通过虚拟现实进行图形传播研究的沉浸式跨文化体验

Mohd Asrizal Razali, Noranis Ismail, Nurzihan Hassim
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引用次数: 1

摘要

在泰勒大学,跨文化设计是一个基于项目的模块,学生接触到外国的不同文化,并要求了解设计在广泛的文化,政治和社会背景下的作用。通过这种体验,加上反思实践,概念化和积极的实验,参与图形传播的学生主观地解释他们沉浸在文化中,并呈现出一件作品,将所述文化元素传达给目标受众。当前的COVID-19国际旅行限制打乱了这一知识获取过程,并限制了现场探索、与外国机构的接触以及与社区和文化的面对面互动。然而,先前的研究已经提出了通过虚拟空间、地点隐喻和虚拟环境交互来利用类似方法的潜力。因此,本文探索了虚拟现实(VR)技术,该技术可以复制国外目的地的环境,并允许学生从这个角度绘制信息,从而产生基于平面设计的输出。本文拟通过比较信息和反馈,进一步检验虚拟现实的有效性;1)亲身体验国外环境的参赛学生,2)通过VR进行二手体验的参赛学生。本文还从成本、可及性、技术要求和在线学习的沉浸式满意度等方面提出了合适的VR工具选择。在分析过程中获得的结果与支持使用VR工具进行在线协作和以学生为中心的学习体验的意图有关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive intercultural experience for graphic communication studies through virtual reality
At Taylor’s University, Intercultural Design is a project-based module where students are exposed to different cultures of foreign countries and are required to understand the role of design in a wide cultural, political and social context. Through this experience in addition to reflective practice, conceptualizing of ideas and active experimentations, the participating graphic communication students interpret their immersion of culture subjectively and present a piece that communicates the said cultural elements to intended audiences. The present COVID-19 international travel restrictions had disrupted this knowledge acquisition process and posed limits of onsite exploration, engagement with foreign agencies and face-to-face interactions with communities and cultures. However, previous studies had posited the potential of utilizing similar approaches via virtual space, place metaphors and avatar-environment interaction. Henceforth, this paper explored Virtual Reality (VR) technology that replicated environments of foreign destinations and allowed students to map information from this perspective in order to produce a graphic design-based output. This paper intended to further examine the effectiveness of VR by comparing information and feedback of; 1)participating students who had firsthand experience of foreign environment, and 2) students who only have second hand experience via VR. This paper also proposed the suitable selection of VR tools based on cost, accessibility, technological requirements and immersion satisfaction via online learning. The results achieved during the analysis is pertinent to endorse the intention towards the use of VR tools for online collaborative and student-centered learning experience for this module.
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