增强现实沙盒:儿童游戏和讲故事与镜像世界

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2021-01-02 DOI:10.1080/14626268.2020.1868535
Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney
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引用次数: 6

摘要

摘要:增强现实(AR)技术为“镜像世界”提供了一个新的技术平台,在这个平台上,信息层、意义层和功能层与现实世界的数字孪生融合在一起。为了探索镜像世界,我们设计并开发了+Andscape,一个交互式AR沙盒。在这个概念和实证案例研究中,我们观察了儿童(5-6岁 = 16) 与+Andscape合作演出和讲故事。基于观察视频数据的定性内容分析使我们能够推断出儿童在玩AR沙盒时是如何对现实世界事件和计算镜像世界进行提问和思考的。该工具的使用激发了孩子们的想象力,并以独特的方式为他们打开了一个探索当前媒体事件的故事世界。我们得出的结论是,在引入镜像世界时,重点应该放在创造性的游戏、参与和讲故事上,通过这些游戏,孩子们可以构建自己的故事世界。
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Augmented reality sandboxes: children’s play and storytelling with mirror worlds
ABSTRACT Augmented Reality (AR) technology has provided a new technological platform for ‘mirror worlds’, where layers of information, meaning, and functions are integrated with a digital twin of the real world. To explore mirror worlds, we designed and developed +Andscape, an interactive AR sandbox. In this conceptual and empirical case study, we observed children’s (5–6-year-old, N = 16) collaborative play and storytelling with +Andscape. The qualitative content analysis from observational video-based data allows us to infer how children’s play with the AR sandbox engaged their questioning and reflections of both the real world events and the computational mirror worlds. The use of the tool triggered children’s imagination and opened for them a story world for exploration of current media events in a unique way. We conclude that when introducing mirror worlds, the focus should be on creative play, participation and storytelling through which the children can construct their own story worlds.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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