使用虚拟环境讲述故事:“温泉关战役”

Dimitrios Christopoulos, P. Mavridis, Anthousis Andreadis, John N. Karigiannis
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引用次数: 53

摘要

虚拟环境被认为对学习者具有极大的激励作用,因此被用作一种创新的、更容易获得的框架,向公众提供教育和娱乐。最近在创建嵌入有效学习原则的视频游戏应用程序方面的进展,以及娱乐行业中人机界面的发展,表明这些领域的成功实践组合可能会将虚拟环境转变为一种重要的教育工具,可以促进学习过程。本文描述了为位于希腊拉米亚市附近的原始战斗遗址的塞莫皮莱博物馆实施的虚拟现实展览。我们利用现代电子游戏的叙事技巧和原则来传播关于这场战斗和相关传说的历史知识。在描述了组成该装置的硬件和软件组件之后,我们详细介绍了旨在加强虚拟现实技术的力量的教育技术,作为在历史事件背景下设计教育体验的一种手段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Virtual Environments to Tell the Story: "The Battle of Thermopylae"
Virtual environments have been valued as being extremely motivating for learners and therefore are employed as an innovative, more accessible framework to deliver education and entertainment to the public. Recent advances in creating videogame applications imbedded with effective learning principles, along with the evolution of human computer interfaces performed within the entertainment industry, suggests that a combination of successful practices in these areas could potentially transform virtual environments to a significant educational tool that could facilitate the learning process. This paper describes a virtual reality exhibit implemented for the museum of Thermopylae located at the site of the original battle, near the city of Lamia in Greece. We utilized storytelling techniques and principles of modern videogames to disseminate historical knowledge about the battle and the associated legends. After describing the hardware and software components comprising this installation we elaborate over the educational techniques designed to reinforce the strength of virtual reality technology as a mean of designing educational experiences in the context of historical events.
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