沉浸式增强现实在博物馆基于游戏的学习中的机会和局限性

Ulrike Spierling, Jessica L. Bitter, Yu Liu, Thorolf Müller
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引用次数: 0

摘要

本文讨论了将沉浸式增强现实(AR)与头戴式显示器一起用于博物馆游戏和教育的机会和局限性。我们首先报告HoloLens 2的原型应用程序,我们在最近的一个大型动物骨骼展览项目中开发并测试了109名博物馆参观者。结果表明,游客的反馈总体上是积极的,但在将其应用于博物馆日常工作之前,还需要采取更多步骤。基于这些发现,我们讨论了在自然历史博物馆的真实环境中计划进一步发展基于游戏的学习方法的假设。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Chances and Limitations of Immersive Augmented Reality for Game-based Learning in Museums
This article discusses opportunities and limitations of using immersive augmented reality (AR) with head-mounted displays for gaming and education in museums. We first report on a prototype application for HoloLens 2 that we developed and tested with 109 museum visitors in a recent project for an exhibition with large animal skeletons. The results show that the feedback from visitors was overall positive, while more steps are needed before it can be implemented in a museum routine. Based on the findings, we discuss hypotheses for the planned further development of the approaches towards game-based learning in the real environment of a natural history museum.
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