數位科技的應用,已徹底改變社會大眾的生活模式,同時在體驗經濟時代趨勢下,運用數位科技於博物館領域,為觀眾創造新體驗,成為近年來博物館研究的熱門議題。當代的博物館除了鞏固核心觀眾之外,更要吸引潛在或非觀眾的加入,以展現博物館的社會價值。本研究以國立自然科學博物館「敦煌風華再現:續說石窟故事」特展多媒體展區之虛擬實境(Virtual Reality)體驗展項為研究個案,以總體學習成果模式(GLOs)為問卷架構,透過問卷調查、參與式觀察及訪談法,探討虛擬實境技術應用於博物館展示之觀眾回饋研究。根據研究數據顯示,58.8%觀眾為年輕世代(12-30歲)族群;專程來體驗VR科技之觀眾為59.8%;37.1%觀眾為具好奇心且喜歡學習新事物的「探索者」;問卷各構面中平均數最高為「愉悅、啟發及創造力」。研究結果發現:1.獲得年輕世代的認同,能擴大博物館觀眾群;2.新方法帶來新體驗,能吸引並滿足「探索者」觀眾;3.以VR為媒介,為觀眾創造新體驗應著重在愉悅、啟發及創造力面向;以及VR應用於博物館展示的2個挑戰及1個反思之建議,供未來博物館領域運用VR科技為媒介之參考。
Digital technology applications have revolutionized the way we live. In this era of the experience economy, museums are creating new experiences for visitors with the use of digital technologies, which has become a popular topic of museum research in recent years. Contemporary museums are seeking to consolidate their core audience and to attract potential or new audiences to fulfill their social value. The virtual reality (VR) experiential exhibit in the multimedia area of the Dunhuang: Stories of the Caves special exhibition, which took place at the National Museum of Natural Science in Taichung, Taiwan, served as the case study. The Generic Learning Outcomes (GLOs) model was used to construct the framework of the survey questionnaire. Through survey questionnaire, participant observation and interviews, visitor feedback regarding this VR experience was obtained. Among the respondents, 58.8% were in the 12-30 age group and 59.8% reported coming to the museum specifically for this VR experience. Moreover, 37.1% described themselves as curious and "explorers" who like to learn new things. Among the various constructs of the questionnaire, the highest mean value was for enjoyment, inspiration and creativity. The conclusions of this study are: (1) This exhibition was popular among young people, allowing the museum to expand its audience. (2) New exhibition methods can be used to create new experiences, which satisfy those who identify themselves as "explorers." (3) Using VR as a medium, audiences can try new experiences that emphasize enjoyment, inspiration and creativity. Finally, two challenges and one suggestion for museums seeking to incorporate VR into their exhibitions are discussed.