增强现实项目中的概念隐喻

IF 0.1 0 ART
K. O. Fomina
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引用次数: 0

摘要

目的。本研究的目的是对增强现实项目进行符号学分析,目的是建立模式并识别最常见的概念隐喻。本研究旨在确定这些隐喻对功能和象征形式的影响。方法。为了达到研究目标,对视觉材料进行了视觉分析、形式分析、功能分析和符号学分析。结果。本研究确定了AR项目设计中最常用的八个隐喻,即魔镜、假窗、主动打印、x射线视觉、地面层、水族馆、遮阳板和手电筒。这些隐喻对功能-比喻形式的影响取决于所选择的隐喻,可能会设置更模糊或更具体的界限。研究发现,隐喻的差异不仅体现在比喻语义差异上,还体现在观看者对表征的立场、第一人称或第三人称视角的类型、对内容意象的影响以及与空间互动的性质等方面。虽然大多数隐喻都受益于使用三维图形,但有些隐喻,如镜子、活动打印和景点,可以使用二维图形,而不会剥夺增强现实的自然感。玩隐喻的一个技巧是超越传统的界限,操纵空间。研究还显示,基于视频混合的AR比光学混合更频繁地使用隐喻,可以直接与环境融合。研究表明,使用相同的隐喻并不会限制设计师在解决任务时的创造性潜力,并为设计师提供了充分的操作空间,以及隐喻的字面和形式遵循的可能性。总的来说,本研究的发现有助于更好地理解隐喻在AR项目设计中的作用,并为设计师有效地使用隐喻来增强用户体验提供见解。科学的新奇。对增强现实(AR)项目进行了分析,目的是识别概念隐喻。对这些概念隐喻进行了综合,然后对基于识别隐喻的AR项目进行了基于类型学的分类。现实意义。本研究的发现提供了一个表达AR设计概念的框架,为AR产品设计提供了理论基础。识别出的隐喻可以作为设计师开发有效的AR界面的指南。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
CONCEPTUAL METAPHORS IN AUGMENTED REALITY PROJECTS
Purpose. The objective of this study is to conduct a semiotic analysis of augmented reality projects, with the aim of establishing patterns and identifying the most common conceptual metaphors. The study seeks to determine the impact of these metaphors on functional and symbolic form. Methodology. To achieve the research goal, the visual materials were subjected to visual-analytical, formal, functional, and semiotic analysis methods. Results. The present study identified the eight most common metaphors used in AR project design, namely the magic mirror, false window, active print, X-ray vision, geo-layer, aquarium, visor, and flashlight. The impact of these metaphors on the functional-figurative form can vary depending on the metaphor chosen, and may set more blurred or specific boundaries. It was found that metaphors differ not only in their figurative-semantic differences, but also in the viewer’s position regarding representation, the type of first or third-person view, the impact on the imagery of the content, and the nature of interaction with space. While most metaphors benefit from the use of three-dimensional graphics, some, such as mirrors, active print, and sights, can use two-dimensional graphics without depriving AR of the feeling of naturalness. One technique for playing with metaphors is to go beyond conventional boundaries and manipulate space. The study also revealed that AR based on video mixing more frequently uses metaphors than optical mixing, which can directly merge with the environment. It was demonstrated that using the same metaphor does not limit the creative potential in solving tasks, and leaves the designer sufficient space for maneuvering and the possibility of both literal and formal following of the metaphor. Overall, the findings of this study contribute to a better understanding of the role of metaphors in AR project design and provide insights for designers to effectively use metaphors to enhance user experience. Scientific novelty. An analysis of augmented reality (AR) projects was conducted with the aim of identifying conceptual metaphors. A synthesis of these conceptual metaphors was performed, followed by a typology-based classification of the AR projects grounded in the identified metaphors. Practical significance. The findings of this research contribute to the theoretical foundation of designing AR products by providing a framework for representing AR design concepts. The identified metaphors can be utilized as a guide for designers to develop effective AR interfaces.
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