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Augmented Reality Museum's Gaming for Digital Natives: Haunted Encounters in the Carvalhal's Palace

机译:增强现实博物馆的数字本地人的游戏:Carvalhal宫殿的闹鬼遭遇

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Memories of Carvalhal's Palace - Haunted Encounters is an Augmented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game deployed at the Natural History Museum of Funchal makes use of mobile interactive AR and gaming strategies to promote the engagement of teenage visitors (digital natives) in museum experiences. Through this game, the audience embarks in a journey through the museum spaces, collecting scientific information about selected exhibits, while interacting with their tridimensional (3D) AR models. The audience's interactions with the museum exhibits are rewarded with pieces of a map, which will guide them to a hidden location, the scientific library of the museum. There participants can finally unlock the mysteries they have been summoned to solve. The game's goal stems from the fact that digital native teenagers are identified as an audience group that is often excluded from a museum's curatorial strategies |1J and as consequence, they appears to be generally disinterested in what museums might offer [2]. In this article, we present the description and rational behind Memories of Carvalhal's Palace: Haunted Encounters mobile gaming application and then discuss the results of first empirical tests performed to evaluate the usefulness and usability of the game.
机译:Carvalhal's Palace的回忆 - 闹鬼的遭遇是一个增强现实(AR)基于位置的游戏,涉及揭开博物馆船舶闹鬼方面的谜团的球员。该游戏部署在丰舍自然历史博物馆,利用移动互动AR和游戏策略来促进少女访客(数字本地人)在博物馆经验中的参与。通过这场比赛,观众在通过博物馆空间的旅程中开始,收集有关所选展品的科学信息,同时与他们的Tridimensional(3D)AR模型进行交互。观众与博物馆展品的互动是奖励的地图,这将引导他们到隐藏的位置,该博物馆的科学图书馆。参与者终于可以解锁他们被召唤解决的谜团。游戏的目标源于数字本地人青少年被确定为一个经常被从博物馆的策略策略中排除的受众群体1J,结果,它们似乎通常在博物馆提供的可能性[2]。在本文中,我们展示了Carvalhal宫殿的记忆的描述和理性:闹鬼的遭遇移动游戏应用,然后讨论第一次执行的经验测试的结果,以评估游戏的有用性和可用性。

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