题名

「未織的話語歌-客家山歌AR互動展演」之實踐與反思

并列篇名

Practices of and Reflections on the Unwoven Discourse - Hakka Folk Song AR Interactive Exhibition

DOI

10.6686/MuseQ.202207_36(3).0003

作者

盧麗淑(Lishu Lu);侯芊妘(Chien-Yun Hou)

关键词

客家音樂 ; 擴增實境 ; 互動展演 ; 體驗認知 ; 實踐與反思 ; Hakka music ; augmented reality ; interactive exhibition ; experiential cognition ; practices and reflections

期刊名称

博物館學季刊

卷期/出版年月

36卷3期(2022 / 07 / 01)

页次

49 - 75+77

内容语文

繁體中文

中文摘要

臺灣為多元族群組成的社會,孕育出豐富多樣的文化,客家文化為其一,其中「客家山歌與歌謠」是最具客家文化代表的一環。另外,以文化為核心運用科技呈現文化內容的形式,即文化與科技融合之思維已成為現今創新表現的趨勢。因此,本研究試圖以文化科技雙融理論的觀點,應用擴增實境方式演譯客家音樂,透過微展覽的形式進行互動原型設計與實踐,並分別針對一般Z世代與研究主題之三領域專家,進行體驗後問卷調查與深度訪談,做為本研究個案之反思回饋依據。研究個案實踐與反思:一、微展覽策展原型設計:透過原型設計的前置規劃調查步驟,提出「未織的話語歌-客家山歌AR互動展」,以老山歌、山歌子、平板、客家流行音樂為樂曲內容,透過交錯的樹葉和對話框設計,呈現山林間的話語歌的形式特色,規劃5個體驗區,做為擴增實境互動體驗之文化感知調查分析場景;二、擴增實境的體驗認知分析:Z世代與專家體驗者均認為客家音樂可透過擴增實境中歌曲的意境,提升文化吸引力而帶來娛樂價值,在實體空間上以文化背景元素做為主題視覺設計,並採直線展開的形式為參觀動線,可帶來輕鬆愉悅的體驗感受。

英文摘要

Taiwan is an ethnically and culturally diverse society. Folk songs and ballads are highly representative of the Hakka culture. Cultural content presented via applications of technology that are themselves based on culture and integration of culture and technology have become modern innovation trends. The aim of this study is to attempt, through the integration of theories related to culture and technology, to apply augmented reality (AR) technology to the presentation of Hakka folk songs. Through micro exhibition, interactive prototype and practices were developed. A questionnaire survey and in-depth interviews of Generation Z participants and experts were conducted following their exhibition experience to obtain feedback. The findings included: (1) Micro exhibition prototype design: Based on preliminary planning and design of the prototype, the Unwoven Discourse - Hakka Folk Song AR Interactive Exhibition was proposed, the content of which included older and more recent Hakka folk songs, Hakka tea-picking songs, and Hakka pop songs. Using crisscrossing leaves and dialog box design, the characteristics of these songs were presented. Five areas were planned as AR experiential and cultural perception survey and analysis sites. (2) AR experiential cognition analysis: Generation Z subjects and experts agreed that the use of AR increased the cultural attraction and entertainment value of the Hakka songs that were presented. In terms of the physical space, cultural elements should be incorporated into the visual design and a linear visitation route should be adopted to create a relaxing and pleasant experience.

主题分类 人文學 > 人文學綜合
人文學 > 藝術
参考文献
  1. 王俐容,楊蕙嘉(2010)。當代臺灣客家流行音樂的族群再現與文化認同。國家與社會,8,157-199。
    連結:
  2. 林子晴(2016)。當代臺灣客家三大調的美感經驗:以竹東鎮客家山歌比賽與流行音樂為例。藝術學研究,18,185-227。
    連結:
  3. 許峻誠(2019)。使用者經驗研究的回顧與展望。資訊社會研究,36,27-37。
    連結:
  4. (2021).2020 臺灣音樂年鑑.宜蘭:國立傳統藝術中心.
  5. Azimi, S.,Andonova, Y.,Schewe, C.(2022).Closer together or further apart? Values of hero generations Y and Z during crisis.Young Consumers,23(2),179-196.
  6. Bakhshi, H.,Hargreaves, J.(2013).A Manifesto for the Creative Economy.London:Nesta Operating Company.
  7. Giannini, T.,Bowen, J. P.(2022).Museums and digital culture: From reality to digitality in the age of COVID-19.Heritage,5(1),192-214.
  8. Kotler, P.(1997).Marketing Management: Analysis, Planning, Implementation, and Control.NJ:Prentice Hall Inc.
  9. Newhook, K. E.(2019).Dutcher’s Impact: Wolastioqiyik Lintuwakonawa as a Case Study for the role of Music in Preserving Traditional Knowledge.Dalhousie Journal of Interdisciplinary Management,15,1-13.
  10. O’Rourke, V.,McKeever, M.,Diffley, S.(2021).Generation Z: An exploration of their unique values driving brand affinity.Irish Academy of Management Conference
  11. Preece, J.,Rogers, Y.,Sharp, H.(2007).Interaction Design: Beyond Human-Computer Inter-action.NJ:Wiley.
  12. 王甫昌,彭佳玲(2018)。當代臺灣客家人客語流失的影響因素之探討。全球客家研究,11,1-41。
  13. 吳佳霏(2020)。COVID-19 疫情下的文化科技新商機。臺灣經濟研究月刊,43(8),106-112。
  14. 李宥臻(2021)。5大趨勢看懂最「挑剔」的消費者。Cheers雜誌,234,82-85。
  15. 李宥臻(2021)。你們惹錯世代了!」他們讓世界秩序重洗牌。Cheers雜誌,234,92-96。
  16. 李寅彰(2021)。虛實共存的科技雕塑:擴增實境的當代藝術創作與實踐。南藝學報,23,97-118。
  17. 林柏君(2018)。我國數位內容及體感科技產業發展概況分析。經濟前瞻,178,51-55。
  18. 施振榮(2021).創新創業密碼:施振榮 Stan 哥的王道心法.新竹:國立陽明交通大學出版社.
  19. 洪馨蘭(2019)。評《不只是山歌:臺灣客家音樂的發展。全球客家研究,12,283-290。
  20. 張添雄(2005)。臺灣客家的山歌與民謠。屏東文獻,9,227-259。
  21. 郭國軒,蘇烈頎(2012)。自然科學博物館服務品質、設備設施和情境體驗的滿意度調查研究:以臺中自然科學博物館為例。旅遊健康學刊,11(1),1-26。
  22. 楊惠嵐(2017)。文化科技:文化與科技融合發展之模式。臺灣經濟研究月刊,40(9),35-42。
  23. 劉煥雲,張民光,黃尚煃(2007)。臺灣客家山歌文化之研究。漢學研究集刊,165-192。
  24. 鄭雅心,施翔云(2017)。文化科技產業化與建構文化創意融合帶。臺灣經濟研究月刊,40(12),67-74。
  25. 賴若函(2021)。Z 世代報到。天下雜誌主編 Cheers 雜誌,234,22-29。