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探究數位模擬畫板遊戲模組之應用-以國立自然科學博物館「敦煌風華再現特展」為例

摘要


本研究設計一套數位模擬畫板遊戲模組,能夠套用在畫作圖像中,透過平板電腦作為畫板,完成原始畫作指定的區塊,並即時上傳到大型螢幕中,讓觀眾直接參與藝術創作與畫作復原動作,有效結合博物館寓教於樂之目的。本遊戲模組進一步應用在國立自然科學博物館所辦的『敦煌風華再現』展覽中,選取莫高窟「九色鹿」與「回鶻公主供養像」此兩張壁畫,分別各有不同的意象與情境。「九色鹿」以橫軸方式述說帶有因果報應寓意的傳統經典故事,「回鶻公主供養像」展現唐代仕女於化妝及服飾之特色呈現。展覽期間,本研究蒐集觀眾763份作品進行色彩分析,以及問卷評估現場觀眾情境與滿意度。結果顯示,觀眾運用的色彩多樣性較原始畫作高,同時以鮮豔色的比例較多。觀眾問卷情境評估中,認為利用數位模擬畫板的呈現方式運用於藝術展覽中,持正向肯定的態度,未來持續發展之可行度高。此外,透過觀眾參與創作的過程,有助於體驗當下畫作之意境,以進行深度賞析,亦可以滿足觀眾創意揮發的場域,展現娛樂結合學習的精神。最後,透過成本效益分析,本遊戲模組開發難度與硬體要求相對較低,且機動性佳,未來可重複使用於不同的展覽之中,作為巡迴展覽及學習推廣之延伸效益。

並列摘要


This study designed a set of digital simulation sketchpad game modules that can be applied to painting images. The specific blocks of the original painting can be completed using a tablet as a sketchpad. Upon completion, they are instantly uploaded to a large screen, enabling the audience to directly participate in art creation and painting recovery, which effectively incorporates the concept of edutainment into a museum setting. The game module was further applied in 〞Dunhuang: Stories of the Caves,〞 an exhibition held by the National Museum of Natural Science, wherein two murals named 〞A Deer of Nine Colors〞 and 〞Portrait of Uighur Princess and Related Female Donors〞 were designed; each had distinct imagery and context. The horizontally scrolling 〞A Deer of Nine Colors〞 narrates a traditional classic story of karmic implication, whereas 〞Portrait of Uighur Princess and Related Female Donors〞 illustrates the makeup and clothing features of Tang Dynasty ladies. During the exhibition, we conducted a color analysis by collecting 763 works by the audience, and evaluated the situational audience and their satisfaction using a questionnaire survey. The results indicated that the audience used a broader color palette than that of the original paintings, with a higher ratio of bright colors. In the questionnaire assessing the audience situation, the audience had a positive attitude toward the application of digital simulation sketchpads in art exhibitions, believing their continuous development to be highly feasible. In addition, participating in the creation process was helpful to the audience for experiencing the artistic conception of the painting and gaining an in-depth appreciation. Furthermore, it served as a tool for the audience to present their creativity, which demonstrated the spirit of combining entertainment with learning, as well as providing the exhibition with greater participation and interaction. Finally, the cost-benefit analysis revealed that the game module's development difficulty and hardware requirements were relatively low, and furthermore, it possessed satisfactory mobility. Hence, the game modules could be reused in various exhibitions in the future to generate additional benefits from the exhibition tour and learning promotion.

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