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沉浸式虛擬實境偽旅遊體驗對休閒之影響初探

Explore the Impact of Immersive Virtual Reality Pseudo-Tourism Experience on Leisure

摘要


背景:近年來,沉浸式虛擬實境教學技術在各領域上應用都呈指數式發展。但旅遊休閒活動的演進,已經發展到以「體驗」為導向,旅客希望可以在旅遊的過程中得到滿足,並在體驗中產生認知。故本研究將探討該技術在COVID19環境下偽旅遊體驗驗證休閒之影響初探其有效性。研究目的:研究目的是了解旅遊改變成在使用沉浸式全景虛擬實境體驗,在COVID19環境下偽旅遊對休閒活動影響分析。研究設計:本研究採用焦點小組的研究方法,是歸類於定性研究的質性研究,。參與者能夠具體描述在COVID19環境下,旅客在沉浸式虛擬實境偽旅遊體驗對休閒過程的感受影響的程度。參與者/環境:這項研究是在台南十鼓文化園區學校進行的。目的抽樣法選擇了60名參加國旅活動的觀光客。參與者分為10個小組,共可區分為6個焦點小組。方法:傳統的旅遊外,參與者還新增了沉浸式全景虛擬實境體驗模式。各焦點小組訪談於2021年1月15日至27日進行。訪談內容主要是請參與者具體描述陳現沉浸式全景虛擬實境體驗模式偽旅遊體驗過程的感受程度,並旅客反饋來了解對休閒之影響初探過程的影響。結果:通過對60名觀光客進行的焦點小組訪談內容的分析,發現學生對沉浸式全景虛擬實境體驗模式偽旅遊體驗:可分為五個主題,(1)浸式全景虛擬實境有助對文化素養技術的了解,(2)需要適應時間短,方便使用,(3)環境友好,可隨時反饋修正文化及觀光內含(4)畫質佳、現實感強烈,營造出無壓力的偽旅行環境(5)可強調即時轉播,尤其在後COVID19時代,透過互動達到輔助與提升旅遊體驗,會對觀光客產生吸引力,進而加速休閒產業的發展。

並列摘要


Background: In recent years, the application of immersive virtual reality teaching technology in various fields has developed exponentially. However, the evolution of tourism and leisure activities has developed to be "experience"-oriented, and travelers hope to be satisfied during the travel process and generate cognition in the experience. Therefore, this study will explore the impact of this technology on pseudo-tourism experience verification leisure under the COVID19 environment to explore its effectiveness. Research purpose: The purpose of the research is to understand the change from tourism to the use of immersive panoramic virtual reality experience, and to analyze the impact of pseudo-tourism on leisure activities under the COVID19 environment. Research design: This research adopts the focus group research method, which is classified as a qualitative research of qualitative research. Participants were able to describe in detail the extent to which travelers experience the experience of pseudo-tourism in immersive virtual reality on the leisure process under the COVID19 environment. Participants/ Environment: This research was conducted at the Tainan Ten Drum Cultural Park School. Purpose sampling method selected 60 tourists who participated in international travel activities. Participants are divided into 10 groups, which can be divided into 6 focus groups. Method: In addition to traditional tourism, participants also added an immersive panoramic virtual reality experience mode. The focus group interviews will be conducted from January 15 to 27, 2021. The content of the interview is mainly to ask participants to describe in detail how Chen Xian feels during the pseudo-tourism experience of the immersive panoramic virtual reality experience model, and to provide feedback from passengers to understand the impact of the preliminary exploration process on the impact of leisure. Result: Through the analysis of the content of the focus group interviews conducted with 60 students, it is found that the students' experience of pseudo-tourism in the immersive panoramic virtual reality experience model can be divided into five themes. (1)The immersive panoramic virtual reality is helpful to Understanding of cultural literacy technology, (2) It needs to adapt to a short time and is easy to use, (3) It is environmentally friendly, and can feedback and revise cultural and tourism content at any time (4) Good picture quality, strong sense of reality, creating a stress-free pseudo-travel Environment (5) Can emphasize real-time broadcasting, especially in the post-COVID19 era, assisting and enhancing the travel experience through interaction will attract tourists and accelerate the development of the leisure industry.

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