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Practical Use of Edutainment Systems for Science Museums with XR Technology

机译:利用XR技术为科学博物馆实际使用教育娱乐系统

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In recent years, various services using XR technology have been developing within commercial and public institutions, including the entertainment industry, to use technology to provide children with enjoyable experiences. Science museums, however, cannot rely simply on entertainment value, as they need to combine entertainment with content that contains educational themes. Educational XR systems generally involve the use of a smartphone or tablet terminal used to capture footage of markers or objects, after which moving images and/or 3D-models are shown on the terminal display. Through observing and interacting with this content, children can deepen their understanding of a given theme or idea. While such systems provide new and exciting opportunities for the activities that can be offered to children, implementing and operating them requires significant costs for science museums. In addition, as for the types of experiences that the XR system can provide, these can be difficult to understand without concrete experience, which can tend to lead into more passive use of the system such as simply observing content. In this paper, in order to offer solutions to these problems, we introduce XR+Crafting content that combines XR technology with creative activities. Through its use of XR technology, the XR+Crafting system proposed in this paper can not only reduce implementation and operation costs, but can also shift the relationship between children and the technology into one that is more active. This paper will also introduce an example of an interactive XR system that incorporates creative activities for children that can be used as content by science museums using XR technology. Building on these suggestions for practical use, we will provide guidelines for the implementation, design, and operation of XR technology at science museums using the XR+Crafting system.
机译:近年来,商业和公共机构(包括娱乐业)中使用XR技术开发了各种服务,以利用技术为儿童提供愉快的体验。然而,科学博物馆不能仅仅依靠娱乐价值,因为它们需要将娱乐与包含教育主题的内容结合起来。教育XR系统通常涉及使用智能手机或平板电脑终端来捕获标记或对象的画面,然后在终端显示屏上显示运动图像和/或3D模型。通过观察和互动这些内容,孩子们可以加深对某个主题或想法的理解。虽然这样的系统为可以提供给儿童的活动提供了新的、令人兴奋的机会,但实施和运营这些系统需要科学博物馆付出巨大的成本。此外,对于XR系统可以提供的体验类型,如果没有具体的体验,这些体验可能很难理解,这可能会导致更被动地使用系统,比如简单地观察内容。在本文中,为了解决这些问题,我们介绍了结合XR技术和创意活动的XR+制作内容。通过使用XR技术,本文提出的XR+工艺系统不仅可以降低实施和运营成本,还可以将儿童与技术之间的关系转变为更活跃的关系。本文还将介绍一个交互式XR系统的示例,该系统集成了儿童的创造性活动,可用于科学博物馆使用XR技术的内容。基于这些实用建议,我们将为科学博物馆使用XR+工艺系统实施、设计和操作XR技术提供指导。

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