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
- Introduction of recent communication technology
- Cases of communication technology
- Web 3 and NFT
| 2 | 2/24 | Introduction to Virtual Reality (Taught by JihHsaun Tammy Lin林日璇)
- 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 Sciences, 364(1535), 3549-3557.
- Current trends and analysis of Metaverse
- 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
- 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.
- 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 | - Session 2 Nick Bowman包尼克
- PAR and PAX – Player avatar relationship
- 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
- 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
- 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)
- 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
- 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
- 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
- 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 Computer‐Mediated Communication, 21(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)
- 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
- 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
- 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 Environments, 19(4), 291-301.
- 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 Networking, 20(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 |
|