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Improving Museum Accessibility through Storytelling in Wearable Immersive Virtual Reality

机译:通过可穿戴式沉浸式虚拟现实中的讲故事提高博物馆的可达性

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摘要

Our research aims at helping people with Neurodevelopmental Disorders (NDD) enjoy the experience with artistic or cultural artefacts while visiting museums. We adopted a digital storytelling approach that exploits Wearable Immersive Virtual Reality (WIVR) technology and the social story method. A social story is a short textual and visual narrative that describes a social situation of everyday life using visuals (and text) on paper sheets. This method is widely used in interventions for persons with NDD (particularly autism) to help them gain an accurate understanding of social situations, develop autonomy and learn appropriate behaviour. The paper describes how the traditional concept of social story can evolve when the narrative is implemented using a different medium (virtual reality) and a different interaction paradigm (pointing with head movements). We present the concept of Wearable Immersive Social Stories (WISS for short) and describe the design process - performed in collaboration with NDD experts - that led to the definition of WISS and to the development of new technological tools.
机译:我们的研究旨在帮助患有神经发育障碍(NDD)的人在参观博物馆时享受艺术或文化手工艺品的体验。我们采用了数字叙事方法,该方法利用了可穿戴式沉浸式虚拟现实(WIVR)技术和社交故事方法。社会故事是简短的文字和视觉叙述,它使用纸张上的视觉(和文字)描述日常生活中的社会状况。此方法广泛用于NDD(尤其是自闭症)患者的干预措施,以帮助他们准确了解社会状况,发展自主权并学习适当的行为。本文描述了当叙事是使用不同的媒介(虚拟现实)和不同的交互范式(指向头部运动)来实现时,传统的社会故事概念如何演变。我们提出了可穿戴式沉浸式社会故事(简称WISS)的概念,并描述了与NDD专家合作进行的设计过程,从而导致了WISS的定义和新技术工具的开发。

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