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題名 「出體經驗」——虛擬時空的美學與反思
Out-of-Body Experiences: The aesthetics and reflections in virtual spacetime作者 林品嫺
Lin, Pin-Hsien貢獻者 陶亞倫<br>李蔡彥
Tao, Ya-Lun<br>Li, Tsai-Yen
林品嫺
Lin, Pin-Hsien關鍵詞 虛擬實境
出體經驗
身體感知
賽博時空
非線性時間
Virtual reality
Out-of-body experience
Bodily perception
Cyber-space-time
Nonlinear time日期 2024 上傳時間 4-Oct-2024 10:30:39 (UTC+8) 摘要 隨著科技發展日新月異,人們在接收周遭環境的方式亦不斷產生變化,在科技的介入下已無法如過往那般依賴自身的感官,尤其當虛擬實境技術被廣泛運用後,如此沉浸式的體驗便試圖以虛擬的影像欺騙大腦,製造出身歷其境的錯覺。儘管目前為止人們仍透過肉眼觀察出現實與虛擬的差異,這些差異卻也正在逐漸縮小,並可能在不遠的未來消失。 因此,本創作研究意圖探究虛擬與現實的邊界被模糊後,人們對於自我的認知以及對身體感官的態度會產生什麼樣的變化,並同時透過文獻的爬梳整理及創作作為研究方法。在創作中研究者以「出體經驗」作為模擬意識與身體分離之情景,試圖藉此分離感引發觀眾對於科技介入感官之反思,並且在觀眾體驗後進行訪問以探究本創作是否驗證研究之問題意識,以及創作帶來的其他啟發。 本文共分為六大章節:第一章為本研究之問題意識、動機以及研究方法之概述;第二章為本研究涵蓋議題之相關文獻與創作探討;第三章詳述本創作研究之理念及創作方法;第四章紀錄創作過程所運用之技術與展覽流程細節;第五章則為展覽過後對觀眾的訪談回饋,以及研究者對於展覽的檢討;而最後第六章為本創作研究之回顧與未來展望。
With the rapid advancement of technology, the ways in which people perceive their environment are continuously evolving. The intervention of technology has increasingly challenged the reliance on human senses, as was customary in the past. This phenomenon is particularly evident with the widespread application of virtual reality technology, where immersive experiences attempt to deceive the brain through virtual images, thereby creating an illusion of presence. Although, at present, individuals can still discern the differences between reality and virtuality through direct observation, these distinctions are progressively narrowing and may potentially vanish in the foreseeable future. This research, therefore, seeks to investigate the potential transformations in self-perception and bodily awareness as the boundaries between the virtual and the real become increasingly ambiguous. The research employs both literature review and a practice-based creative approach. Through the creation process, the researcher simulates scenarios of consciousness dissociating from the body, specifically through "out-of-body experiences," to provoke critical reflections on the implications of technological mediation on sensory perception. Following the audience’s engagement with the creative work, interviews are conducted to evaluate whether the creation substantiates the research questions and to uncover additional insights that may arise from the audience’s experience. This paper is composed of six chapters. The first chapter provides an overview of the research problem, motivation, and methodology. The second chapter reviews relevant literature and examines creative works related to the topics addressed in this research. The third chapter elaborates on the conceptual framework and creative methodologies employed in this research. The fourth chapter details the technical processes involved in the creative work and outlines the exhibition procedures. The fifth chapter presents audience feedback gathered through post-exhibition interviews, along with the researcher’s critical reflections on the exhibition. The final chapter offers a retrospective analysis of the research and discusses future directions.參考文獻 1. Guizzo, E. (2003). The essential message : Claude Shannon and the making of information theory. https://dspace.mit.edu/handle/1721.1/39429 2. Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., & Billinghurst, M. (2020). Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). https://doi.org/10.1109/vr46266.2020.00099 3. Cyborgs and space, Manfred E. Clynes and Nathan S. Kline, 1960 4. Warwick, K. (2003). Cyborg morals, cyborg values, cyborg ethics. Ethics and Information Technology, 5(3), 131–137. https://doi.org/10.1023/b:etin.0000006870.65865.cf 5. Adriaans, Pieter, "Information", The Stanford Encyclopedia of Philosophy (Fall 2020 Edition), Edward N. Zalta (ed.), URL = <https://plato.stanford.edu/archives/fall2020/entries/information/>. 6. Brain Facts: A Primer on the Brain and Nervous System. (2012). Society for Neuroscience. 7. Salih, A. E., Elsherif, M., Ali, M., Vahdati, N., Yetisen, A. K., & Butt, H. (2020). Ophthalmic wearable devices for color blindness management. Advanced Materials Technologies, 5(8). https://doi.org/10.1002/admt.201901134 8. Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 11. https://doi.org/10.1167/11.8.11 9. Craffert, P. F. (2015). When is an Out-of-Body Experience (Not) an Out-of-Body Experience? Reflections about Out-of-Body Phenomena in Neuroscientific Research. Journal of Cognition and Culture, 15(1–2), 13–31. https://doi.org/10.1163/15685373-12342138 10. Yu-Cheng Liu (2023). A Renewed Experience of Sense De/synchronization: Inspiration from Digital Art. https://www.tfam.museum/Journal/Detail.aspx?id=1050&aID=1077&ddlLang=en-us 11. Piñeros Glasscock, Juan S. and Sergio Tenenbaum, "Action", The Stanford Encyclopedia of Philosophy (Spring 2023 Edition), Edward N. Zalta & Uri Nodelman (eds.), URL = <https://plato.stanford.edu/archives/spr2023/entries/action/>. 12. Mudgal, V., Dhakad, R., Mathur, R., Sardesai, U., & Pal, V. S. (2021). Astral projection: a strange Out-of-Body experience in dissociative disorder. Cureus. https://doi.org/10.7759/cureus.17037 13. Ehrsson, H. H. (2007). The experimental induction of Out-of-Body Experiences. Science, 317(5841), 1048. https://doi.org/10.1126/science.1142175 14. Bejan, A. (2019). Why the Days Seem Shorter as We Get Older. European Review, 27(02), 187–194. https://doi.org/10.1017/s1062798718000741 15. Schatzschneider, C., Bruder, G., & Steinicke, F. (2016). Who turned the clock? Effects of Manipulated Zeitgebers, Cognitive Load and Immersion on Time Estimation. IEEE Transactions on Visualization and Computer Graphics, 22(4), 1387–1395. https://doi.org/10.1109/tvcg.2016.2518137 16. Elizabeth Howell, Daisy Dobrijevic (2023). Redshift and blueshift: What do they mean? Space.com. https://www.space.com/25732-redshift-blueshift.html 17. 〈意識與身體的交融-《出夢入夢》虛擬實境互動體驗》(2015.12.13)台灣數位藝術文章資料庫https://www.digiarts.org.tw/DigiArts/DataBasePage/4_88362552049059/Chi 描述 碩士
國立政治大學
數位內容碩士學位學程
111462006資料來源 http://thesis.lib.nccu.edu.tw/record/#G0111462006 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-Yen en_US dc.contributor.author (Authors) 林品嫺 zh_TW dc.contributor.author (Authors) Lin, Pin-Hsien en_US dc.creator (作者) 林品嫺 zh_TW dc.creator (作者) Lin, Pin-Hsien en_US dc.date (日期) 2024 en_US dc.date.accessioned 4-Oct-2024 10:30:39 (UTC+8) - dc.date.available 4-Oct-2024 10:30:39 (UTC+8) - dc.date.issued (上傳時間) 4-Oct-2024 10:30:39 (UTC+8) - dc.identifier (Other Identifiers) G0111462006 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/153894 - 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) 111462006 zh_TW dc.description.abstract (摘要) 隨著科技發展日新月異,人們在接收周遭環境的方式亦不斷產生變化,在科技的介入下已無法如過往那般依賴自身的感官,尤其當虛擬實境技術被廣泛運用後,如此沉浸式的體驗便試圖以虛擬的影像欺騙大腦,製造出身歷其境的錯覺。儘管目前為止人們仍透過肉眼觀察出現實與虛擬的差異,這些差異卻也正在逐漸縮小,並可能在不遠的未來消失。 因此,本創作研究意圖探究虛擬與現實的邊界被模糊後,人們對於自我的認知以及對身體感官的態度會產生什麼樣的變化,並同時透過文獻的爬梳整理及創作作為研究方法。在創作中研究者以「出體經驗」作為模擬意識與身體分離之情景,試圖藉此分離感引發觀眾對於科技介入感官之反思,並且在觀眾體驗後進行訪問以探究本創作是否驗證研究之問題意識,以及創作帶來的其他啟發。 本文共分為六大章節:第一章為本研究之問題意識、動機以及研究方法之概述;第二章為本研究涵蓋議題之相關文獻與創作探討;第三章詳述本創作研究之理念及創作方法;第四章紀錄創作過程所運用之技術與展覽流程細節;第五章則為展覽過後對觀眾的訪談回饋,以及研究者對於展覽的檢討;而最後第六章為本創作研究之回顧與未來展望。 zh_TW dc.description.abstract (摘要) With the rapid advancement of technology, the ways in which people perceive their environment are continuously evolving. The intervention of technology has increasingly challenged the reliance on human senses, as was customary in the past. This phenomenon is particularly evident with the widespread application of virtual reality technology, where immersive experiences attempt to deceive the brain through virtual images, thereby creating an illusion of presence. Although, at present, individuals can still discern the differences between reality and virtuality through direct observation, these distinctions are progressively narrowing and may potentially vanish in the foreseeable future. This research, therefore, seeks to investigate the potential transformations in self-perception and bodily awareness as the boundaries between the virtual and the real become increasingly ambiguous. The research employs both literature review and a practice-based creative approach. Through the creation process, the researcher simulates scenarios of consciousness dissociating from the body, specifically through "out-of-body experiences," to provoke critical reflections on the implications of technological mediation on sensory perception. Following the audience’s engagement with the creative work, interviews are conducted to evaluate whether the creation substantiates the research questions and to uncover additional insights that may arise from the audience’s experience. This paper is composed of six chapters. The first chapter provides an overview of the research problem, motivation, and methodology. The second chapter reviews relevant literature and examines creative works related to the topics addressed in this research. The third chapter elaborates on the conceptual framework and creative methodologies employed in this research. The fourth chapter details the technical processes involved in the creative work and outlines the exhibition procedures. The fifth chapter presents audience feedback gathered through post-exhibition interviews, along with the researcher’s critical reflections on the exhibition. The final chapter offers a retrospective analysis of the research and discusses future directions. en_US dc.description.tableofcontents 致謝 i 摘要 ii Abstract iii 目次 iv 圖次 vi 第一章:緒論 1 第一節、研究背景與問題意識 1 第二節、研究動機與目的 4 第三節、研究方法與步驟 5 第四節、研究範圍與限制 7 第二章:文獻探討 8 第一節、數位科技的介入與影響 8 第二節、虛擬感官與出體經驗 10 第三節、相關創作探討 15 第三章:創作理念與形式 18 第一節、創作理念 18 第二節、創作形式 20 第四章:創作方法與展出流程 26 第一節、創作方法與使用技術 26 第二節、作品展出歷程 35 第五章:訪談與觀展回饋 39 第一節、觀眾體驗狀態 39 第二節、觀眾訪談與心得分享 40 第三節、展覽與創作檢討 44 第六章:結論 47 第一節、回顧與反思 47 第二節、研究限制與未來展望 47 參考文獻 49 zh_TW dc.format.extent 2416349 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0111462006 en_US dc.subject (關鍵詞) 虛擬實境 zh_TW dc.subject (關鍵詞) 出體經驗 zh_TW dc.subject (關鍵詞) 身體感知 zh_TW dc.subject (關鍵詞) 賽博時空 zh_TW dc.subject (關鍵詞) 非線性時間 zh_TW dc.subject (關鍵詞) Virtual reality en_US dc.subject (關鍵詞) Out-of-body experience en_US dc.subject (關鍵詞) Bodily perception en_US dc.subject (關鍵詞) Cyber-space-time en_US dc.subject (關鍵詞) Nonlinear time en_US dc.title (題名) 「出體經驗」——虛擬時空的美學與反思 zh_TW dc.title (題名) Out-of-Body Experiences: The aesthetics and reflections in virtual spacetime en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 1. Guizzo, E. (2003). The essential message : Claude Shannon and the making of information theory. https://dspace.mit.edu/handle/1721.1/39429 2. Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., & Billinghurst, M. (2020). Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). https://doi.org/10.1109/vr46266.2020.00099 3. Cyborgs and space, Manfred E. Clynes and Nathan S. Kline, 1960 4. Warwick, K. (2003). Cyborg morals, cyborg values, cyborg ethics. Ethics and Information Technology, 5(3), 131–137. https://doi.org/10.1023/b:etin.0000006870.65865.cf 5. Adriaans, Pieter, "Information", The Stanford Encyclopedia of Philosophy (Fall 2020 Edition), Edward N. Zalta (ed.), URL = <https://plato.stanford.edu/archives/fall2020/entries/information/>. 6. Brain Facts: A Primer on the Brain and Nervous System. (2012). Society for Neuroscience. 7. Salih, A. E., Elsherif, M., Ali, M., Vahdati, N., Yetisen, A. K., & Butt, H. (2020). Ophthalmic wearable devices for color blindness management. Advanced Materials Technologies, 5(8). https://doi.org/10.1002/admt.201901134 8. Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 11. https://doi.org/10.1167/11.8.11 9. Craffert, P. F. (2015). When is an Out-of-Body Experience (Not) an Out-of-Body Experience? Reflections about Out-of-Body Phenomena in Neuroscientific Research. Journal of Cognition and Culture, 15(1–2), 13–31. https://doi.org/10.1163/15685373-12342138 10. Yu-Cheng Liu (2023). A Renewed Experience of Sense De/synchronization: Inspiration from Digital Art. https://www.tfam.museum/Journal/Detail.aspx?id=1050&aID=1077&ddlLang=en-us 11. Piñeros Glasscock, Juan S. and Sergio Tenenbaum, "Action", The Stanford Encyclopedia of Philosophy (Spring 2023 Edition), Edward N. Zalta & Uri Nodelman (eds.), URL = <https://plato.stanford.edu/archives/spr2023/entries/action/>. 12. Mudgal, V., Dhakad, R., Mathur, R., Sardesai, U., & Pal, V. S. (2021). Astral projection: a strange Out-of-Body experience in dissociative disorder. Cureus. https://doi.org/10.7759/cureus.17037 13. Ehrsson, H. H. (2007). The experimental induction of Out-of-Body Experiences. Science, 317(5841), 1048. https://doi.org/10.1126/science.1142175 14. Bejan, A. (2019). Why the Days Seem Shorter as We Get Older. European Review, 27(02), 187–194. https://doi.org/10.1017/s1062798718000741 15. Schatzschneider, C., Bruder, G., & Steinicke, F. (2016). Who turned the clock? Effects of Manipulated Zeitgebers, Cognitive Load and Immersion on Time Estimation. IEEE Transactions on Visualization and Computer Graphics, 22(4), 1387–1395. https://doi.org/10.1109/tvcg.2016.2518137 16. Elizabeth Howell, Daisy Dobrijevic (2023). Redshift and blueshift: What do they mean? Space.com. https://www.space.com/25732-redshift-blueshift.html 17. 〈意識與身體的交融-《出夢入夢》虛擬實境互動體驗》(2015.12.13)台灣數位藝術文章資料庫https://www.digiarts.org.tw/DigiArts/DataBasePage/4_88362552049059/Chi zh_TW