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IMPLEMENTATION OF 3D TOOLS AND IMMERSIVE EXPERIENCE INTERACTION FOR SUPPORTING LEARNING IN A LIBRARY-ARCHIVE ENVIRONMENT. VISIONS AND CHALLENGES

机译:图书馆 - 环境中支持学习的三维工具和浸入式经验交互的实现。愿景和挑战

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摘要

In this paper we present an experimental environment of 3D books combined with a game application that has been developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some preliminary results about the enrichment of the user experience in such environment.
机译:在本文中,我们介绍了3D图书的实验环境,并结合了游戏应用程序,该应用程序是由挪威特隆赫姆挪威科技大学,挪威NTNU大学图书馆和圣安娜大学Percro实验室之间的合作项目开发的。意大利比萨。 MUBIL是一个涉及博物馆,图书馆和ICT学院合作伙伴的国际研究项目,旨在开发一种一致的方法,使虚拟环境能够作为隐喻,通过互动和沉浸的范式展示手稿内容,评估各种可能的替代方案。本文介绍了使用XVR和IL技术增强的两个书籍原型的应用结果。我们在档案馆和图书馆中探索沉浸式现实设计策略,以吸引新用户。我们新成立的Mubil-lab邀请学校班级测试3D模型和其他多媒体内容扩充的书籍,以调查沉浸在这种环境中是否可以创造更广泛的参与并支持学习。结合3D书籍和游戏设计的隐喻可以通过触觉体验来处理数字书籍,并替代物理浏览。在本文中,我们提出了一些有关在这种环境下丰富用户体验的初步结果。

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