P. Arias-Espinoza, A. Medina-Carrión, V. Robles-Bykbaev, Y. Robles-Bykbaev, F. Pesántez-Avilés, J. Ortega, D. Matute, V. Roldán-Monsalve
{"title":"e-Pumapunku:一个互动应用程序,教孩子们Cañari和印加土著文化在导游博物馆参观","authors":"P. Arias-Espinoza, A. Medina-Carrión, V. Robles-Bykbaev, Y. Robles-Bykbaev, F. Pesántez-Avilés, J. Ortega, D. Matute, V. Roldán-Monsalve","doi":"10.1109/CONIITI.2018.8587097","DOIUrl":null,"url":null,"abstract":"According to the United Nations Educational, Scientific and Cultural Organization (UNESCO), due of the rapidity of cultural change, safeguarding the world's tangible and intangible cultural heritage has become an increasingly complex and multidimensional undertaking. Therefore, it is fundamental for the children and youth of today to learn the culture, values, and traditions that define their identity as well as the identity of their nation. For these reasons in this paper, we present an interactive app aimed at supporting both teaching and rescuing the heritage of Cañari and Inca indigenous cultures. Our mobile app can be used at children's home or during the guided visits of one of the most important museums in Ecuador: the Pumapungo Museum. Likewise, the app can identify QR codes to show multimedia material to children, contains several 3D objects that are presented using Augmented Reality (AR), and incorporates a data mining module to analyze several aspects of the museum visitors (geographical information, feedback collected through a survey, etc.). The app was tested in real guided visits in the museum with 30 children from three different schools (low and middle -income), and the results show high levels of interest in the contents and the app.","PeriodicalId":292178,"journal":{"name":"2018 Congreso Internacional de Innovación y Tendencias en Ingeniería (CONIITI)","volume":"301 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"e-Pumapunku: An Interactive App to Teach Children the Cañari and Inca Indigenous Cultures During Guided Museum Visits\",\"authors\":\"P. Arias-Espinoza, A. Medina-Carrión, V. Robles-Bykbaev, Y. Robles-Bykbaev, F. Pesántez-Avilés, J. Ortega, D. Matute, V. Roldán-Monsalve\",\"doi\":\"10.1109/CONIITI.2018.8587097\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"According to the United Nations Educational, Scientific and Cultural Organization (UNESCO), due of the rapidity of cultural change, safeguarding the world's tangible and intangible cultural heritage has become an increasingly complex and multidimensional undertaking. Therefore, it is fundamental for the children and youth of today to learn the culture, values, and traditions that define their identity as well as the identity of their nation. For these reasons in this paper, we present an interactive app aimed at supporting both teaching and rescuing the heritage of Cañari and Inca indigenous cultures. Our mobile app can be used at children's home or during the guided visits of one of the most important museums in Ecuador: the Pumapungo Museum. Likewise, the app can identify QR codes to show multimedia material to children, contains several 3D objects that are presented using Augmented Reality (AR), and incorporates a data mining module to analyze several aspects of the museum visitors (geographical information, feedback collected through a survey, etc.). The app was tested in real guided visits in the museum with 30 children from three different schools (low and middle -income), and the results show high levels of interest in the contents and the app.\",\"PeriodicalId\":292178,\"journal\":{\"name\":\"2018 Congreso Internacional de Innovación y Tendencias en Ingeniería (CONIITI)\",\"volume\":\"301 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 Congreso Internacional de Innovación y Tendencias en Ingeniería (CONIITI)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CONIITI.2018.8587097\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 Congreso Internacional de Innovación y Tendencias en Ingeniería (CONIITI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CONIITI.2018.8587097","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
e-Pumapunku: An Interactive App to Teach Children the Cañari and Inca Indigenous Cultures During Guided Museum Visits
According to the United Nations Educational, Scientific and Cultural Organization (UNESCO), due of the rapidity of cultural change, safeguarding the world's tangible and intangible cultural heritage has become an increasingly complex and multidimensional undertaking. Therefore, it is fundamental for the children and youth of today to learn the culture, values, and traditions that define their identity as well as the identity of their nation. For these reasons in this paper, we present an interactive app aimed at supporting both teaching and rescuing the heritage of Cañari and Inca indigenous cultures. Our mobile app can be used at children's home or during the guided visits of one of the most important museums in Ecuador: the Pumapungo Museum. Likewise, the app can identify QR codes to show multimedia material to children, contains several 3D objects that are presented using Augmented Reality (AR), and incorporates a data mining module to analyze several aspects of the museum visitors (geographical information, feedback collected through a survey, etc.). The app was tested in real guided visits in the museum with 30 children from three different schools (low and middle -income), and the results show high levels of interest in the contents and the app.