融入美术馆的白盒子

V. Lange, Marleen van Beuzekom, M. Hansma, J. Jeurens, W. V. D. Oever, M. Regterschot, J. Treffers, K. Turnhout, T. Sezen, I. Iurgel, R. Bakker
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引用次数: 4

摘要

混合现实应用可以丰富博物馆展品,使其对青少年观众更具吸引力。然而,在设计这样的应用程序时,我们面临着无数的可能性,而很少有关于如何在(早期)替代方案之间进行选择的指导。在本文中,我们探讨了体验融合的概念——它可以作为一种美学来控制混合现实体验的设计。我们提出了一种将经验融合操作化的努力,并说明了它在艺术博物馆应用程序的设计和评估中的应用。该项目的利益相关者认为,为了接触到青少年,需要一种令人兴奋的体验,偏离了教育,打破了艺术博物馆的潜规则,我们的用户研究表明,青少年更喜欢混合体验。这表明,体验混合在其他混合现实体验的设计中可能是一种有益的美学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Blending into the White Box of the Art Museum
Mixed reality applications can enrich museum exhibits and make them more attractive to an audience of adolescents. However, in the design of such applications, we face a myriad of possibilities and little guidance on how to choose between (early) alternatives. In this paper, we explore the notion of experience blend - which could act as an aesthetic governing the design of mixed reality experiences. We present an effort to operationalize experience blend and illustrate its use in the design and evaluation of an application for an art museum. Stakeholders in the project assumed that in order to reach out to adolescents an exciting experience was needed, deviating from education and breaking with the hidden rules of the art-museum, our user study showed that adolescents favored a blended experience. This suggests experience blend may be a helpful aesthetic in the design of other mixed reality experiences.
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