A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example
碩士 === 國立臺灣師範大學 === 圖文傳播學系 === 104 === As the ever-changing technologies play in every facet of human communication, in particular the interactions between communication and technology as well as their social impact. Digital curation has been widely applied in many domains in the digital environment...
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ndltd-TW-104NTNU57270052019-05-15T22:53:50Z http://ndltd.ncl.edu.tw/handle/3mg6wp A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example 遊戲化概念導入數位策展於歷史文物推廣之研究:以某國書個案為例 Tsai, Po-Hsuan 蔡柏瑄 碩士 國立臺灣師範大學 圖文傳播學系 104 As the ever-changing technologies play in every facet of human communication, in particular the interactions between communication and technology as well as their social impact. Digital curation has been widely applied in many domains in the digital environment which increase curatorial object’s experience by using technology. Digital curation not only experiments on all kinds of digital technology as the medium for their new display to promote historical artifact but also designs of gamification concept to enhance the fun in the life which will be an important development domain. People who attend the exhibition are no longer just focus on the museum inside collections, research, exhibition and education. Historical artifact promotion develop also increasingly tend to diversity, and begin combining the digital technology as the medium for their new display. In 2014, the Great Qing Empire Manchurian Language conbined with curation and digital curation which used technology to gather information and interactive experience. Gamification applied in promoting historical artifact can improve interest . The Great Qing Empire Manchurian Language is a case that be worth analyzing because it provides a new way to learn historical artifact that gamification based digital curation can creates a sense of playfulness in promoting historical artifact which is a easy way to learn. Therefore, participation becomes enjoyable and desirable. Both gamification and digital curation are new research issue in historical artifact promotion. In terms of the methodology of the research In-depth interviews will be adopted. This study intends to analysis the process and key point from the view of digital curation and gamification. Through the analysis of several case studies about the applications of gamification and digital curation in historical artifact promotion. This study generalizes the core concept and important value through the applications of the historical artifact via gamification concept based digital curation. It is expected that this study could provide a model of the historical artifact promotion in the future. Wang, Yen-Chao , 王燕超 2016 學位論文 ; thesis 108 zh-TW |
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碩士 === 國立臺灣師範大學 === 圖文傳播學系 === 104 === As the ever-changing technologies play in every facet of human communication, in particular the interactions between communication and technology as well as their social impact. Digital curation has been widely applied in many domains in the digital environment which increase curatorial object’s experience by using technology. Digital curation not only experiments on all kinds of digital technology as the medium for their new display to promote historical artifact but also designs of gamification concept to enhance the fun in the life which will be an important development domain. People who attend the exhibition are no longer just focus on the museum inside collections, research, exhibition and education. Historical artifact promotion develop also increasingly tend to diversity, and begin combining the digital technology as the medium for their new display.
In 2014, the Great Qing Empire Manchurian Language conbined with curation and digital curation which used technology to gather information and interactive experience. Gamification applied in promoting historical artifact can improve interest . The Great Qing Empire Manchurian Language is a case that be worth analyzing because it provides a new way to learn historical artifact that gamification based digital curation can creates a sense of playfulness in promoting historical artifact which is a easy way to learn. Therefore, participation becomes enjoyable and desirable.
Both gamification and digital curation are new research issue in historical artifact promotion. In terms of the methodology of the research In-depth interviews will be adopted. This study intends to analysis the process and key point from the view of digital curation and gamification. Through the analysis of several case studies about the applications of gamification and digital curation in historical artifact promotion. This study generalizes the core concept and important value through the applications of the historical artifact via gamification concept based digital curation. It is expected that this study could provide a model of the historical artifact promotion in the future.
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author2 |
Wang, Yen-Chao , |
author_facet |
Wang, Yen-Chao , Tsai, Po-Hsuan 蔡柏瑄 |
author |
Tsai, Po-Hsuan 蔡柏瑄 |
spellingShingle |
Tsai, Po-Hsuan 蔡柏瑄 A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example |
author_sort |
Tsai, Po-Hsuan |
title |
A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example |
title_short |
A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example |
title_full |
A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example |
title_fullStr |
A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example |
title_full_unstemmed |
A Study on the Applications of the Historical Artifact Promotion via Gamification Concept Based Digital Curation: Taking the Diplomatic Credential as an Example |
title_sort |
study on the applications of the historical artifact promotion via gamification concept based digital curation: taking the diplomatic credential as an example |
publishDate |
2016 |
url |
http://ndltd.ncl.edu.tw/handle/3mg6wp |
work_keys_str_mv |
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