虛擬環境與真實環境中飲茶體驗的多維度比較研究

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2025

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隨著體驗經濟的興起,消費者對於豐富的飲食體驗需求日益增加。台灣飲茶文化強調環境氛圍和多感官體驗,但現實中受到地理位置和價格等限制,無法滿足所有消費者的需求。在這個背景下,虛擬實境技術提供了一種新方式,使得消費者能在不同時間和地點享受飲茶體驗。過去有相關研究指出,虛擬實境(VR)技術能夠有效模擬真實場景,而且通過360度環景技術可以提升其沉浸感。本研究旨在比較虛擬茶室環境與真實茶室環境中的飲茶體驗的差異,以八拾捌茶輪番所為實驗場景,研究方法包括文獻分析、實驗設計、問卷調查和訪談,透過360度錄製的茶室環境與簡易茶杯互動功能,分析其對受試者感官感受、情緒體驗、滿意度和行為意圖。共收集真實環境與虛擬環境各36份問卷,以及訪談15位受試者以評估虛擬實境在飲茶體驗中的可行性及其潛在影響。研究結果顯示,虛擬環境與真實環境茶室的環境氛圍仍有部分改進空間,但在某些方面提供與真實環境相似甚至不一樣的體驗感受。此外,虛擬環境有效激發受試者的正向情緒,並促使他們產生積極的行為意圖。這一發現不僅為虛擬飲食環境的發展提供了理論基礎,未來可進一步探討不同虛擬環境設計對使用者體驗的影響。
With the rise of the experience economy, consumers increasingly seek dining experiences. Taiwan Tea culture emphasizes ambiance and multi-sensory engagement; however, geographical and financial constraints often limit access. Virtual reality (VR) technology offers a novel solution, enabling users to experience tea culture across various settings. This study compares tea-drinking experiences in virtual and real tea rooms, using"Eighty-Eightea Rinbansyo" as the experimental setting. Through 360-degree visuals and simple interactive features, it examines the impact on sensory perceptions, emotional experiences, satisfaction, and behavioral intentions. Methods include literature review, experiments, surveys, and interviews. Findings reveal that while virtual environments can improve their ambiance, they offer comparable or unique experiences to real tea rooms. Participants demonstrated positive emotional responses and behavioral intentions in virtual settings, providing a foundation for advancing virtual dining experiences and guiding future research.

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SOR模型, 多感官體驗, 虛擬實境, 飲茶文化, Stimulus-Organism-Response model, multi-sensory experience, virtual reality, tea culture

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