吳斌 吳淏一 葉輝



摘要:探索虛擬展覽的多維可能與廣泛的應用場域,通過個案研究和比較分析法,展覽的客體引導以游戲規(guī)則引導、文化引導、數(shù)字媒體引導為切入,讓展示空間結(jié)構(gòu)同內(nèi)容敘事線相耦合,將展覽“虛擬化”具體細分至交互要素、技術(shù)載體、空間布局(敘事線路)3個層面。凝練出虛擬展覽“由線及面”與“由場向域”的設計旨歸與方法模塊,賦予展覽主題和視覺呈現(xiàn)更多的技術(shù)實施和文化情感。以期為虛擬展覽的創(chuàng)新設計提供理論參考與實踐依據(jù)。
關(guān)鍵詞:展覽視覺;虛擬數(shù)字化;游戲化;展示設計;交互設計
中圖分類號:TP391.9 文獻標識碼:A文章編號:1003-0069(2024)11-0122-04
Abstract:The purpose is to explore the multi-dimensional possibilities and extensive application fields of virtual exhibition. The method is to propose that the object guidance of the exhibition should be guided by game rules,cultural guidance,and digital media guidance,so that the display space structure can be coupled with the content narrative line,and the “virtualization” of the exhibition can be subdivided into three levels:interactive elements,technical carriers,and spatial layout(narrative line). The design purpose and method modules of virtual exhibition “from line to surface” and “from field to field” are condensed,and the exhibition theme and vision are endowed with more technical implementation and cultural emotion. It is expected to provide theoretical reference and practical basis for the innovative design of virtual exhibition.
Keywords:Exhibition vision;Virtual digitization;Gamification;Display design;Interactive design
數(shù)字媒體時代中,傳統(tǒng)文化不斷發(fā)展所形成的知識體系不斷地被數(shù)字特征所重構(gòu),博物館、展覽館也隨時代之變不斷迭代更新,傳統(tǒng)展示已然不能滿足現(xiàn)階段文化傳播和感官體驗,新型的虛擬展覽更加符合社會文化之需,順應時代潮流且蘊藏無限可能。
博物館展覽依據(jù)展品類型可劃分為社會歷史類、自然歷史類、藝術(shù)類、科學技術(shù)類等四種[1]。展覽目的是為傳播人文價值及知識,提升全民之人文素養(yǎng)。傳統(tǒng)展覽中實體展品大多是通過“限定化”布局設計和“固定化”參觀方式進行,無論是行動路線還是展品擺放都無法依據(jù)受眾的訴求來改變,具象和固定形態(tài)的呈現(xiàn)也缺乏“雙向交互”與“觀者聯(lián)系”,極大限制了受眾對于展覽的欣賞與理解。……