長: 「不是把展覽放上線就好」. Meet創業小聚. https://meet.bnext.com.tw/articles/view/48427 屈瑋傑.(2022). 後疫情時代虛實整合之藝文展覽使用者體驗意願。﹝碩士論文。國 立臺灣藝術大學﹞臺灣博碩士論文知識加值系統。 https://hdl.handle.net/11296/36e64d。 邱玉菁. (2004). 數位學習之學習成果的再思考. 教育資料與圖書館學, 41(4), 561-581. 教育部VR/AR教材開發推動及示範計畫 https://pads.moe.edu.tw/pads_front/index.php?action = forward_plan 教育部校園數位內容與學習軟體 https://www.sdc.org.tw/ 陳雪雲. (2010). 博物館是世界公民終身學習的場域. 博物館學季刊 24, no. 4 (October 1, 2010): 5-15+17. https://doi.org/10.6686/MuseQ.201010_24(4).0001. 曾一婷. (2021). 博物館參與的起點—談故宮 Google Arts and Culture 線上策展實踐. 博物 館學季刊, 35(2), 57-77. 曾令懷. (2023, June 27). 線上看展平台ARTOGO宣布獲得千萬元注資,將打造藝文體驗 到收藏的一條龍服務 | 創業小聚 | LINE TODAY. LINE TODAY. https://today.line.me/tw/v2/article/PGyePWr 謝玉鈴,陳啟雄,賴毓晃.(2019).啟發與創造-虛擬實境技術應用於博物館展示之觀眾研 究.博物館學季刊,33(2),49-73 zh_TW
