| 童星.情境认知视角下面向儿童的古建筑XR展示设计研究[J].安徽建筑大学学报,2025,33(6):87-96 |
| 情境认知视角下面向儿童的古建筑XR展示设计研究 |
| Design Research on the Ancient Architecture XR Exhibition for Children Based on the Situated Cognition Perspective |
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| DOI: |
| 中文关键词: 古建筑 情境认知理论 XR技术 儿童教育 |
| 英文关键词: ancient building situated cognition theory XR technology children's education |
| 基金项目:安徽省高校人文科学研究重点项目(2024AH052666);安徽省社科界青年学人成长计划项目(QNXR2025205);安徽省职业与成人教育学会教育教学研究规划重点课题项目(AZCJ2024168) |
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| 中文摘要: |
| 基于情境认知理论,使用XR技术探讨面向儿童的古建筑展示设计。分析情境认知理论和儿童学习特性,提出情境构建、人机交互和任务驱动的展示策略,以徽派建筑翟氏宗祠为原型,开展面向儿童的古建筑XR展示设计研究,通过案例实践和可用性测试验证理论框架的可行性与优势。研究发现,使用XR技术进行古建筑展示能降低儿童对古建筑的认知难度,提升儿童的古建筑学习兴趣与学习效果,拓展古建筑展示的路径与受众群体。 |
| 英文摘要: |
| Based on the theory of situated cognition,this study explores the design of ancient architecture exhibition for children by using XR technology. The situational cognition theory and the characteristics of children's learning were analyzed,and the exhibition strategies of situation construction,human-computer interaction,and task-driven were proposed. With the prototype of Zhai's Ancestral Hall as the case study,the design research of ancient architecture XR exhibition for children was conducted. The feasibility and advantages of the theoretical framework are verified through case practice and usability testing. The results show that the use of XR technology for ancient architecture exhibition can reduce children's cognitive difficulty of ancient architecture,enhance children's interest and learning outcomes of ancient architecture learning,and expand the path and audience of ancient architecture exhibition. |
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