Achievements
Metaverse Curation

“People Forgotten by History-White Terror in the Military in the 1950s” Metaverse Curation
The stories of these individuals are not only important for Taiwan's national identity, but are also of some interest to the international academic community.
However, if we think of their memory as never having existed in the public conscience before, how are we supposed to revive it?
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70 Years of Yi Yong Temple - Glory Online
The exhibition illustrates Yi Yong Temple's history and culture through three themes: Aesthetic Vision, Dharma Lineage, and Social Context, using technology-enhanced curatorial methods to offer visitors an immersive experience and intuitive understanding.
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Taiwanese Civilians in Hong Kong during the Second World War
Using the book chapter “The (Unfulfilled) Colonial/War Responsibility of the “Empire”: Taiwanese Civilians Detained and Repatriated in Postwar Hong Kong ” as a curatorial framework, this exhibition condenses and recaptures the conditions and events that Taiwanese civilians stranded in Hong Kong after World War II encountered.
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Cyber-Physical Mixed Reality Guided Tour System for the Fong Ho Special Exhibition
“In the past, the Portuguese called this island ‘Beautiful Island’ [Formosa], but in fact, a history of Taiwan is also ‘Beautiful History’.”
Maurus Fang Hao: The Disappearance of Taiwan's Literature and the Urgent Work of Today
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The Legacy of Performance of Taiwanese Gezixi in Singapore in the 1960s
The local Fujianese audience greatly approved of the familiar topolect and cultural identity of Taiwan's Gezixi opera, which, coupled with its approachable, popular, lively, and adaptive theatrical qualities, was like a breath of fresh air for them. In the 1930s, Taiwanese Gezixi troupes were one after the other invited to perform in Indonesia and Malaysia, also and this prompted local opera troupes to restructure or set up Gezixi classes.
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International Links
- We will expand the “Chinese Cultural Metaverse Ecosystem Platform” developed by our center to become an internationally recognized Chinese cultural metaverse platform.
- We cooperate with foreign universities to build and share the digital curatorial content of the “Chinese Cultural Metaverse Ecosystem Platform”.
- We work with foreign scholars to organize metaverse digital curations on themes related to Chinese culture.
- We continuously enhance our center’s international impact and reputation through international cooperation, exchange and interaction.
- We conduct international collaborative research with internationally recognized scholars in Chinese culture, digital humanities, and metaverse research.
- We collaborate with foreign universities to conduct inter-regional and inter-ethnic research on “Chinese Historical Memory”, “Chinese Religious Practices”, and “Chinese Mass Culture”.
Academic Research
Research Publications
Journal Articles
- 陳志銘、林振源、涂家政(2025)。混合實境道教科儀訓練系統發展與教學應用研究。文化資產保存學刊,71,31–60。https://doi.org/10.6941/JCHC.202503_(71).0002
- 蔡欣欣(2025)。元宇宙數位策展—1960年代臺灣歌仔戲赴新馬商演的歷史印記。馬來西亞華人研究學刊,32,27–68。
- 吳柏毅、鄭琨鴻(2024)。遊戲化虛擬導覽運用於圖書館利用教育之成效評估。教育資料與圖書館學,61(2),93–125。https://doi.org/10.6120/JoEMLS.202407_61(2).0027.RS.AM
- 李明娟、范維媛、陳志銘(2024)。元宇宙數位策展模式下的文化保存與傳承。華人宗教研究,24,219–243。https://doi.org/10.6720/SCR.202407_(24).0006
- 林巧敏(2024)。虛實整合之政大校史檔案數位策展設計。羅望子,4,32–43。
- 陳志銘、曾宇誠(2024)。應用區塊鏈發展地方文史資料典藏保護與策展應用平臺研究。華人宗教研究,24,201–218。https://doi.org/10.6720/SCR.202407_(24).0005
- 鄭琨鴻、吳柏毅、陳怡廷(2024)。線上古蹟虛擬導覽設計與發展:情境敘事與遊戲化策略。數位學習科技期刊,16(3),53–86。https://doi.org/10.53106/2071260X2024071603003
- 榮予恩、林巧敏(2023)。國立政治大學校史展示發展與數位策展工作紀實。圖資與檔案學刊,15,128–153。https://doi.org/10.6575/JILA.202306_(102).0005
- 莊昀蒨、鄭琨鴻(2023)。虛擬實境文學閱讀:探索同理心在行為意圖及閱讀理解上的角色。教育資料與圖書館學,60,77–111。https://doi.org/10.6120/JoEMLS.202303_60(1).0032.RS.CM
- Chen, C.-M., Lan, S.-C., Li, M.-C., & Weng, J.-H. (2025). Enhancing history learning performance through experiencing a history event presented as a digital curation in the metaverse. Journal of Library and Information Studies, 23(2), 47–83. https://doi.org/10.6182/jlis.202512_23(2).047
- Chen, C.-M., Li, M.-C., & Kao, Y.-C. (2025). A gamified collaborative reading annotation system to facilitate reading comprehension, annotation behaviors, immersion experience, and reading motivation. Technology, Pedagogy and Education, 34(5), 639–658. https://doi.org/10.1080/1475939X.2025.2483854
- Chen, C.-M., Witt, B., & Lin, C.-Y. (2025). A knowledge graph analysis tool of people and organizations to facilitate digital humanities research. Data Technologies and Applications, 59(1), 82–110. https://doi.org/10.1108/DTA-01-2024-0009
- Lee, P.-C. (2025). Bridging contexts: The role of digital curations in libraries. Journal of Electronic Resources Librarianship, 36(4), 271–291. https://doi.org/10.1080/1941126X.2024.2414716
- Lee, P.-C. (2025). Evaluating user experience in digital curation within libraries, archives, and museums. Journal of Web Librarianship, 19(1), 1–44. https://doi.org/10.1080/19322909.2025.2481047
- Chen, C.-M., & Chen, X.-X. (2024). An associative text analyzer to facilitate effectiveness of exploring historical texts for digital humanities. Aslib Journal of Information Management. https://doi.org/10.1108/AJIM-01-2024-0014
- Chen, C.-M., & Huang, M.-Y. (2024). Enhancing programming learning performance through a Jigsaw collaborative learning method in a metaverse virtual space. International Journal of STEM Education, 11, 36. https://doi.org/10.1186/s40594-024-00495-2
- Chen, C.-M., & Yang, Y.-C. (2024). A game-based augmented reality navigation system to support makerspace user education in a university library. The Electronic Library, 42(1), 78–101. https://doi.org/10.1108/EL-05-2023-0107
- Chen, C.-M., Li, M.-C., & Tu, C.-C. (2024). A mixed reality-based chemistry experiment learning system to facilitate chemical laboratory safety education. Journal of Science Education and Technology, 33(4), 505–525. https://doi.org/10.1007/s10956-024-10101-3
- Cheng, K.-H. (2024). Development of an immersive virtual reality system for learning about plants in primary education: Evaluation of teachers’ perceptions and learners’ flow experiences and learning attitudes. Educational Technology Research and Development, 72, 845–867. https://doi.org/10.1007/s11423-023-10300-6
- Kwong, C. M., Lai, W. W. L., & Rivera, M. B. C. (2024). Showcasing, contextualizing, and explaining the diversity of human experiences in combat using GIS: The Battle of Hong Kong in 1941 as an example. International Journal of Military History and Historiography, 1–33. https://doi.org/10.1163/24683302-bja10067
- Lee, P.-C. (2024). The twin transformation: Navigating digitalization and sustainability in Taiwan’s public library system. Public Library Quarterly, 44(6), 711–738. https://doi.org/10.1080/01616846.2024.2428512
- Lee, P.-C. (2024). User engagement in digital curation: A systematic review and synthesis. Journal of Librarianship and Information Science. https://doi.org/10.1177/09610006241291607
- Chen, C.-M., Chang, C., & Chen, Y.-T. (2023). A character social network relationship map tool to facilitate digital humanities research. Library Hi Tech, 41(2), 516–542. https://doi.org/10.1108/LHT-08-2020-0194
- Chen, C.-M., Ho, S.-Y., & Chang, C. (2023). A hierarchical topic analysis tool to facilitate digital humanities research. Aslib Journal of Information Management, 75(1), 1–19. https://doi.org/10.1108/AJIM-11-2021-0325
- Cheng, K.-H. (2023). An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning. Computers & Education, 201, e104814. https://doi.org/10.1016/j.compedu.2023.104814
- Cheng, K.-H., Lee, S. W.-Y., & Hsu, Y.-T. (2023). The roles of epistemic curiosity and situational interest in students’ attitudinal learning in immersive virtual reality environments. Journal of Educational Computing Research, 61(2), 494–519. https://doi.org/10.1177/07356331221121284
Book / Book Chapters
- 林巧敏(編)(2025)。數位人文的實證分析與應用(第1版)。政大出版社。ISBN 978-626-761-513-3
- 陳淑君、林玟君(2025)。書目本體論在鏈結資料之再用、擴展與應用:以數位人文環境的古漢籍善本書目為例。收錄於林巧敏(編),數位人文的實證分析與應用(頁 137-181)。政大出版社。
- 鄭琨鴻、林沂瑩、羅語柔、陳怡廷(2025)。雙語融入客家文化資產虛擬導覽設計與評估。收錄於林巧敏(編),數位人文的實證分析與應用(頁 103-136)。政大出版社。
- Kwong, C. M., & Moorhouse, B. L. (2024). Using geographic information systems in a spatial history course to develop students’ digital literacies and digital humanities skills. In B. L. Moorhouse, S. S. C. Li, & S. Pahs (Eds.), Teaching with technology in the social sciences (pp. 7–17). Springer, Singapore. https://doi.org/10.1007/978-981-99-8418-3_2
Conference Papers
- 林振源(2025年10月)。無形文化資產與元宇宙數位策展:臺灣的道士家族、道教儀式與道法傳播。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 林敬智(2025年10月)。宗教空間人文學芻議:以大文山地區宗教故事地圖為例。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 陳志銘(2025年10月)。大型多模態模型微調訓練於道教卷軸掛圖之圖文分析應用研究。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 陳志銘、涂家政(2025年10月)。混合實境道教科儀訓練系統之視覺注意力引導機制對於學習成效的影響研究。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 陳志銘、劉苑如(2025年10月)。道教道場畫圖像之 AI 知識問答系統發展與應用。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 黃璿璋(2025年10月)。科幻元宇宙:科幻小說研究與數位策展示例。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 蔡欣欣(2025年10月)。元宇宙數位策展—1960年代臺灣歌仔戲赴新馬商演的歷史印記。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 謝世維、謝政修(2025年10月)。臺灣鸞堂系譜:以關聖帝君信仰為中心。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 藍適齊(2025年10月)。結合虛擬導覽員的歷史記憶研究。2025華人文化元宇宙研究中心年會暨扶鸞文化國際學術研討會「AI 於宗教元宇宙之數位人文研究」,華人文化元宇宙研究中心、北港武德宮,臺北,臺灣。
- 林敬智(2025年4月)。鸞堂研究的數位人文芻議。佳里昭清宮育善堂六十週年堂慶暨扶鸞文化學術研討會,佳里昭清宮管理委員、國立中山大學中國文學系,臺南,臺灣。
- 鄭琨鴻(2025年3月)。融入多重觀點敘事策略發展沉浸式虛擬實境歷史學習系統以促進歷史觀點取替。第二十屆台灣數位學習發展研討會(TWELF 2025),社團法人台灣數位學習與內容學會,嘉義,臺灣。
- 林巧敏、黃鈺婷(2024年12月)。檔案檢索系統於數位人文研究應用之易用性評估。第四屆圖書資訊學術與實務研討會,中華民國圖書館學會、中華圖書資訊學教育學會,臺北,臺灣。
- 林敬智(2024年11月)。空間資訊空間於數位人文研究之應用──以StoryMap為例。台灣數位人文學會年會「第十五屆數位典藏與數位人文」國際學術研討會,臺灣數位人文學會,臺北,臺灣。
- 陳淑君(2024年11月)。數位策展與人工智慧:沉浸式線上展覽的實踐與探索。第十五屆數位典藏與數位人文國際研討會,臺灣數位人文學會,臺北,臺灣。
- 陳淑君(2024年11月)。生成式人工智慧在數位人文的應用挑戰與機遇:以知識組織與資料敘事課程為例。第十五屆數位典藏與數位人文國際研討會,臺灣數位人文學會,臺北,臺灣。
- 陳淑君(2024年11月)。虛擬展覽中觀眾體驗維度與關鍵功能之探討:系統性文獻回顧。中央研究院歷史語言研究所113年度第18次講論會,中央研究院歷史語言研究所,臺北,臺灣。
- 蔡欣欣(2023年10月)。元宇宙數位策展—1960年代臺灣歌仔戲赴新馬商演的歷史印記。第六屆馬來西亞華人研究國際雙年會,馬來西亞華研研究中心與拉曼大學中華研究院,雪蘭莪州,馬來西亞。
- 陳淑君(2023年5月)。知識組織在數位人文研究的方法:以清代秘密宗教檔案研究為例。「臺大圖資系教師研究成果交流」工作坊,國立臺灣大學,臺北,臺灣。
- Hong, Y.-J., Li, M.-C., Chen, C.-M., & Yu, Z.-H. (2025, July 13–19). Enhancing Mandarin listening through game-based learning and personalized video annotations [Paper presentation]. The 18th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan.
- Huang, H.-P., Li, M.-C., Chen, C.-M., & Weng, J.-H. (2025, July 13–19). Improving historical understanding through metaverse-based digital curation: A case study of WWII Taiwanese civilian internment [Paper presentation]. The 18th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan.
- Hung, Y.-Y., Li, M.-C., Chen, C.-M., & Tu, C.-C. (2025, July 13–19). Enhancing chemical lab safety education through a mixed reality chemistry experiment platform [Paper presentation]. The 18th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan.
- Lin, C.-C. (2025, July 29–31). Spatial analysis & digital archives of local religions & history: A spatial humanities approach to the Great Wenshan (文山) region in Taipei [Paper presentation]. Symposium on Bridging Spatial Technologies and the Cultural Metaverse for Digital Humanities, Kyoto, Japan.
- Liu, Y.-H., Li, M.-C., Chen, C.-M., & Xin, J.-J. (2025, July 13–19). Facilitating Mandarin pronunciation accuracy through a gamified tone diagnosis and feedback system [Paper presentation]. The 18th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan.
- Shih, T.-L., Li, M.-C., Chen, C.-M., & Lin, H.-Y. (2025, July 13–19). Investigating the impact of a gamified mixed reality digital curation system on learning performance and motivation [Paper presentation]. The 18th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan.
- Yu, T.-C., Huang, M.-X., Liu, Y.-H., Wu, H.-Y., Wang, B.-S., Tsai, H.-C., & Chien, S.-Y. (2025, January 7–10). A systematic review of integrating mixed reality and artificial intelligence in museums: Enhancing visitor experiences and innovating exhibit design [Paper presentation]. Hawaii International Conference on System Sciences (HICSS), Waikoloa Village, HI, USA.
- Chen, B.-J., Chen, C.-M., & Huang, C.-L. (2024). A virtual 3D chemistry laboratory with an enhanced AI chatbot to facilitate learning effectiveness. In Proceedings of the 2024 16th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 718–719). IEEE. https://doi.org/10.1109/IIAI-AAI63651.2024.00151
- Dai, W.-J., Li, M.-C., Chen, C.-M., & Huang, M.-Y. (2024). Empowering elementary students’ Scratch programming skills through a jigsaw collaborative learning method in a metaverse virtual space. In Proceedings of the 2024 16th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 142–147). IEEE. https://doi.org/10.1109/IIAI-AAI63651.2024.00036
- Lam, Y.-C. J., Lai, W.-L. W., Kwong, C.-M., & Kwan, L.-Y. R. (2024). Exploring the user experience of geo-spatial tech: CAVE immersive augmented reality learning in the Geo-Project 1941 Battle of Hong Kong. In K. T. Chui, Y. K. Hui, D. Yang, L.-K. Lee, L.-P. Wong, & B. L. Reynolds (Eds.), Proceedings of the 2024 International Symposium on Educational Technology (ISET 2024) (pp. 203–208). IEEE. https://doi.org/10.1109/ISET61814.2024.00047
- Liang, C.-Y., Li, M.-C., Chen, C.-M., & Lin, C.-Y. (2024). Exploring relationships between people and organizations: A digital humanities research tool based on AI technology for knowledge graph analysis. In Proceedings of the 2024 16th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 37–42). IEEE. https://doi.org/10.1109/IIAI-AAI63651.2024.00016
- Sun, Q., Hsiao, I.-H., & Chien, S.-Y. (2024). Immersive educational recycling assistant (ERA): Learning waste sorting in augmented reality. In M. L. Bourguet, J. M. Krüger, D. Pedrosa, A. Dengel, A. Peña-Rios, & J. Richter (Eds.), Immersive Learning Research Network (iLRN 2023) (Communications in Computer and Information Science, Vol. 1904, pp. 469–483). Springer. https://doi.org/10.1007/978-3-031-47328-9_34
- Chen, S.-J. (2024, October 20–23). Structuring knowledge from Qing secret societies: Ontology-driven approaches in digital humanities [Paper presentation]. DCMI Conference 2024, Toronto, ON, Canada.
- Chen, S.-J. (2024, July 9–11). Genre as a perspective in the ontological development of the Qing official documents in digital humanities research [Paper presentation]. Panel: The Construction of Digital Knowledge Bases and Historical Research, AAS in ASIA Conference 2024, Yogyakarta, Indonesia.
- Huang, Y.-T., & Lin, C.-M. (2024, August 29–31). Usability testing of digital humanities features of archival retrieval systems [Poster presentation]. PNC 2024 Annual Conference and Joint Meetings, Seoul, South Korea.
- Sung, H.-C. (2024, August 29–31). The impact of AI-driven content moderation on cultural publications [Paper presentation]. PNC 2024 Annual Conference and Joint Meetings, Korea University, Seoul, South Korea.
- Cheng, K.-H. (2024, April 17–21). Exploring the effects of linear guidance for scenario narrative on students’ reading comprehension in an immersive virtual literary reading system [Poster presentation]. 10th IEEE International Conference on Applied System Innovation (IEEE ICASI 2024), Kyoto, Japan.
- Chen, S.-J., Wang, H.-A., & Chen, H.-Y. (2024, March 20–22). Automatic datafication and metadata creation by AI in the digital humanities research: A case study of archives of Qing secret societies [Paper presentation]. Networked Knowledge Organization Systems (NKOS) Workshop, Wuhan, China.
- Sun, Q., Chien, S.-Y., & Hsiao, I.-H. (2023). Theory of planned behavior modeled educational technology for waste management learning. In Proceedings of the 2023 IEEE International Conference on Advanced Learning Technologies (ICALT) (pp. 74–78). IEEE. https://doi.org/10.1109/ICALT58122.2023.00028
- Lin, M.-F., Li, M.-C., Chen, C.-M., & Tu, C.-C. (2023). A cyber-physical mixed reality system to facilitate chemical laboratory safety education. In 2023 14th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 168–173). https://doi.org/10.1109/IIAI-AAI59060.2023.00043
- Guo, P.-Y., Li, M.-C., Chen, C.-M., & Chen, C.-Y. (2023). Inquiry-based learning with a digital humanities research platform’s support to facilitate students’ historical learning performance and satisfaction. In 2023 14th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 760–761). https://doi.org/10.1109/IIAI-AAI59060.2023.00164
- Cheng, K.-H. (2023, December 4–8). Pupils’ perceived immersion, attitudes, and learning effectiveness in virtual field trips: A comparison between immersive and projective environments [Poster presentation]. The 31st International Conference on Computers in Education (ICCE 2023), Matsue, Shimane, Japan.
- Lin, C.-C. (2023, November 3–5). Digitally preserving the Sea Goddess Cult in North Taiwan: Utilizing 3D LiDAR scanning and augmented reality for cultural heritage [Paper presentation]. ECAI Workshop, PNC 2023 Annual Conference and Joint Meetings, Okinawa, Japan.
- Yang, D. M.-H. (2023, November 3–5). Exhibiting White Terror history in 1950s Taiwan using metaverse as a pedagogic tool: Memory, history, and transitional justice [Paper presentation]. PNC 2023 Annual Conference and Joint Meetings, Okinawa, Japan.
- Lan, S.-C. (2023, November 3–5). Analyzing historical memories through metaverse digital curation: Focusing on WWII in Taiwan and Hong Kong [Paper presentation]. PNC 2023 Annual Conference and Joint Meetings, Okinawa, Japan.
- Chen, S.-J. (2023, July 24–25). Qing Dynasty official documents as a genre for developing ontologies for digital humanities research [Poster presentation]. ISKO UK 2023 Conference: Knowledge Organization and Information Discovery—Improving User Experience, Quality and Trust, Glasgow, UK.
- Chen, S.-J. (2023, March 14). Qing Dynasty archives and digital humanities: State investigations of popular religious sects [Paper presentation]. Tools of the Trade: The Way Forward, Harvard University, Boston, USA.
Industry-Academia Collaboration
- The digital governance and virtual economy model developed on the “Chinese Cultural Metaverse Ecosystem Platform” can be used as an effective reference model for the implementation of digital governance of the virtual civil society in Taiwan. In this way, the results of our center’s academic research can be helpful to the government’s implementation of digital development policies.
- The “Chinese Cultural Metaverse Ecosystem Platform” created by our center is equipped with innovative technologies such as blockchain digital content protection, NFT smart contract authorization, and digital economy profit-sharing mechanisms, which can be used for industy-academic cooperation with domestic companies in industries related to digital content. Alternatively, the developed technologies can be used in a technology transfer to help domestic companies to take the lead in the field of blockchain digital asset protection and innovative applications.
- By utilizing the rich Chinese cultural contents carried on the “Chinese Cultural Metaverse Ecosystem Platform”, we shall operate it as an important metaverse virtual world for creating digital curatorial exhibitions of Chinese culture, conducting digital humanities research into Chinese culture, and disseminating Chinese culture. This will help us to increase the global impact of Chinese culture of Taiwanese cultural subjectivity.
- We will establish a subsidiary enterprise with the operational development goal of providing the services of the “Metaverse Digital Curation Ecosystem”.
Social Contribution
- The “Chinese Cultural Metaverse Ecosystem Platform” we are establishing will be open to all domestic university libraries and government organizations as a valuable digital content collection for cultural assets. As an open platform for digital curatorial applications, it serves as a public platform for the realization of digital collection content building, digital humanities academic research, and cultural dissemination. It will allow our center to share the results of our academic research with the rest of the world.
- The “Chinese Cultural Metaverse Ecosystem Platform” will be open to the public free of charge as an integrated platform for digital curation courses in humanities, social sciences, and digital content related disciplines in domestic higher education. It can also be used as a practical teaching venue for “exploration and hands-on” teaching in humanities and social sciences related subjects in primary and secondary schools, so as to promote the contribution of our research results to academic research and applied teaching in Taiwan.
- Regularly Chinese cultural curation creativity competitions on the “Chinese Cultural Metaverse Ecosystem Platform” will encourage the curation of diverse cultural memory exhibitions and stimulate the public’s cultural creativity.
- Our research on the legal characterization and regulation of digital currency and NFT, the protection of personal information and privacy in the metaverse, the problems of restriction of competition and unfair competition on metaverse platforms, speech moderation that balances freedom of expression and social order, the behavioral responsibilities of virtual alters and virtual avatars interacting in the metaverse, as well as international laws that transcend jurisdictions are not only of academic value but can also serve as guidelines for governmental departments in policy formulation.
Nurturing of Early Career Researchers
- We employ young scholars with both domestic and international doctoral degrees as postdoctoral fellows to cultivate postdoctoral researchers with excellent academic research capabilities and international competitiveness.
- We provide master’s and doctoral research grants to encourage our MA and PhD students to engage in research related to the Center. In addition, our center has established the Digital Humanities Thesis Award to further encourage students to develop expertise beyond the field of humanities and to be able to integrate humanities and technological expertise.
- For the award students, research projects and reading groups on topics related to our research will be organized.
- We will assist the teachers of our university in introducing the “Chinese Cultural Metaverse Ecosystem Platform” developed by our center into their teaching curriculum. This will become a venue for students to engage in hands-on digital curation projects and promote the development of students’ professional competence in the integration of learning and application.
- On the basis of the high-quality content of the digital exhibitions uploaded to the “Chinese Cultural Metaverse Ecosystem Platform” by the “Chinese Historical Memory,” “Chinese Religious Practices,” and “Chinese Mass Culture” research groups, we support the “exploration and hands-on” curricula of domestic high schools in humanities and social sciences education, as well as thematic work for university humanities and general education pedagogy. We will be able to nurture talents with skills in both humanities and technology in all stages of education.