隨著數位科技的蓬勃發展,以及技術設備的完善,新媒體展示科技已成為現代潮流,並且有多元延伸,其中,投影為最多樣應用的型態,在體驗時,參與者也不再只是被動地感受作品帶來的張力,而是更全面且主動的與作品互動,同時,投影作品中沉浸感所帶來的參與經驗也成為傳達理念的重要手法,沉浸的程度亦成為評斷作品夠不夠成功的標準。本研究目的為探討同一投影作品,不同投影規模對於參與者的沉浸經驗是否互為影響。本研究以彩墨藝術節中,地板投影作品《魚樂彩光》為研究工具,測量參與者在作品中,於不同投影規模下,所感受到的沉浸經驗差異。研究問卷取自GEQ遊戲經驗問卷,及社會臨場感問卷作為測量工具,探討不同投影規模對沉浸經驗之影響。研究結果顯示,不同投影規模中,參與者所產生的沉浸經驗有差異,大投影規模的沉浸經驗高於中、小投影規模,但中投影規模和小投影規模的沉浸經驗並無明顯差異,正向、挑戰、能力、沉浸、以及心流構面有顯著相關。參與經驗的部分,參與行為及移情構面為顯著相關,整體來說大投影規模的展示科技所帶來的沉浸經驗高於中、小投影規模,並且參與經驗會影響沉浸感,結果作為未來展示科技之創作及研究的參考依據。 關鍵詞:沉浸、參與經驗、遊戲經驗問卷、投影
Along with the rapid development of digital technology,new media exhibitions have shown diverse presentation styles. The aim of the study is to explore the effects of projection scales onparticipants’immersive experience. The floor-projection artwork "YuLeCaiGuang"-are used to be the main experimental tools,game experience questionnaire(GEQ) and moduleand social presence questionnaire are the measurements.The result shows thatparticipants immersive experience of the large projection scale is higher than the medium and small projection scale, There is no obvious difference between the medium and the small projection scale.The positive affect, challenge, competence,immersion, and flow factors have significantly related. In the perspective of social presence, participanrs’behaviour and the empathy have significantly correlated.Concluded that participants involve andimmerse more inlargeprojection scale artworks thanmedium and smallscales. Besides, participant’s experiencewould affect immersion. Keywords: Immersion, Participation Experience, Game Experience Questionnaire, Projection Scales