• 沒有找到結果。

第五章 討論與限制

第二節 創作限制

生變化,創作中呈現的刺激也可能快速的被適應(Kilteni, Maselli, Kording, &

Slater, 2015; Lécuyer, 2017),這會讓體驗者強烈的意識到他只是在進行「觀看」的 行為,如此一來,距離真正體驗感官知覺還有一段差距。 會對於個體產生甚麼樣更複雜的影響(Kern et al., 2007; Simmons et al., 2009;

Robertson & Baron-Cohen, 2017),這樣的限制就目前能理解的範圍上來說是非常難 以跨越的,不過也可以期待未來在該領域的研究上有新的方法與嶄獲,在未來,若持 動關係上,與一般人有所不同的重要原因(Baron-Cohen, Leslie, & Frith, 1985;

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Bauminger-Zviely, 2013)。由於目前創作內容設定可能會使體驗者接收到的資訊過於 片面,對自閉症的理解和印象過於單一。

自閉症者的社交認知議題,是否適合使用虛擬實境科技來讓普通人體會?在本 文中還無法給出明確的建議,原因在於,目前要在虛擬內容中去建置擬真的社交情境 的技術門檻非常高,需要多種不同專業領域的專家合作,再者如何去呈現那種特殊認 知的狀態,是比呈現感官知覺來的困難許多,因為它並不是那麼直接的感受,需要透 過特別的設計手法轉化和情境安排來呈現,應該經過更多的資料蒐集與討論。自閉症 是一個極度複雜的大腦神經發展障礙,其外顯行為表現的原因很難以單一面向去進行 解釋,絕不僅僅是感官上的差異所造成的,目前研究上的看法也是分歧的(Robertson

& Baron-Cohen, 2017),除了需要充實更多對於自閉症的知識以外,在與個體接觸的 過程中,應該仔細的從中抽絲剝繭,檢視各種可能促使行為發生的原因,如此一來才 能對於個體有更進一步的了解。

第三個面向是本次創作的虛擬實境體驗,對於刻板印象上變化的研究限制。由 於前兩個創作面向上的限制可能造成對於體驗過程和結果的影響,因此在體驗前安排 了體驗說明,藉此讓體驗者了解創作目的,也幫助體驗者建立體驗的預期心理,針對 體驗中不完美的部分先進行提醒,為的要讓體驗可以更順利的進行,除此之外,在體 驗會場外也陳列許多相關的研究資料供體驗者檢閱,這些都必須看作是影響後測意象 測量結果的因素之一,因此本次體驗的研究結果並不能看做是單純由虛擬實境創作體 驗本身所造成的。

因以上諸多限制的影響,在整體體驗的設計和安排上也不盡完美,因此在體驗 後安排了訪談,以澄清一些希望正確傳達的資訊,也了解體驗者在體驗中得到的理解 和體驗後的心得,確保體驗的結果不會使體驗者對於該群體產生不正確的解讀。雖然 有上述的限制,但最終從本次體驗的測量結果與訪談回饋中仍然發現,本次的體驗創 作就原先的目的和倡議的角度上來說,在溝通體驗者的認知理解上,是有產生影響力 的,這仍是令人感到十分鼓舞的結果。

是局外人,而是成為內容的一部分(Gonzalez-Franco & Lanier, 2017)。上述的期待 就目前的科技技術來說,尚還有一段差距,不過因為人類本身擁有的想像力與反思能

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閉症,也知道自閉症在社交上的問題,但是僅僅是停留在「知道」而以,離「同理」

還有一段非常大的距離,因為如心智理論缺乏等社交認知上的問題,對於一個一般發 展的人來說,是比起感官知覺差異還要難以想像與理解的,雖然如此,社交認知的缺 損是自閉症的核心議題,如何從個案訪談報告文獻中拼湊更完整的族群自我認知圖像

(Ashburner et al., 2013; Kirby et al., 2015; Robertson & Simmons, 2015),在 往後的創作內容中去帶入更多個體本身的心理與認知議題,嘗試應用更多 VR 敘事的 特殊手法,讓一般人可能同理那樣的狀態,相信會對於理解自閉症有更大的突破。

從本次創作中可以看出,透過嘗試使用新興的體驗、互動科技,來讓大眾對於 自閉症議題有更多的了解是有機會的,帶著不一樣的專業,跨領域從事倡議是值得嘗 試的。在消化反饋之後,繼續調整本次創作的內容,並規劃規模更大的展演活動,或 接洽各級教育單位,讓其中的師生進行體驗,使這件作品的影響持續發酵,將會是接 下來的重要工作。讓更多人開始認識自閉症,同理自閉症,由其延伸出的眾多複雜議 題才能夠得到更多元且深入的討論,希望在未來探索答案的路途上能夠有更多不同專 業領域的朋友一同參與。

Marshall McLuhan,1964)

殷麗君(譯)(2017)。《我的大腦和你不一樣:看見自閉症的天賦優勢 The Autistic Brain: Thinking Across the Spectrum》。台灣:心靈工坊。(Temple Grandin &

Richard Panek,2013)

才華有限實驗室(2016)。《VR 來了!第一本虛擬實境專書:VR 發展史、當紅產品 介紹、未來應用解析》。台灣:寫樂文化。

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電影

MarkJohnson(Producer), & BarryLevinson(Director). (1988). RainMan[Film]. (Metro -Goldwyn-Mayer, Inc.,MGM)

DannyDimbort(Producer), & PetterNæ ss(Director). (2005). MozartandtheWhale [Film]. (Nu Image)

AamirKhan(Producer), & AmoleGupte(Director). (2007). TaareZameenPar [Film]. (Aamir KhanProductions)

ScottFerguson (Producer), & MickJackson(Director). (2007). TampleGrandin [Film]. (HBO) MM2EntertainmentReservoirProduction(製作),郭修篆(導演)。(2000)。光〔影 片〕。

YouTube 影片

TheNationalAutisticSociety. (2016, June9). AutismTMIVirtualRealityExperience [Video].

YouTube. https://www.youtube.com/watch?v=DgDR_gYk_a8

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YouTube. https://www.youtube.com/watch?v=OtwOz1GVkDg

TheNationalAutisticSociety. (2019, May16). Canyoumakeittotheend? [Video].

YouTube. https://www.youtube.com/watch?v=aPknwW8mPAM

PsychMeetsTech 系列活動-虛擬實境體驗報名

大家好,我們是政大數位內容碩士學程的勇偉與沐橙,感謝您有興趣參與本次的 VR 體驗。本體驗內容包含兩個作品,兩者皆為透過虛擬實境裝置 (Virtual reality)讓一 般社會大眾有機會同理不同狀態個體的感知及情緒,對不同的族群有更多認識。