簡易檢索 / 詳目顯示

研究生: 孔博雯
Bo-Wen Kong
論文名稱: 虛構聲景中的反身性推測——以虛談收音機為例
Confabulation Radio: Reflexive Speculation in Counterfactual Soundscape
指導教授: 梁容輝
Rung-Huei Liang
口試委員: 陳玲鈴
Chen Lin-Lin
張永儒
Yung-Ju Chang
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 61
中文關鍵詞: 虛談可能世界反事實聲景自我複本自傳式記憶推測設計
外文關鍵詞: confabulation, possible world, counterfactual soundscape, counterpart self, autobiographical memory, speculative design
相關次數: 點閱:416下載:32
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報

近年來人機互動設計領域,推測設計逐漸成為新的關注主題,並沿此展開了各種 “可能世界(possible world)”的討論。使用“反事實物件(counterfactual artifacts)”來創作一種“素材性的推測(material speculation)”被認為是互動設 計建構“可能世界”的方式。本研究進一步探索了人的內在不確定性,“錯誤記憶 (false memory)“,或”虛談(confabulation)“是否可以成為建構“可能世 界”的方式。我們進行了一系列日常聲景的混音實驗來試圖引發人們的“假象記 憶”,以了解如何通過個人經驗為“可能世界”的提供可行的素材。結果表明,這些 “反事實的聲景”可以使人產生“自我的複本 counterself”,引發一個反身性的、 且虛構的自我,在想像的世界中體驗。基於這些發現,我們提出了自我複本模型,以 描述可能世界中的反身性推測。並製作了一個研究設計物,Confabulation Radio, 作為我們探究這一現象的嘗試。


Material speculation through counterfactual artifacts has been an
alternative approach to envisioning possible worlds in HCI. This paper
further explores how false memory, or confabulation, can be a resource
for enriching this constructive design approach. We conducted an
explorative study to understand how personal experience of
confabulation can contribute to the constitution of the body of
possible worlds and to explore the potential of using mixed every day
soundscapes as a medium to trigger possible-world-experience. The
result shows that these "counterfactual soundscapes" can create self-
convinced experiences of counterpart self, which indicates a reflexive
but fictional self across possible worlds. Based on these findings, we
proposed the model of counterpart self that accounts for reflexive
speculation in possible worlds and made a research artifact, the
Confabulation Radio, as our attempt to inquire into this phenomenon.

目錄 摘要 .............................................................. - 1 - ABSTRACT .......................................................... - 2 - 目錄 .............................................................. - 3 - 圖目錄 ............................................................ - 5 - ㄧ、緒論 .......................................................... - 6 - 1.1 推測轉向 — 朝向「可能世界(POSSIBLE WORLD)」的人機互動設計 ............. - 6 - 1.2 推測的「可能世界(POSSIBLE WORLD)」..................................... - 6 - 1.3 反身性的“可能世界(POSSIBLE WORLD)” .................................. - 9 - 1.3.1 設計提問1—自我的另類性..........................................- 9 - 1.3.2設計提問2—建構可能世界的其他方式.................................- 9 - 1.4 研究流程 .............................................................. - 9 - 二、文獻探討...................................................... - 12 - 2.1“可能世界”與人機互動設計............................................ - 12 - 2.1.1 pppp/可能世界/推測設計 .......................................... - 13 - 2.1.2 反事實物件/可能世界/素材推測.....................................- 14 - 2.1.3 記憶與夢境/設計虛構 ............................................. - 15 - 2.2 被創造的記憶.......................................................-16- 2.2.1一段記憶的不同詮釋...............................................- 17 - 2.2.2創造不存在的記憶.................................................- 17 - 2.2.3 曼德拉效應 ...................................................... - 18 - 2.3 反事實聲景 COUNTERFACTUAL SOUNDSCAPE ...................................... - 18 - 2.4 文獻總結 ............................................................. - 19 - 三、研究方法...................................................... - 21 - 3.1 研究方法............................................................. - 21 - 3.1.1 現象學研究方法 .................................................. - 21 - 3.1.2 通過設計做研究 .................................................. - 22 - 3.2 研究流程.............................................................- 22 - 四、反事實聲景的初探 .............................................. - 24 - 4.1 創造“反事實聲景”................................................... - 21 - 4.2 反事實聲景設計....................................................... - 21 - 4.3 活動一: 音樂混合錄音 / 雙音軌 / 聲音都無特別選擇條件.................- 21 - 4.3.1 活動一資料內容 ..................................................- 21 - 4.3.2 活動一訪談.....................................................-27- 4.3.3 活動一訪談討論 .................................................. - 30 - 4.3 活動二:音樂混合不同的錄音 / 多音軌 / 錄音需要特別選擇................ - 30 - 4.3.1 活動二訪談 ...................................................... - 31 - 4.4 活動三:不同的音樂混合錄音 / 雙音軌 / 音樂需要特別選擇................ - 33 - 4.4.1 訪談結果 ........................................................ - 34 - 4.5 二/三 的初步討論 ..................................................... - 38 - 五.記憶的改寫——懷舊與虛談 ....................................... - 40 - 5.1 懷舊 ................................................................. - 40 - 5.1.1懷舊的改寫——意義創造...........................................- 40 - 5.1.2懷舊的改寫——審美創造...........................................- 40 - 5.2 推測式改寫——虛談 ................................................... - 41 - 5.2.1不同視點的紀錄...................................................- 41 - 5.2.2運算——數據中的“可能世界”.....................................- 41 - 5.2.3感實的“可能世界”...............................................- 42 - 六.虛談收音機..................................................... - 43 - 7.1 造型草圖 ............................................................. - 43 - 7.2 3D 建模 .............................................................. - 43 - 7.3 播放模式的探索....................................................... - 44 - 7.3 製作過程............................................................. - 45 - 7.3.1 機構草模試驗...................................................-46- 七.虛談機的試用 .................................................. - 47 - 7.1 介面設計與播放模式的探索結果......................................... - 47 - 7.1.1 有干擾的設計元素 ................................................ - 47 - 7.1.2聲音的持續感.....................................................- 47 - 7.1.3 感官的限制與不可知感 ............................................ - 47 - 7.1.4 Tangible 的物質想像 ............................................. - 48 - 7.2 虛談機使用經驗....................................................... - 48 - 7.2.1 虛談與懷舊 ...................................................... - 48 - 7.2.2 未完成的經驗...................................................-49- 7.1.3 實體物的隱喻 .................................................... - 50 - 第八章 討論....................................................... - 52 - 8.1 喚回/懷舊/虛談....................................................... - 52 - 8.2 自我複本 COUNTERPART SELF................................................ - 52 - 8.3 來自內在的可能世界................................................... - 53 - 九、結論 ......................................................... - 55 - 十、參考文獻...................................................... - 57 -

十、參考文獻
(ㄧ)、英文學術論文
1. Mark Blythe. 2014. Research through design fiction: narrative in real and imaginary abstracts. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14). ACM, New York, NY, USA, 703-712.

2. Latour, B. 2011.Networks, societies, spheres: Reflectionsofanactor-network theorist. Int J of Communication 5, 15:786-810.

3. Confabulation. Wikipedia. Retrieved Dec. 31, 2018, from https://en.wikipedia.org/wiki/Confabulation

4. Yu-Ting Cheng, Wenn-Chieh Tsai, David Chung, and Rung-Huei Liang. 2018. Once Upon a Future: An Audio Drama Game for Episodic Imagination. In Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems (DIS '18 Companion). ACM, New York, NY, USA, 159-163. DOI: https://doi.org/10.1145/3197391.3205429

5. Anthony Dunne and Fiona Raby. 2013. Speculative Everything: Design, Fiction, and Social Dreaming. The MIT Press.

6. Lewis, D. 1978. Truth in fiction. American Philosophical Quarterly, 15, 1, 37-46.

7. Enrique Encinas and Mark Blythe. 2016. The Solution Printer: Magic Realist Design Fiction. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16). ACM, New York, NY, USA, 387-396. DOI: https://doi.org/10.1145/2851581.2892589

8. Loftus, E. F., & Pickrell, J. E. 1995. The formation of false memories.Psychiatric Annals, 25(12), 720-725.

9. Jonas Fritsch, Morten Breinbjerg, and Ditte Amund Basballe. 2013. Ekkomaten -
exploring the echo as a design fiction concept. Digital Creativity 24, 1: 60-74. DOI:
https://doi.org/10.1080/14626268.2013.771673

10. Aikaterini Fotopoulou, Martin A. Conway, and Mark Solms. 2007. Confabulation:
Motivated reality monitoring. Neuropsychologia. 45 (10): 2180-90. DOI:
https://doi.org/10.1016/j.neuropsychologia.2007.03.003

11. Harman, G. 2009. Prince of Networks: Bruno Latour and Metaphysics.re.press.

12. McCarthy, J., & Wright, P. (2004). Technology as experience. Cambridge, MA: The
MIT Press.

13. Blythe, M., & Blythe, M. 2016. The Solution Printer: Magic Realist Design Fiction.
CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp.387-396). ACM.

14. Kopelman, M. D. 1987. Two types of confabulation. Journal of Neurology, Neurosurgery & Psychiatry, 50, 1482–1487.

15. Jonathan Mitchell. 2015. Moon Graffiti. Retrieved Dec. 30, 2018, from
http://www.thetruthpodcast.com/story/2015/10/15/moon-graffiti

16. Penelope Mackie and Mark Jago. 2017. Transworld Identity. The Stanford Encyclopedia of Philosophy (Winter 2017 Edition), Edward N. Zalta (ed.). Retrieved Dec. 31, 2018, from https://plato.stanford.edu/archives/win2017/entries/identity-transworld/

17. Thomas Markussen and Eva Knutz. 2013. The poetics of design fiction. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces (DPPI '13). ACM, New York, NY, USA, 231-240. DOI: http://dx.doi.or g/10.1145/2513506.2513531

18. Cross, N. (2007). Designerly Ways of Knowing, Birkhäuser, Basel.

19. Marie-Laure Ryan. 1991. Possible Worlds, Artificial Intelligence and Narrative Theory. Bloomington: U of Indiana P.

20. Marie-Laure Ryan. 2006. From parallel universes to possible worlds: Ontological pluralism in physics, narratology, and narrative. Poetics Today, 1 December 2006. 27 (4): 633–674.

21. Marie-Laure Ryan. 2013 Possible Worlds. In: Hühn, Peter et al. (eds.): the living handbook of narratology. Hamburg: Hamburg University. URL = http://www.lhn.unihamburg.de/article/possible-worlds

22. Alessandro Soro, Jennifer Lawrence Taylor, and Margot Brereton. 2019. Designing the Past. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19). ACM, New York, NY, USA, Paper alt10, 10 pages. DOI: https://doi.org/10.1145/3290607.3310424

23. Daniel L. Schacter, Donna Rose Addis, and Karl K. Szpunar. 2017. Escaping the Past: Contributions of the Hippocampus to Future Thinking and Imagination. In The Hippocampus from Cells to Systems. Springer International Publishing, Cham, 439– 465. DOI: https://doi.org/10.1007/978-3-319-50406-3_14

24. Tom Schofield, Daniel Foster Smith, Gönül Bozoglu, and Christopher Whitehead. 2019. Design and Plural Heritages: Composing Critical Futures. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI '19). ACM, New York, NY, USA, Paper 6, 15 pages. DOI: https://doi.org/10.1145/3290605.3300236

25. Harrison, S. 2007. The Three Paradigms of HCI. CHI 2007.

26. Wheatley, T. 2009. Everyday confabulation. In B. Hirstein (Ed.), Confabulation: Views from neuroscience, psychiatry, psychology, and philosophy (pp. 205–225). Oxford, UK: Oxford University Press.

27. Helen L. Williams, Martin A. Conway and Gillian Cohen. 2008. Autobiographical memory. In G. Cohen & M. A. Conway (Eds.), Memory in the real world (3rd. ed.). Psychology Press, Hove, UK, 21-90.

28. Ron Wakkary, Doenja Oogjes, Henry W. J. Lin, and Sabrina Hauser. 2018. Philosophers Living with the Tilting Bowl. InProceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18). ACM, New York, NY, USA, Paper 94, 12 pages. DOI: https://doi.org/10.1145/3173574.3173668

29. Ron Wakkary, Doenja Oogjes, Sabrina Hauser, Henry Lin, Cheng Cao, Leo Ma, and Tijs Duel. 2017. Morse Things: A Design Inquiry into the Gap Between Things and Us. In Proceedings of the 2017 Conference on Designing Interactive Systems (DIS '17). ACM, New York, NY, USA, 503-514. DOI: https://doi.org/10.1145/3064663.3064734

30. Ron Wakkary, William Odom, Sabrina Hauser, Garnet Hertz, and Henry Lin. 2015. Material speculation: actual artifacts for critical inquiry. In Proceedings of The Fifth Decennial Aarhus Conference on Critical Alternatives (CA '15). Aarhus University Press 97-108. DOI: https://doi.org/10.7146/aahcc.v1i1.21299

(二)、中文學術論文
1. 张文琴. 大卫·刘易斯论因果性[J]. 内蒙古大学学报 (哲学社会科学版), 2011, 43(5):56-60.

(三)、相關書籍
1. 杜威‧德拉伊斯瑪(2016)。懷舊製造所:記憶、時間與老去的抒情三重奏。

(四)、網路資料
1. Broome, 2010. Mandela effect. 取自:www.mandelaeffect.com

2. CIID, 2015. THE SELFIE PLANT. 取 自 :
http://ciid.dk/education/portfolio/idp15/courses/secret-life-of-objects/projects/the- selfie-plant/台北市:漫遊者文化。

3. Ecal, 2016. «When Objects Dream» exhibition in Milan. 取 自 :
https://www.ecal.ch/en/3148/events/exhibitions/-when-objects-dream-exhibition- in-milan

QR CODE