Crowdsourcing Ideas for Augmented Reality Museum Experiences with Children

Crowdsourcing Ideas for Augmented Reality Museum Experiences with Children
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增强现实博物馆儿童体验的众包想法

DOI:
10.1007/978-3-319-58550-5_4
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发表时间:
2018
期刊:
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry - Volume 1
影响因子:
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通讯作者:
J. Read
J. Read
中科院分区:
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文献类型:
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作者:
G. Sim;B. Cassidy;J. Read

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当目标受众是儿童时,人机交互社区已经牢固地确立了在整个设计过程中让儿童参与的好处。与儿童的竞争性设计方法已成功地用于学习的设计。在博物馆方面,儿童为自己和同龄人设计互动体验已被证明是有益的。因此,我们推测,儿童可以为博物馆设计引人入胜的学习材料做出贡献。由于博物馆的空间非常宝贵,因此将增强现实(AR)用于现有展品的可能性很有吸引力。随着现成的可穿戴设备的可用性增加,近年来可穿戴计算领域的研究有所增长,但只有一小部分研究致力于为儿童设计可穿戴技术。本章介绍了一项研究,使用专门构造的故事板众包的想法,在一个博物馆内的VR展览中,儿童能够在AR环境中设计低保真度的界面和交互。分析了孩子们制作的故事板,以确定孩子们是否理解AR的概念。此外,对图纸进行了分析,以确定产生的想法,实施拟议技术的可行性,互动方法,以及最后的教育价值。我们批判性地反思孩子们提出的想法,以及产生与博物馆体验相关的想法的方法。
When the target audience is children, the human–computer interaction community has firmly established the benefits of involving children throughout the design process. Participatory design methods with children have been used successfully for the design of learning. Within the context of museums, there have been shown to be benefits in children designing interactive experiences for themselves and their peers. We therefore conjecture that children can contribute towards the design of engaging learning materials for museums. With space being a premium within museums, the possibility of using augmented reality (AR) with existing exhibits is appealing. With the increased availability of off-the-shelf wearable devices, research in the field of wearable computing has grown in recent years but only a small portion of this research is dedicated to the design of wearable technologies for children. This chapter presents a study that uses specially constructed storyboards to crowdsource ideas for a VR exhibit within a museum in which children were enabled to design low-fidelity interfaces and interactions within an AR context. The storyboards that the children produced were analysed to determine whether the children understood the concept of AR. In addition, the drawings were analysed to establish the ideas generated, the feasibility of the implementation of proposed technology, the interaction methods and, finally, the educational merit. We critically reflect on the ideas proposed by the children and the methodology for generating ideas relating to museum experiences.