SemesterSpring Semester, 2025
DepartmentMaster's Program in Global Communication and Innovation Technology, First Year Master's Program in Global Communication and Innovation Technology, Second Year
Course NameVirtual Reality and Digital Technology
InstructorLIN JIH HSUAN
Credit3.0
Course TypeElective
Prerequisite
Course Objective
Course Description
Course Schedule

Seminar Schedule






































































































Week



Date



Required Readings



1



2/17



Introduction to class (Dr. JihHsuan Tammy Lin林日璇)



Communication Technology as a field in communication




  1. Introduction of recent communication technology

  2. Cases of communication technology

  3. Web 3 and NFT



2



2/24



Introduction to Virtual Reality (Taught by JihHsaun Tammy Lin林日璇)




  1. Basic concept (Slater)



Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences364(1535), 3549-3557.




  1. Current trends and analysis of Metaverse

  2. Experience VR



3



3/3



Virtual reality and industry application Demonstration



 



SOCIAL VR experience:



WorkRoom



Horizon



RecRoom



VRChat



News



 



Course practice: Can you think of any cases about using VR for applications? (Everyone searches for different areas of application)



Every group presenting 



4



3/10



AI x immersive technology



 



*AI Glasses experiences



*AI x VR



*AR glasses



 



Design news stories and communication content through these new convergence



Group 1 presenting AI x glasses cases



5



3/17



Interactivity as demand (by Dr. Nick Bowman包尼克, Online Session 1), and the dimensions of demand in the metaverse




  1. Bowman, N. D. (2021). Interactivity as demand: Implications for interactive media entertainment. In C. Klimmt & P. Vorderer (Eds.), Oxford handbook of media entertainment. Oxford, UK: Oxford University Press.

  2. Bowman, N. D., Lin, J-S, & Wu, C. (2021). A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C). Proceedings of ACM Computers in Human Interaction. https://doi.org/10.1145/3411764.3445348



Watch Video labelled “05 31824 Interactivity as Demand” (also see accompanying slides)



6



3/24




  1. Session 2 Nick Bowman包尼克

  2. PAR and PAX – Player avatar relationship

  3. Banks, J. (2015). Object, Me, Symbiote, Other: A social typology of player-avatar relationships. First Monday. https://firstmonday.org/ojs/index.php/fm/article/view/5433/4208

  4. Banks, J. Bowman, N. D., Lin, J-H, Pietschmann, D., & Wasserman, J. (2019). The Common Player-Avatar Interaction Scale (cPAX): Expansion and cross-language validation. International Journal of Human-Computer Studies. https://doi.org/10.1016/j.ijhcs.2019.03.003

  5. Bowman, N. D., & Banks, J. (2024). The [Object, Me, Symbiote, Other] in the Machine: Insights from video game psychology for teleoperator-robot relations. Proceedings of Hawaiian International Conference on System Sciences 57. https://hdl.handle.net/10125/106449



Watch video labelled “06 32524 PAR and PAX” (also see accompanying slides)



7



3/31



VR Exercise and marketing.  Feature related projects and research regarding using VR for exercise and marketing) By Dr. Jih-Hsuan Tammy Lin 林日璇



 




  • Lin, J-H. T., Wu, D-Y., & Bowman, N. D. (2022). Beat Saber as virtual reality exercising in 360 degrees: A moderated mediation model of playable angles on physiological and psychological outcomes. Media Psychology. https://doi.org/10.1080/15213269.2022.2154806

  • Wu. D., Lin, J-H. T., & Bowman, N. D. (2022). Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2022.107255



 



Group 2 presents new literature and new VR exercise marketing



8



4/7



Presence and sense of place (how players feel “wrapped up” and connected to digital spaces) (Dr. Nick Bowman包尼克, online session 3)




  1. Bowman, N. D., Banks, J., & Rittenour, C. (2020). Country Roads through 1s and 0s: Sense of place for and recognition of West Virginia following long-term engagement with Fallout 76. Technology, Mind, & Behavior, 1(1). https://doi.org/10.1037/tmb0000001

  2. Lombard, M. & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00072.x

  3. Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F., (2022). What is XR? Towards a framework for augmented and virtual reality. Computers in Human Behavior, 133. https://doi.org/10.1016/j.chb.2022.107289



Watch video labelled “8 4824 Presence and Sense of Place” (also see accompanying slides)



Immersive journalism research



 



9



4/14



VR and Metaverse for social good/ Proteus effect




  1. Ahn, S. J. G., Bostick, J., Ogle, E., Nowak, K. L., McGillicuddy, K. T., & Bailenson, J. N. (2016). Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature. Journal of ComputerMediated Communication21(6), 399-419.



 



Ahn, S. J., Hahm, J. M., & Johnsen, K. (2018). Feeling the weight of calories: using haptic feedback as virtual exemplars to promote risk perception among young females on unhealthy snack choices. Media Psychology, 1-27.



 



建成國中VR case for 灣生



 



(By Dr. Tammy JihHsuan Lin)



Group 3 present: using VR for social good



 



10



4/21



Progressive embodiment and natural mapping (a discussion of video game controllers and interfaces, and how players understand and engage them) (By Dr. Nick Bowman包尼克, online session 4)




  1. Biocca, F. (1997). The cyborg’s dilemma: Progressive embodiment in virtual environments. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00070.x

  2. Won, A. S., Bailenson, J., Lee, J. & Lanier, J. (2015). Homuncular flexibility in virtual environments. Journal of Computer-Mediated Communication, 20(3). https://doi.org/10.1111/jcc4.12107



Watch video labelled “10 42224 Natural Mapping” (also see accompanying slides)



 



11



4/28



Counseling with Tammy regarding the final project. IT’s time to work on your term project. 😊



12



5/5



Moral panics (a historical account of widespread social fears around interactive media and their effects) (By Dr. Nick Bowman 包尼克, online session 5)





Watch video labelled “12 50624 Moral Panic” (also see accompanying slides)



13



 



5/12



Immersive technology in journalism and new trends




  1. De la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., ... & Slater, M. (2010). Immersive journalism: immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual Environments19(4), 291-301.

  2. Sundar, S. S., Kang, J., & Oprean, D. (2017). Being there in the midst of the story: How immersive journalism affects our perceptions and cognitions. Cyberpsychology, Behavior, and Social Networking20(11), 672-682.



Group 4 presenting VR journalism



 



14



5/19




  • Augmented reality x AI for marketing and communication



Field trip to Speed 3D



15



 



5/26



Transformative Digital Narratives/Disorienting Dilemma;



By Dr. Nick Bowman, online session 6 )



 




  • Bowman, N. D., Ahn, S-J., & Kollar, L. (2020). The paradox of interactive media: The potential for video games and virtual reality as tools for violence prevention. Frontiers in Communication. http://doi.org/10.3389/fcomm.2020.580965

  • Daneels. R.,. Bowman, N. D., Possler, D., & Mekler, E. (2021). The ‘eudaimonic experience’: A scoping review of the concept in digital games research. Media & Communication, 9(2). https://doi.org/10.17645/mac.v9i2.3824



 



Watch video labelled “15 52724 Disorienting Dilemmas” (also see accompanying slides)



16



6/2



Final project presentation (in person class)



Groups/individuals presentation



(You can submit your term paper starting this week)



17



6/9



Flexible week



18



6/16



Flexible week *Final project submission deadline




 


Teaching Methods
Teaching Assistant

TBD


Requirement/Grading

Class Participation and after-class activities     50%



Midterm bibliography (Due is week 12)        10%



Original Research Paper/Term project                   40%



Extra Credit                              up to 5%


Textbook & Reference

Please see the syllabus


Urls about Course
Virtual reality in games, entertainment, and persuasion (identification)—(psychological mechanism in VR games and how we can use VR for information persuasion and social issue awareness/involvement) (by Dr. Jih-Hsuan Tammy Lin林日璇)  Lin, J.-H.*;Wu, D.-Y.;Tao, C.-C., (2018), 'So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game, ' New Media and Society, 20, 3223-3242.  Lin, J.-H.*, 2017.07, 'Fear in Virtual Reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game, ' Computers in Human Behavior, Vol.72, pp.350-361.(SSCI)
Attachment

2025_Final_syllabusFINAL.pdf