A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques
碩士 === 明道大學 === 設計學院碩士班 === 98 === The digital cultural industry and digital learning are currently important goals of development for various countries; similar technologies are applied for the preservation of cultural and historic relics by combining cultural heritage with digital technology. In t...
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ndltd-TW-098MDU056340172015-10-13T19:06:48Z http://ndltd.ncl.edu.tw/handle/97187191552749704619 A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques 擴增實境應用在古蹟藝術品導覽之比較研究 Chien-Chang Wu 吳建昌 碩士 明道大學 設計學院碩士班 98 The digital cultural industry and digital learning are currently important goals of development for various countries; similar technologies are applied for the preservation of cultural and historic relics by combining cultural heritage with digital technology. In terms of the digital collection of historic relics, virtual reality (VR) is the most common method. VR is a three dimensional, virtual environment created through computer simulation; it offers brand new visual, aural and tactile interactive stimuli. Through VR, we are placed in an ultra realistic imaginative space, and interact with the environment via surrounding feedback mechanisms. Within the VR environment, the user receives visual, aural and tactile stimuli, making the experience extremely realistic. Augmented Reality (AR) is the extension of the VR technology; when compared to VR, AR emphasizes more on the sensation of being in an actual space, and connects real space with virtual space via AR to enhance the degree of realism experienced by the user. After digital preservation of the cultural relics, whether the virtual tour presentation is able to evoke resonance among the audience and thereby enhance learning effectiveness is the goal for combining digital technology with learning. Therefore, this study cites the First Grade Historic Site, the Tianho Temple in Penghu as an example, classifying its decorative art into seven categories such as: decorative wood sculpture, stone carving, Koji pottery, clay sculpture, calligraphy, cut and paste, color painting. After digitization, through digital presentations, they are compared with presentation techniques of traditional decorative art, and the differences in learning effectiveness between the two after being browsed by the user is examined. The study is divided into three stages to achieve the research objectives. The first stage involves gathering and analyzing Tianho Temple, guided tours, VR, AR and digital learning literature, then through key elements such as digital learning, VR and AR, the factors for effective learning are proposed. The second stage involves the application of the VR and AR technology to produce digital models for the decorative arts; furthermore, the questionnaire is prepared by using previously analyzed effective learning factors. The third stage experiments with traditional guided tour approach and the digital guided tour for historic relics, hoping to compare the difference between learning effectiveness through the questionnaire. Moreover, the study intends to offer improvement factors and methods in terms of learning effectiveness, thereby stimulating the amalgamation between digital technology and the cultural industry. The results of the study reveal, in terms of the nine comparative factors for learning effectiveness in traditional historic relic guided tour, the statistics for the degree of immersion and imagination is higher than that of digital guided tour presentations. However, for other factors such as convenience, location, motive, interaction, appeal, information and time, the digital guided tour presentation shows a higher comparative score. Therefore, from the statistics we can gather, for future guided tour presentations, the digital presentation approach must emphasize increasing the degree of immersion as well as the extension of imagination. Sheng-Cheng Shih 施勝誠 2010 學位論文 ; thesis 93 zh-TW |
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碩士 === 明道大學 === 設計學院碩士班 === 98 === The digital cultural industry and digital learning are currently important goals of development for various countries; similar technologies are applied for the preservation of cultural and historic relics by combining cultural heritage with digital technology. In terms of the digital collection of historic relics, virtual reality (VR) is the most common method. VR is a three dimensional, virtual environment created through computer simulation; it offers brand new visual, aural and tactile interactive stimuli. Through VR, we are placed in an ultra realistic imaginative space, and interact with the environment via surrounding feedback mechanisms. Within the VR environment, the user receives visual, aural and tactile stimuli, making the experience extremely realistic. Augmented Reality (AR) is the extension of the VR technology; when compared to VR, AR emphasizes more on the sensation of being in an actual space, and connects real space with virtual space via AR to enhance the degree of realism experienced by the user. After digital preservation of the cultural relics, whether the virtual tour presentation is able to evoke resonance among the audience and thereby enhance learning effectiveness is the goal for combining digital technology with learning.
Therefore, this study cites the First Grade Historic Site, the Tianho Temple in Penghu as an example, classifying its decorative art into seven categories such as: decorative wood sculpture, stone carving, Koji pottery, clay sculpture, calligraphy, cut and paste, color painting. After digitization, through digital presentations, they are compared with presentation techniques of traditional decorative art, and the differences in learning effectiveness between the two after being browsed by the user is examined.
The study is divided into three stages to achieve the research objectives. The first stage involves gathering and analyzing Tianho Temple, guided tours, VR, AR and digital learning literature, then through key elements such as digital learning, VR and AR, the factors for effective learning are proposed. The second stage involves the application of the VR and AR technology to produce digital models for the decorative arts; furthermore, the questionnaire is prepared by using previously analyzed effective learning factors. The third stage experiments with traditional guided tour approach and the digital guided tour for historic relics, hoping to compare the difference between learning effectiveness through the questionnaire. Moreover, the study intends to offer improvement factors and methods in terms of learning effectiveness, thereby stimulating the amalgamation between digital technology and the cultural industry.
The results of the study reveal, in terms of the nine comparative factors for learning effectiveness in traditional historic relic guided tour, the statistics for the degree of immersion and imagination is higher than that of digital guided tour presentations. However, for other factors such as convenience, location, motive, interaction, appeal, information and time, the digital guided tour presentation shows a higher comparative score. Therefore, from the statistics we can gather, for future guided tour presentations, the digital presentation approach must emphasize increasing the degree of immersion as well as the extension of imagination.
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author2 |
Sheng-Cheng Shih |
author_facet |
Sheng-Cheng Shih Chien-Chang Wu 吳建昌 |
author |
Chien-Chang Wu 吳建昌 |
spellingShingle |
Chien-Chang Wu 吳建昌 A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques |
author_sort |
Chien-Chang Wu |
title |
A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques |
title_short |
A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques |
title_full |
A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques |
title_fullStr |
A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques |
title_full_unstemmed |
A Comparative Research for applying Augmented Reality in Touring Guild of Historical Antiques |
title_sort |
comparative research for applying augmented reality in touring guild of historical antiques |
publishDate |
2010 |
url |
http://ndltd.ncl.edu.tw/handle/97187191552749704619 |
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