基于XR技术的跨媒体博物馆叙事与游戏化现象学研究

Q1 Social Sciences
Zhennuo Song , Thomas William Whyke , Xiaolin Sun , Leighton Evans
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引用次数: 0

摘要

本研究探讨了跨媒体叙事(TMS)在沉浸式扩展现实(XR)增强的博物馆体验中的整合,重点关注其改变文化参与的潜力。本研究采用海德格尔的四重模型作为理论基础,并结合作者阐述四重元素在x射线增强博物馆中的协同作用的概念框架,探讨互动性叙事如何与地球、天空、凡人和神的维度相结合,以创造更丰富、更具参与性的博物馆体验。通过对来自亚洲、欧洲、加拿大和美国的27位专家的采访,该研究考察了将TMS整合到博物馆实践中的挑战和机遇。该研究强调了故事叙述和互动叙事的变革潜力,将博物馆体验从被动观察转变为积极参与。这种动态叙事的现象学取向为设计更丰富、更吸引人的文化遗产体验提供了启示,并邀请人们进一步探讨TMS在数字时代的作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A phenomenology study of transmedia museum storytelling and gamification through XR technologies
This study investigates the integration of transmedia storytelling (TMS) within immersive extended reality (XR)-enhanced museum experiences, focusing on its potential to transform cultural engagement. Employing Heidegger's fourfold model as a theoretical foundation, along with the authors' conceptual framework illustrating the synergy of fourfold elements in XR-enhanced museums, the research explores how interactive narratives align with the dimensions of Earth, sky, mortals and gods to create richer, more participatory museum experiences. Drawing on interviews with 27 experts from Asia, Europe, Canada and the United States, the study examines the challenges and opportunities of integrating TMS into museum practices. The research highlights the transformative potential of storytelling and interactive narratives to shift museum experiences from passive observation to active participation. This phenomenological orientation towards dynamic storytelling offers implications for designing richer, more engaging cultural heritage experiences and invites further inquiry into the role of TMS in the digital age.
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来源期刊
CiteScore
5.40
自引率
0.00%
发文量
33
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