An Exploratory Study on emotional design to Virtual reality Facebook Spaces, Flow experience, Communication effect, and Technology acceptance.

碩士 === 大同大學 === 事業經營學系(所) === 106 === With the rapid development of information technology, the speed of information transmission has been greatly enhanced. The relationship between people has gradually become indifferent. As if separated by a wall, communication often results in barriers and misund...

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Bibliographic Details
Main Authors: SHOU-CHIH WU, 吳守智
Other Authors: Wei-Hsin Hsiang
Format: Others
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/nejww5
Description
Summary:碩士 === 大同大學 === 事業經營學系(所) === 106 === With the rapid development of information technology, the speed of information transmission has been greatly enhanced. The relationship between people has gradually become indifferent. As if separated by a wall, communication often results in barriers and misunderstandings. Facebook launched the company’s first immersive virtual reality(VR) software-Facebook Spaces, the software through the visualization features of VR device to generate strong sense of presence to the users. Directly communicating environmental information to users, as if they were personally experienced in the world created by computers, and can feel and interact with environmental content, such characteristics break the boundary between virtual and reality. This research purpose to explore whether using virtual reality as a communication medium can help users reduce barriers and misunderstandings in communication and improve communication quality and efficiency, and how to immerse users in the experience process and reduce user’s cognitive load and achieve good communication results. This research uses a two-stage experimental method. Before the experiment, the subjects will be given topics to be discussed later. During the experiment, they will use tools at hand to co-create and discuss topics. The first-stage subjects communicated and discussed the topics we gave through video chat, and filled out the questionnaires after the end; In the second stage, the subject is asked to use the virtual reality device - HTC VIVE with Facebook Spaces for the experiment, and then fill out the questionnaire after the end. Through the experimental results, whether the two communication technologies measure up the three levels of emotional design proposed by Norman (2005) (1) visceral (2) behavioural (3) reflective, let users generate strong positive emotions. Whether the characteristics of emotional design make it easier for users to enter the flow experience (Csikszentmihalyi, 1990), with the help of the flow experience to reduce the obstacles of message transmission and enhance the communication effect. Finally observations were made through the Technology Accept Model (Davis, 1989) to understand whether the users are willing to continue using the tool when the communication is good. After completed the experiment, a relevant questionnaire and the focus group will be hold. Led to final analysis and data integration and to the conclusions of the experiment. This study sample size is sixty. The results found that the VR products measure up the user's emotional design needs, through the relevant characteristics make it easier for users to immerse into the flow experience. With the characteristics of flow experience reducing communication barriers and The user expressed his willingness to use virtual reality again as a communication tool. Finally, this study proposes to discuss the potential advantages and disadvantages of virtual reality and to provide relevant future research development and recommendations.