跳到主要內容

臺灣博碩士論文加值系統

(44.192.20.240) 您好!臺灣時間:2024/02/27 13:01
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:陳昭伶
研究生(外文):Chao-Ling Chen
論文名稱:說不完的故事-共同創造故事的行動聲音部落格
論文名稱(外文):The Never Ending Story: A Collaborative Narrative Storylog
指導教授:梁容輝梁容輝引用關係
指導教授(外文):Rung-Huei Liang
學位類別:碩士
校院名稱:銘傳大學
系所名稱:資訊傳播工程學系碩士班
學門:傳播學門
學類:一般大眾傳播學類
論文種類:學術論文
論文出版年:2006
畢業學年度:94
語文別:中文
論文頁數:165
中文關鍵詞:混合實境位置感知技術地點特定資訊地點媒體敘事體部落格鄰近觸發式互動說故事
外文關鍵詞:location-specific contentlocation-aware technologystorytellingproximity-triggered interactionblogmixed realitynarrativelocative media
相關次數:
  • 被引用被引用:2
  • 點閱點閱:413
  • 評分評分:
  • 下載下載:89
  • 收藏至我的研究室書目清單書目收藏:16
本研究結合社會科學及電腦科技將原本隱含在個人腦海中虛擬的想像世界具體呈現,疊合在實體空間中,藉由說故事理論、沉浸的聲音理論、地點特定資訊、部落格科技及空間感知技術實現。本研究的目的在於發展一個說故事平台,提出數位時代下集合個體的認知世界,組成如同後現代文學的故事線,這些個體的認知世界形成一個無法預知的無限大的想像世界,在個體的認知模式下真正的世界。參與者經由可攜式裝置操作本研究的STORYLOG系統,在所處的地點以第一人稱的觀點說故事;透過無線射頻技術及無線網路的傳輸,所有的參予者貢獻了一個無限大的虛擬故事世界,建造了疊合在實體空間的幻想國度。故事交談使參與者和故事角色互動,如同進一步和實體空間中的人們互動。本研究打破了時空限制,來自不同時間地點的人如同正在遭遇對方,形成共同創造故事及增廣虛擬的社交關係,在社交及文化形成了新的研究領域。
This paper describes a course of research integrating the social sciences and computing technology to realize the individual inner world upon the physical world by storytelling, immersive audio, location-specific content, blog and location-aware technology. Our work aims at developing a storytelling platform which forms a new way of storytelling as postmodern literature and an unprecedented aplenty imaginative world in addition to -the cognitive real world. With our Storylog system, the individuals would be able to engage in a form of first-person storytelling in the place they locate. Via RFID tagging and Wifi connection, all participants could conceptually contribute to an infinite narration of an invisible layer, the Fantasica upon a physical space with portable devices. Story conversation enables people to interact with the story roles as well as to interact with the real people further. With multiple users in different space and time simultaneously, our system forms the collaborative storytelling and augmented social relationships and generates a new field in social relationship and cultural discussion.
摘要 i
致謝 iii
目錄 iv
圖目錄 viii
表目錄 x
第一章 緒論 1
第一節 研究動機 1
第二節 研究目的 3
第三節 研究問題 4
第四節 研究範圍 5
第五節 研究限制 6
第二章 文獻探討 7
第一節 充滿戲劇性及故事性的世界 7
一、人類的世界由故事開始 7
二、故事的性質 9
三、小眾的貢獻 9
四、巨觀的遊戲 10
第二節 地方理論 15
一、什麼是地方 15
二、地方感 15
三、獨一無二的地方感 16
四、創造地方感 19
五、記錄與重現地方記憶的地點特定資訊 20
六、地景 23
七、無地方的蔓延 24
第三節 虛擬與真實的結合 27
一、混合實境 27
二、虛擬人物變為真實 28
三、增廣虛擬與增廣實境 29
四、遭遇 32
第四節 沉浸的聲音理論 41
一、科技進步改變聲音的特質 41
二、傾聽模式 44
三、聲境 47
四、將說不完的故事視為媒體 51
第五節 科技呈現說不完的故事 53
一、部落格名詞的由來 53
二、部落格作為素材呈現說不完的故事 54
三、組成說不完的故事的部落格素材特性 57
第六節 無線射頻技術賦予環境語意 65
一、環境語意 65
二、標籤賦予環境的內在層面 65
三、標籤引起覺知 66
四、說不完的故事的藝術呈現 67
第七節 相關的研究 69
一、虛擬層附加實體空間的觀念 69
二、地點特定資訊 69
三、使用者由被動轉為主動 73
四、互動的觀念 76
五、遊戲加入的互動 78
第三章 系統實做與空間實驗建置 83
第一節 空間實驗架構 83
第二節 STORYLOG系統架構 86
第三節 空間實驗測試對象 88
第四節 空間實驗流程 89
一、實驗日期與地點 89
二、空間建置與實驗使用設備 90
三、STORYLOG系統介面使用流程 92
四、實驗使用狀況記實 101
第五節 故事創造情境 102
一、角色扮演 102
二、遊戲 106
第四章 實驗結果與討論 108
第一節 問卷調查 108
第二節 人格特質與故事關聯性分析 110
第三節 個人故事創造 115
第四節 社交圈關係網絡 117
第五節 故事臆測的增廣虛擬關係分析 125
第六節 STORYLOG系統滿意度 130
第五節 結論 134
第一節 研究結論 134
第二節 檢討與未來工作 136
參考文獻 137
附錄、問卷 143
[1] J. Shotter, “Conversational Realities: Constructing Life Through
Language,” Sage, London, 1993.
[2] W. J. Ong, “Orality and Literacy: The Technologizing of the Word,”
London; New York: Methuen, 1982.
[3] N. Stevenson, “Cultural Citizenship,” Sage, London, 2001.
[4] M. Crang, N. Thrift (ed), “Thinking Space,” Critical Geographies
Series, Routledge, London and New York, 2002, article by Holloway,
Julian and Kneale, J. M. Bakhtin, “Dialogics of Space.”
[5] Storycubes. Retrieved from http://proboscis.org.uk/storycubes/.
[6] C. Pearce, L. King (ed), “Story as Play Space? Game On.,” Lawrence
King, London, pp.112, 113,119, 2002.
[7] J. D. Bolter, R. Grusin,” Remediation: Understanding New Media,”
Mass: The MIT Press, Cambridge, pp. 91, 1999.
[8] S. A. White, Reporting in Australia (2nd edition), Macmillan, Melbourne,
pp. 17, 1996.
[9]T. Cresswell,”Place: A Short Introduction,” Blackwell Publishing Ltd,
Oxford, 2004.
[10]J. Agnew,”The United States in the World Economy,” Cambridge
University Press, Cambridge, 1987.
[11]J. Raban,”Passage and Funeau: A Sea and Its Meanings,” Pantheon
Books, New York, pp. 103, 1999.
[12] S. I. Salamensky (ed), “Talk, Talk, Talk: The Cultural Life of Everyday
Conversation,” Routledge, London and New York, 2001, article by S.
Turkle and S. L. Salamensky, Techno Talk: E-mail, the Internet, and
Other “Compversations,” pp. 225-246.
[13]D. Hayden,”The Power of Place: Urban Landscapes as Public History,”
Mass: The MIT Press, Cambrige, pp. 33-4, 1995.
[14]R. Williams,”Border Country Chatto and Windus,”London, pp. 75, 1960.
[15] W. Cronon, G. Miles and J. Gitlin (ed),”Kennecott Journey: The Paths
out of Town,”Under an Open Sky, Norton, New York, pp. 28-51,1992.
[16]E. Relph,”Place and Placelessness,” Pion, London, 1976.
[17] P. Milgram, “A Taxonomy of Mixed Reality Visual Displays,” IEICE
Transactions on Information Systems, Vol. E77-D, NO. 12, Dec., 1994.
[18] F. Dyson, M. A. Moster, D. MacLeod and Banff Centre for the Arts (ed),
“When the Ear is Pierced, ” Immersed in technology: Art and Virtual
Environments, Mass: The MIT Press, Cambridge, pp. xxv, 339, 1996.
[19] J. Attali, “Noise: The Political Economy of Music,” Minneapolis:
University of Minnesota Press, 1985.
[20] C. Metz, E. W. J. Belton (ed), “Aural Objects,” Film Sound, Columbia
University Press ,1985.
[21] R. M. Schafer, “The Turning of the World,” Toronto: McClelland and
Stewart, 1997.
[22] D. G. Paul, “Doing Cultural Studies: The Story of the Sony Walkman,”
Thousand Oaks Calif: Sage in association with The Open University,
London, 1997.
[23] P. R. Cook (ed), “Cook, Perry, Music, Cognition, and Computerized
Sound: An Introduction to Psychoacoustics,” Mass: The MIT Press,
Cambridge, 1999.
[24] B. Truax, P. Seymour and T. Howell (ed), “Electroacoustic Music: The
Inner and Outer World,” A Companion to Contemporary Musical
Thought, pp. 363-386, London: Ruthledge, 1992.
[25] B. Truax, “Acoustic Communication(2nd edition),” Soundscape: The
Journal of Acoustic Ecology, Vol. 2, NO. 2, 2001.
[26] A. Bregman, G. Kramer (ed), “Foreward,” Auditory Display:
Sonification, Audification, and Auditory Interfaces. Reading, Mass:
Addison-Wesley, 1994.
[27] J. Ballas, “Common Factors in the Identification of an Assortment of
Brief Everyday Sounds,” Journal of Experimental Psychology: Human
Perception and Performance, Vol.19(2), pp. 250-267, 1993.
[28] W. Gaver, Kramer G. (ed), “Using and Creating Auditory Icons,”
Auditory display: The Proceedings of ICAD ’92. SFI Studies in the
Sciences of Complexity Proc., Mass: Addison-Wesley, Vol. XVIII,
1994.
[29] G. Kramer, G. Kramer (ed), “An Introduction to Auditory Display,”
Auditory display: The Proceedings of ICAD ’92. SFI Studies in the
Sciences of Complexity Proc., Mass: Addison-Wesley , Vol. XVIII,
1994.
[30] J. Cage, pbk. Wesleyan (ed), “Silence: Lectures and Writings,” Conn.:
Wesleyan University Press, Middletown, 1973.
[31] H. Westerkamp, D. Lander and M. Lexier (ed), “Listening and
Soundmaking: A Study of Music-as-Environment,” Sound by Artists,
Art Metropole & Walter Phillips Gallery, 1990.
[32] K. Wrightson, “An Introduction to Acoustic Ecology,” Soundscape, The
Journal of Acoustic Ecology, Vol. 1(1), pp. 10-13, 2000.
[33] R. M. Schafer, “Voices of Tyranny: Temples of Silence,” Ontario,
Canada: Arcana Editions, 1993.
[34] U. Franklin, “Silence and the Notion of the Commons,” Soundscape:
The Journal of Acoustic Ecology, Vol. 1(2), pp. 14-17, 2000.
[35] E. A. Thompson, “The Soundscape of Modernity: Architectural
Acoustics and the Culture of Listening in America”, 1900-1933, Mass:
The MIT Press, Cambridge, 2002.
[36] M. Droumeva, “Understanding Immersive Audio: A Historical and
Socio-Cultural Exploration of Auditory Displays,” in Proceedings of
Eleventh Meeting of the International Conference on Auditory Display
(ICAD), Limerick, Ireland, Jul. 6-9, 2005.
[37] New York Commission on Noise Abatement, 1960.
[38] H. Mendelsohn, Dexter and White (ed), “Listening to Radio,” People,
Society and Mass Communication, 1964.
[39] Robot Wisdom Weblog. Retrieved from http://robotwisdom.com/.
[40] P. Merholz, “Play with Your Words,” May 17, 2002. Retrieved from
http://www.peterme.com/archives/00000205.html
[41] D. Svanæs, “Understanding Interactivity: Steps to a Phenomenology of
Human-Computer Interaction,“ Norges Teknisk-Naturvitenskapelige
Universitet (NTNU), Trondheim, Norway, pp. 102, 108,109, 2000.
[42] W. Kandinsky, K. C. Lindsay and P. Vergo (ed), “Complete Writings on
Art,” Published by Da Capo Press, New York, pp. 154, 1994.
[43] R. Lipton, “What is a Weblog?,” Jun. 11, 2002. Retrieved from http://radio.weblogs.com/0107019/stories/2002/02/12/whatIsAWeblog.html
[44] T. B. Lee, W3. Retrieved from
http://www.w3.org/History/19921103-hypertext/hypertext/WWW/News/9201.html
[45] M. Hourigan, “What We’re Doing When We Blog,” Jun. 13, 2002. Retrieved from http://www.oreillynet.com/pub/a/javascript/2002/06/13/megnut.html
[46] S. Johnson,” Use the Blog, Luke,” May 10, 2002. Retrieved from http://dir.salon.com/story/tech/feature/2002/05/10/blogbrain/index.html
[47] K. Krippendorff, V. Margolin and R. Buchanan (ed), “On the Essential
Contexts of Artifacts,” or on the Propositoin that “Design Is Making
Sense (of Things),” in The Idea of Design: A Design Issues, Mass: The
MIT Press, pp. 156-184, 1995.
[48] P. Milgram, H. Takemura, A. Utsumi, F. Kishino, “Augemented
Reality: A Class of Displays on the Reality-Virtually Continuum,” in
Proceedings of the Telemanipulator and Telepresence Technologies,
SPIE, Vol. 2351, pp. 282-292, 1994.
[49] S. Fisher, “Environment Media: Linking Virtual Environments to the Real World,” Creative Digital Media: Its Impact on the New Century, Keio University COE international Symposium, Keio University Press,
Tokyo, Japan, Dec., 2001.
[50] H. Westerkamp, “Soundscape Composition: Linking Inner and Outer
Worlds,” Written for Soundscape be for e 2000 Conference, Amsterdam, Holland, Nov. 19-26, 1999.
[51] J. Cardiff, “Forest Walk,” 1991. Retrieved from
http://stage.itp.nyu.edu/history/timeline/forest.html
[52] Oversampling, INC. Soundwalk NYC., Jan., 2005. Retrieved from
http://www.soundwalk.com
[53] B. Bederson, “Audio Augmented Reality: A Prototype Automated Tour
Guide,” in Conference Companion on Human Factors in Computing
Systems, pp. 210, 1995.
[54] S. Feiner, B. MacIntyre, T. Höllerer, A. Webster, “A Touring Machine:
Prototyping 3D Mobile Augmented Reality Systems for Exploring the
Urban Environment,” in Proceedings of the First Annual International
Symposium on Wearable Computing, Cambridge, Mass: The MIT
Press, pp. 74-81, Oct. 13-14, 1997.
[55] W. Carter, S. L. Liu, “Location33: A Mobile Musical,” in Proceedings
of the International Conference on New Interfaces for Musical
Expression, Vancouver, BC, Canada, May 26-28, 2005.
[56] L. Gaye, R. Mazé, L. E. Holmquist, “Sonic City: The Urban Environment as a Musical Interface,” in Proceedings of New Interfaces for Musical Expression (NIME), Montreal, Canada, May, 2003.
[57] J. Rozier, K. Karahalios, J. Donath, “Hear & There: An Augmented
Reality System of Linked Audio,” in Proceedings of the International
Conference on Auditory Display (ICAD), Atlanta, Georgia, Apr., 2000.
[58] G. Lane, “Urban Tapestries: Wireless Networking, Public Authoring and Social Knowledge,” in Forth Wireless World Conference, Jul. 17-18, 2003.
[59] J. D. Lasica, “When Bloggers Commit Journalism,” Sep., 2002.
Retrieved from http://www.ojr.org/ojr/lasica/1032910520.php
[60] W. Carter, S. Fisher, T. Furmanski, K. Macdonald, T. Millican,
“Patholog: Creating Location-based Web Logs,” in Proceedings of the
Tenth International Conference on Virtual Systems and Multimedia,
Ogaki City, Japan, Nov. 17-19, 2004.
[61] L. Manovich, “The Internet and Its Journalisms,” The Language of New
Media, Mass: The MIT Press, Cambridge, Oct., 2001. 10. Retrieved
from http://www.ojr.org/ojr/future/p1026407729.
[62] City-wide Performance. Retrieved from
http://www.equator.ac.uk/index.php/articles/summary/c62/.
[63] Blast Theory. Retrieved from http://www.blasttheory.co.uk/.
[64] S. Björk, J. Falk, R. Hansson, P. Ljungstrand, “Pirates! – Using the
Physical World as a Game Board,” in IFIP Conference on
Human-Computer Interaction, Interact’ 01, Tokyo, Japan, Jul., 2001.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top