DianTea: An augmented performance VR system for enhancing Chinese youth learning about tea-making as an intangible cultural heritage

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Jiajia Li , Zixia Zheng
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引用次数: 0

Abstract

As one of China’s intangible cultural heritage (ICH) artifacts, dian cha is a distinctive tea-drinking ritual deeply rooted in traditional Chinese tea culture. This ritual art form is characterized by its specialized tea-making implements and meticulously choreographed performance techniques. Sadly, this ICH is on the verge of being lost, as many young Chinese are increasingly neglecting traditional Chinese cultural activities. To better promote dian cha and stimulate young people’s interest in learning about tea culture, we propose “DianTea,” an immersive virtual reality (IVR) tea-drinking system that uses a virtual teacher, embodied bilateral performances, game-based learning, and culturally contextualized designs to help remote players learn about dian cha. To explore the feasibility of combining IVR with ICH, we conducted a between-subjects user study of the DianTea system’s interactive (IM) and browsing (BM) modes among a group of 40 young adults. The results showed that compared to the BM, the IM significantly improved learners’ knowledge acquisition and learning motivation, provided a sense of engagement and presence, and effectively enhanced their interactive experience and awareness of the need to preserve Chinese ICH.
点茶:一个增强表演虚拟现实系统,旨在加强中国青少年对作为非物质文化遗产的泡茶的学习
作为中国非物质文化遗产(ICH)之一,点茶是一种独特的饮茶仪式,深深植根于中国传统茶文化。这种仪式艺术形式的特点是其专门的制茶工具和精心编排的表演技巧。可悲的是,随着越来越多的中国年轻人忽视中国传统文化活动,这一非物质文化遗产正处于消失的边缘。为了更好地推广点茶,激发年轻人学习茶文化的兴趣,我们提出了“点茶”,这是一种沉浸式虚拟现实(IVR)饮茶系统,使用虚拟老师,体现双边表演,基于游戏的学习和文化情境化设计来帮助远程玩家学习点茶。为了探索IVR与ICH结合的可行性,我们在40名年轻人中进行了一项关于点茶系统交互(IM)和浏览(BM)模式的受试者间用户研究。结果表明,与传统教学相比,即时互动教学显著提高了学习者的知识获取和学习动机,提供了参与感和存在感,有效增强了学习者的互动体验和保护中国非物质文化遗产的意识。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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