考虑到扩展现实、物理交互障碍、通用学习设计和用户中心设计的图书馆数字内容:系统回顾

Luis Roberto Ramos Aguiar, F. J. Álvarez Rodríguez
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引用次数: 0

摘要

我们对图书馆数字内容、扩展现实、物理交互障碍、通用学习设计和以用户为中心的设计进行了系统回顾,以便为涵盖这些特征的软件开发方法奠定基础。我们采用了软件工程研究的协议,其中包括以下几个阶段:1.确定研究问题;2.搜索文章;3.选择纳入和排除标准;4.摘要关键词;5.数据提取和绘图过程。数据提取和绘图过程。本综述通过 Google Scholar、Science Direct、IEEE Xplore 和 ACE Library 等搜索引擎进行,仅限于 2016 年至 2021 年间的出版物。结果显示,扩展现实文章呈递增趋势,但图书馆数字内容的科学生产率较低,这表明有考虑到之前曝光的主题的服务。最后,文章确定了未来构建图书馆数字内容和扩展现实的方法建议的要素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Content for Libraries considering Extended Reality, Physical Interaction Disabilities, Universal Design for Learning and User-Centered Design: A Systematic Review
A systematic review of Digital Content for Libraries, Extended Reality, Physical Interaction Disabilities, Universal Design for Learning and User-Centered Design is presented to find the basis for a software development methodology that covers these characteristics. A protocol oriented to studies in software engineering is used, which consists of the following stages: 1. Defining research questions, 2. Conducting the search for articles, 3. Selecting inclusion and exclusion criteria, 4. Keywords for abstracts, and 5. Data extraction and mapping process. This review is performed through search engines such as Google Scholar, Science Direct, IEEE Xplore, and ACE Library and is limited to publications between 2016 and 2021. Results show an incremental trend in Extended Reality articles but low scientific productivity in Digital Content for Libraries, demonstrating the availability of services that consider the previously exposed topics. Finally, the article defines elements aiming to a future methodological proposal for the construction of Digital Content for Libraries and Extended Reality.
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