带有增强现实触发器的移动应用程序设计

César Guevara, Carlos Borja, Hugo Arias-Flores
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引用次数: 0

摘要

针对教育主题开发的移动应用程序是对教与学过程的有趣贡献。本研究提出了一个由参与式设计和用户体验产生的移动应用程序。本研究展示了概念构建阶段,该提案的理论基础侧重于人机交互,除了方法过程之外,还允许在研究项目中获得最终产品框架,该研究项目与社区的粘合项目相关联。来自厄瓜多尔基多和安巴托两市公立和私立学校的189名6至8岁的儿童参加了此次活动。该研究定义了应用程序的范围、结构、需求、可用性和可导航性。在原型的开发过程中,我们使用了Unity来生成电子游戏及其功能。另一方面,Cinema 4D用于3D建模,与Vuforia SDK一起用于增强现实。此外,有声书的生成应用了Adobe Audition,图形主题中辅以Adobe photoshop和Adobe Illustrator。该应用程序是为Android和IOS移动平台创建的。在增强现实触发器的设计中,使用了带有彩色边框的插图,可以清楚地识别移动设备应该在哪些页面上使用。该项目正处于最后评估阶段,预计将在参与的教育学校结束测试,其中将使用Tobii Eye Tracker 4C设备,一种眼动追踪工具,这将允许重新收集有关该应用程序对用户产生的影响和集成的信息,涉及的主题,产品的设计和组成以及使用该人机交互模型获得的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mobile application design with augmented reality triggers
Mobile applications developed for educational topics are a playful contri-bution to the teaching-learning process. This research presents a mobile application generated from participatory design and user experience. This study presents the concept construction phase, the theoretical foundation of the proposal focused on human-computer interaction, in addition to the methodological process that allowed obtaining a final product framed in a research project that was articulated to a bonding project with the commu-nity. 189 children from public and private educational schools in the cities of Quito and Ambato, in Ecuador, aged between 6 to 8 years, participated. The research defined the scope of the application, its structure, require-ments, usability and navigability. For the development of the prototype, Unity was used, for the generation of the videogame and its functionalities. On the other hand, Cinema 4D was used for 3D modeling, together with Vuforia SDK for augmented reality. In addition, Adobe Audition was ap-plied for the generation of the audiobook complemented by Adobe Pho-toshop and Adobe Illustrator in the graphic theme. The application was created for Android and IOS mobile platforms.For the design of augmented reality triggers, illustrations with colored frames were used, making possible to clearly recognize on which pages the mobile device should be used. The project is in the final evaluation phase, and it is expected to conclude testing the participating educational schools, in which the Tobii Eye Tracker 4C device, an eye tracking tool, will be used, which will allow information to be re-collected about the impact and integration that this application generates on users, on the topic addressed, on the design and composition of the product and on the results obtained with the use of this human-computer interaction model.
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