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研究生:蔡岱玲
研究生(外文):Tai-Ling Tsai
論文名稱:互動廟宇中的靈性情境
論文名稱(外文):Spiritual Ambiance in Interactive Temple
指導教授:鄭泰昇鄭泰昇引用關係陳建旭陳建旭引用關係
指導教授(外文):Tay-Sheng JengChien-Hsu Chen
學位類別:碩士
校院名稱:國立成功大學
系所名稱:創意產業設計研究所
學門:藝術學門
學類:視覺藝術學類
論文種類:學術論文
論文出版年:2009
畢業學年度:97
語文別:英文
論文頁數:82
中文關鍵詞:互動廟宇互動設計無所不在的電腦世界人機互動靈性情境
外文關鍵詞:Ubiquitous ComputingInteraction DesignSpiritual AmbianceInteractive TempleHuman-Computer Interaction
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互動空間設計在人機互動(Human-Computer Interaction)領域中日益受到重視。如同一般設計領域從過去注重實用價值到近來注重情感設計,互動空間設計也從注重效率的智慧空間設計到反思層次(reflective level)的情境設計(ambiance design)。顯示從使用者為中心的設計導向不僅強調使用者的基本使用需求也關心使用這的心理需求。本研究希望更進一步透過互動空間的情境表現靈性情境(spiritual ambiance)的層次,將互動的對象擴增到人們與心靈寄託的虛擬對象,例如佛、天主、神明、祖先等。
本研究以情感設計的三個設計層次為原則,研擬靈性情境的內容設計模式並發展以心靈情境為主題的互動空間設計。研究中介紹如何透過聯想(association)與連結(linking)的步驟設計可引起共鳴的靈性情境內容。以此靈性情境內容為中心建立互動空間架構,並將互動空間植入日常生活中人們心靈寄託的空間-廟宇。以實際操作的方式將廟宇空間與虛擬空間疊合並植入靈性情境的內容。將設計概念付諸行動落實在真實的空間中,驗證互動空間適合成為人們生活環境的一部分。
研究中除了討論設計的概念外也將實際操作的過程與實際使用後的發生的問題記載於研究內容中。本次作業結合了室內設計、資訊工程及電腦繪圖的專業團隊共同執行。在廟宇空間操作除了軟體及硬體技術的困難必須克服外,廟宇信眾的信賴與感覺也是此次研究的挑戰。研究必須將虛擬的空間動線與實際的空間動線疊合,讓使用者依照平日的作息方式透過觸碰介面(tangible interface)啟動互動程式,體驗另一種與菩薩靈性互動的方式。
本研究最大貢獻是透過本次研究提供人機互動領域相關的研究者在未來互動空間在設計上或執行上的參考。同時提供跨產業、跨領域合作的經驗與創新的思考模式。
In the field of Human-Computation Interaction (HCI), the interactive space design has been luring attractions. The focus of general design has shifted from practical to emotional design; likewise, the interactive space design has shifted from intelligent space design stressing efficiency to ambiance design at reflective level. This shift indicates that the user-centered design orientation not only emphasizes users’ basic practical demands but also the spiritual demands as well. Thus, this study aims at enhancing the spiritual reflection in the temple through the spiritual ambiance embodied by interactive space. The design of the spiritual ambiance is considered to be a medium for taking the believers into religious contemplation and understanding of spirit of Bodhisattva Guan Yin.
Through the three design levels of emotional design as principles, this research tries to study the design steps of spiritual content, and develops interactive space design with spiritual ambiance. Therein, the design conceptual model of spiritual ambiance triggering resonances through metaphor association & scenario is introduced. To verify the conceptual model, the design concept is implemented in the physical space via practical operation. Centered on the content, the structure of interactive space embedded in the temple where people entrust their minds is built. The on-site project not only introduces the virtual space embedded with content of spiritual ambiance into the temple but also verifies the applicability of interactive space to be part of living environment.
In addition to the design concept, the practical operating process and problems after the actual practice are also recorded. The operation is jointly carried out by the professional teams comprised of interior design, information communication technology (ICT) engineering and graphic design. Besides the difficulties regarding software and hardware technologies in the temple space operation to be overcome, the trust and emotions of believers are also the challenge. That is, the study must overlay the virtual and physical moving lines seamlessly and design the manner in accordance with the daily routines to let believers activate interactive programs intuitively. To evaluate the operation, some believers of the temple are invited to help the setting test and express their feeling. Moreover, a simple questionnaire for non-believers of the temple is design to evaluate the conceptual model of the spiritual content.
The study contributes a reflective space for the users, and tries the innovative modes to attract users of young generation on the other part. Thus, the spiritual ambiance interactive space plays as the medium of innovation in the future which actualizes the spiritual world by computing technologies. Moreover, the practical operation provides the HCI researchers with the references of design or execution in the future interactive space and the innovative thinking models for inter-industrial and interdisciplinary collaborative experiences.
Table of Contents

1. Introduction ………………………………………1
1.1 Background …………………………………… 1
1.2 Motivation …………………………………… 3
1.3 The Objective …………………………………4
1.4 Study Scope ……………………………………4
1.5 A Real-World Example ……………………… 5
1.6 The Approach ………………………………… 7
1.7 Study Structure ………………………………8

2. Literature review & related works ……… …9
2.1 Ubiquitous Computing …………………………9
2.1.1 Interactive Space …………………………10
2.1.2 Slow Technology…………………………… 11
2.2 The Emotional Design ……………………… 13
2.3 Affective Design …………………………… 16
2.4 Related Works …………………………………17
2.4.1 Sound Mirrors & The Chatter Box .. … 18
2.4.2 L’Oreal Professional Salon…………… 18
2.4.3 Grace under Pressure …………………… 19
2.4.4 Intelligent Garden…………………………20
2.4.5 The Simulation …………………………… 21

3. Spiritual Ambiance Design Concept ……… 22
3.1 Summary of Literature Review …………… 22
3.2 Design Content at Reflective Level … 22
3.3 Elements of Spiritual Ambiance……………24
3.3.1 Metaphor …………………………………… 24
3.3.2 Metaphor Association…………..........25
3.3.3 The Scenario ……………………………….28
3.3.4 Ambiance Conceptual Model…………… . 31
4. Implementation………………………………… 34
4.1 The Origin of the Real-World Project … 34
4.2 Team Organization ………………………… .35
4.3 Initial Plan ……………………… ........36
4.4 Space Analysis & Transformation …………38
4.5 Metaphor Association & Making Scenario 39
4.6 Trigger Setting………………………………………………….43
4.7 Interface Design & Decoration………………47

5. Assessment & Evaluation ………………………………………………………51
5.1 Assessment of the Design Levels …………………………………………51
5.2 Evaluation …………………………………………………………………53
5.2.1 Response of the Subjects ……………………....................................53
5.2.2 Questionnaire for Non-Believers …………………............................54
5.2.3 Record of Technical Problems ………………………........................59
6. Conclusion ……………………………………………………………………...62
6.1 Developing Guidelines for Spiritual Ambiance Design …………………..62
6.2 Concluding Remarks ……………………………………………………...62
6.3 Contribution………………………………………………………………..64
6.4 Suggestion for Future Works ……………………………………………...64
References …………………………………………………………………………...68
Appendix
English Reference:
Aprile, W. & Mirti, S. (2005). Building as Interface or What Architects Can Learn From Interaction Designers. Architectural Design, 75 (1), 30 – 37.
Croci, V. (2005) Natural Methods of Interaction or Natural Interaction in the Everyday Digital World. Architectural Design, 78(1) , 120 – 123.
Culler, D.E., & Mulder, H. (2004). Smart Sensors to Network the World. Scientific American Magazine, June,
Caltonhill, M. (2002). Private Prayers and Public Parades-Exploring the Religious Life of Taipe (1st ed.). Department of Information, Taipei City Government, Taipei.
Hallnas, L., & Redstrom, J. (2001). Slow Technology-Designing for Reflection, Personal and Ubiquitous Computing (5), 201-212.
Izadi, S., Fraser, M., Benford, S., Flintham, M., Greenhalgh, C., Rodden T., & Schnadelbach, H. (2002). Citywide: Supporting Interactive Digital Experiences Across Physical Space. Personal and Ubiquitous Computing, 290-297.
Ishii, H. & Ullmer, B. (1997). Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. ACM Press, (March), 22-27.
Norman, D. A. (2005). Emotional Design: why we love (or hate) everyday things (1st ed.). Basic Books, New York.
Prante, T., Röcker, C., Streitz, N.A., Stenzel, R., Magerkurth, C., Alphen, D. van., Plewe, D.A. (2003) Hello.Wall –Beyond Ambient Displays. Peter Ljungstrand, Jason Brotherton (Eds.): Video Track and Adjunct Proceedings of the 5th Intern. Conference on Ubiquitous Computing (UBICOMP'03), Seattle, Wash., USA, Oct. 12-15.
Russell, D. M., Streitz, N. A. & Winograd, T. (2005). Building Disappearing Computers. Communication of The ACM, (48)3, March, 43-48.
Roy Want (2004). RFID: A Key to Automating Everything. Scientif American, INC, January, 56-65.
Suri, J. F. & IDEO. (2005). Thoughtless acts?: Observations on intuitive design, Chronicle Books Llc.
Susani, M. (2005). Interaction Contextualized in Space. Interactions, July+August, 50-54.
Suri, J.F., & Ideo. (2005). Thoughtless Acts?: Observations on Intuitive Design. Chronicle Books, San Francisco.
Sparacino, F., Davenport G., & Pentland, A. (2000). Media in performance: Interactive spaces for dance, theater, circus, and museum exhibits. IBM Systems Journal, (39) 3/4, 479-510.
Weinstock, W. & Vague T. (2005). Interactive Space and the Housescape. Architectural Design, 75 (1), 30 – 37.
Weiser, Mark., The Computer for the 21th Century. (2002). Pervasive Computing, January-March, 18-25.
Chinese Reference:
許玉鈴(譯) (2008)。關鍵設計報告-改變過去影響未來的互動設計法則 (初版)。台北市:麥浩斯出版。(Bill Moggridege, 2007)
鄭泰昇 (2008)。 智慧化互動庭園情境設計。 科學發展,(430),12-18。
陳昭義(編) (2007)。2007 台灣文化創意產業發展年報(初版)。台北市:經濟部工業局:經濟部文創辦公室
陳建雄(譯) (2006)。互動設計:跨越人-電腦互動(初版)。台北市:全華科技圖書股份有限公司。(Preece, J., Rogers, Y., & Sharp, H., 2005)
吳青山 (2006)。 室內設計中視覺符號的傳達運用。達縣師範高等專科學校學報,16 (4),117-119。
李佳勳 (2004)。互動式媒體—以感官多模式探討數位設計環境中人機互動介面設計與應用實例。未出版碩士論文,國立成功大學,台南市。
黃郅鈞 (2004)。數位編織—虛擬環境中資訊視覺化探討。未出版碩士論文,國立成功大學,台南市。
陳麒 (2002)。互動式空間—資訊空間及建築空間的整合設計初探。未出版碩士論文,國立成功大學,台南市。
余德彰、林文綺、王介丘 (2001)。 劇本導引 Scenario-Oriented Design—資訊時代產品與服務設計新法 (初版)。台北市:田園城市文化事業有限公司
Study Method Classes Notes (2001)
Web Reference:
Affective Design, Understand Design for Emotion Models (http://www.affectivedesign.org/ archives/199)
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