Exploring the Computer as a Shapeable Medium by Designing Artefacts for Mixed Reality-Environments in Interdisciplinary Education Processes

Exploring the Computer as a Shapeable Medium by Designing Artefacts for Mixed Reality-Environments in Interdisciplinary Education Processes
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通过在跨学科教育过程中为混合现实环境设计制品来探索计算机作为可塑媒介

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发表时间:
2003
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通讯作者:
Ingrid Höpel
Ingrid Höpel
中科院分区:
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作者:
D. Reimann;Thomas Winkler;M. Herczeg;Ingrid Höpel

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虽然多媒体计算机在消费者市场上越来越普遍,但很少有研究基于对算法的理解而将计算机作为可成形介质。大多数教育研究都只把计算机作为存档数据的工具或资源。本文着眼于一种新的跨学科的方法,介绍了计算机作为一种媒介,在通识教育。它讨论了混合学习环境的影响,通过将物理世界与数字空间联系起来,支持更广泛的计算素养概念的发展。介绍了不同的情景模型。它们与传感器技术和标志性的编程工具以及创建三维世界和虚拟身份(化身)的软件相关联,通过互联网提供和体验。混合现实的灵活概念允许将计算机嵌入多维教育中,以解决不同的人类感官。最后,本文着眼于获得的技能和先进的思想,为可持续的媒体素养的发展。
Although multimedia computers are becoming widespread in the consumer market, little research has been undertaken into the computer as a shapeable medium based on an understanding of algorithms. Most educational research was focused on the computer simply as a tool or a resource for archiving data. The paper looks at a new interdisciplinary approach introduce the computer as a medium in general education. It discusses the impact of hybrid learning environments to support the development of a broader concept of computational literacy by linking the physical world to digital spaces. Different models for scenarios are introduced. They are linked to sensor technologies and iconic programming tools, as well as software to create three-dimensional worlds and virtual identities (avatars), delivered and experienced through the Internet. The flexible concept of Mixed Reality allows for embedding the computer in a multidimensional education which addresses different human senses. In conclusion the paper looks at skills gained and advances ideas for the development of a sustainable media literacy.