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| 论文编号: | 13105 | |
| 作者编号: | 2120202904 | |
| 上传时间: | 2022/6/6 17:01:31 | |
| 中文题目: | 基于互动数字叙事的数字人文游戏化众包研究 | |
| 英文题目: | Research on Digital Humanistic Crowdsourcing of Gamification based on Interactive Digital Narrative | |
| 指导老师: | 樊振佳 | |
| 中文关键字: | 数字人文;众包;互动数字叙事;游戏化设计;非遗文化 | |
| 英文关键字: | Digital Humanities; Crowd-sourcing; Interactive digital narrative; Game design; Intangible cultural heritage; | |
| 中文摘要: | 非物质文化遗产是我国灿烂历史文化的宝贵结晶,在维护和保持社会凝聚力方面有毋庸置疑的作用。近年来我国对“非遗”更加重视,也对河南越调等戏曲剧种的资源整理和文化研究的范围、速度、深度提出新的要求。随着数字人文项目实践的增多,众包在聚集群体智慧、提供优质方案中的作用得到证明。在这种背景下,本文选取了游戏化和叙事的相关理论,提出了利用群体智慧开展情境化众包的新思路,以期探索考证艺术档案和消弭研究难题疑点的有效方法,为档案馆、图书馆等文化机构进行资源的标注、组织聚合、开发利用提供基础的数据支持,从档案学专业角度为加快非遗保护和传承贡献力量。 为检验上述思路和构想,本文完成了一个包括前期调查、选择或编制合适的故事情节、关键游戏元素设计、填充互动数字叙事框架和后期测试在内的设计方案。首先,形成数字人文众包平台设计路线。通过概念阐释,讨论自我决定理论和心流理论在众包中的应用,总结了数字人文众包项目的成功关键,即平台的外部激励和用户内部动机的充分调动,进而引出游戏化设计和故事情节应用的重要意义。此外,本文对游戏和叙事的辩论历史进行了梳理,揭示了互动数字叙事理论在实现游戏元素和故事的有效调和,并促进二者合理配置中的重要作用。 进而,利用八角行为分析法选取可用的游戏元素,基于越调背景编制问卷题项,根据Kano模型提炼出现阶段用户视角下的关键游戏元素。通过文献调查并在越调爱好者社群进行观察后,确定以越调经典剧目《收姜维》为叙事线索。在方案形成部分,剖析用户参与众包的背后动机和内在逻辑,确认叙事和游戏元素发挥作用的机理。完成互动数字叙事框架的填充,并开发测试平台。 最后,基于测试平台针对直接用户和潜在用户分别设计实验,以直观地验证游戏化叙事设计在操作层面的可用性和逻辑层面的有效性。实验一对后台数据进行分析汇总,证实本研究开发的测试平台能实现数字人文情境化众包思路,完成群体智慧的组建。实验二利用了Wilcoxon符号秩检验,证明游戏化叙事设计的确能有效提升用户参与意愿,但如果要进一步增强体验感,还应从用户界面美观性和平台可玩性等方面进行优化改进。 | |
| 英文摘要: | Intangible cultural heritage is the precious crystallization of long and splendid history and culture of China. It plays an indisputable role in maintaining social cohesion. In recent years, China has paid more attention to "intangible cultural heritage", and also put forward new requirements for the resource arrangement of opera types such as Henan Yuediao and the scope, speed and depth of cultural research. With the increasing practice of Digital Humanities projects, the role of crowdsourcing in gathering collective wisdom and providing high-quality solutions has been proved. In this context, this paper selects the relevant theories of Gamification and Narration, and puts forward a new idea of using collective wisdom to carry out crowdsourcing of Contextualisation. The purpose of this study is to explore effective methods to examine art archives and eliminate research problems and doubts. Another purpose is to provide basic data support for the labeling, organization, aggregation and utilization of resources for cultural institutions such as archives and libraries, contributing to accelerating the protection and inheritance of intangible cultural heritage from the perspective of Archives Science. In order to test this idea, this paper summarizes a design scheme, including preliminary investigation, selecting or compiling appropriate storylines, designing game elements, filling in Interactive Digital Narrative framework and testing. At the first, the author form the design route of digital humanistic crowdsourcing platform. This paper explains the relevant concepts, discusses the application of self-determination theory and flow theory in crowdsourcing, and puts forward that the key to the success of Digital Humanities crowdsourcing project lies in the external incentive of the platform and the full mobilization of users' internal motivation, which leads to the key significance of game design and storyline application. In addition, this paper combs the development of narrative concept and the debate history of game and narrative, and reveals the importance of Interactive Digital Narrative Theory in realizing the effective reconciliation of game elements and storyline, as well as the rational allocation of them. Then, the available game elements are selected through The Ocatalysis Framework, and the questionnaire items are compiled based on the Yuediao background. The Kano model is used to extract the key game elements from the perspective of users in the emergence stage. After literature investigation and observation in the Yuediao lover community, it is determined to take the Yuediao classic drama "Shou Jiang Wei" as the narrative clue. In the scheme formation part. The author analyze the motivation and internal logic behind users' participation in crowdsourcing projects, and confirm the mechanism of narrative and game elements. At the same time, this paper complete the filling of Interactive Digital Narrative framework, and develop a test platform. Finally, based on the test platform, experiments are designed for direct users and potential users to show the usability of game narrative design at the operational level and the effectiveness of logic level intuitively. Experiment 1 analyzes and summarizes the backend data, and confirms that the test platform developed in this research can realize the idea of digital humanistic crowdsourcing of Contextualisation and complete the establishment of collective wisdom. Experiment 2 uses Wilcoxon signed-rank test to prove that game narrative design can effectively improve users' willingness to participate. But if we want to further enhance the sense of experience, we should optimize and improve the aesthetics of user interface and the playability of platform. | |
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