資料可視化�Mobile Serious Game for Enhancing User Experience in Museum
第八組
國立臺北科技大學資訊工程系
摘要
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01
章節 01
Abstract
Mobile technology offers new opportunities to enhance the visitor experience in museums. Mobile serious games can support experiential learning with authentic exhibits in an authentic museum environment based on the contextual learning model with the interaction between the personal, socio-cultural, and physical context.
移動技術為提升博物館參觀體驗提供了新的機會。移動虛擬遊戲可以支持根據情境學習模型在真實博物館環境中對真實展品進行體驗式學習,這種模型涉及到個人、社會文化和物理情境之間的互動。
P.3
Abstract
In developing the game, we wondered whether it could appropriately motivate and engage different age groups in the museum experience with its challenges of different difficulty levels; whether a mobile game could, through its challenges interacting with the museum environment, prevent “head-down” behavior; and whether museum exhibits could be better recalled by visitors participating in a tour with a mobile game than in two other traditional tours (i.e., guided tours, tours with museum brochures).
P.4
Abstract
在開發遊戲的過程中,我們想知道它是否能夠適當地激發和吸引不同年齡段的人參與博物館體驗,是否移動遊戲通過與博物館環境互動的挑戰能夠防止“低頭族”行為,以及是否博物館展品在參與移動遊戲的遊客中能夠比其他兩種傳統導覽(即導覽和使用博物館手冊的導覽)更好地被回憶。
P.5
Abstract
Since each challenge encourages interaction with the museum environment, it could largely prevent “head-down” behavior. The results also show that a tour with appropriately planned multisensory challenges motivates visitors to actively engage with the museum environment, resulting in slightly better recall of exhibits compared to other tour types.
由於每個挑戰都鼓勵與博物館環境互動,因此它可以在很大程度上防止“低頭族”行為。結果還表明,通過適當計劃的多感官挑戰,可以激勵遊客積極參與博物館環境,相對於其他類型的導覽,對展品的回憶略微更好。
P.6
Abstract
The results of the study showed that a tour with a mobile serious game with challenges of different difficulty levels is suitable for visitors of two target groups (i.e., families and students).
研究結果顯示,挑戰難度不同的移動虛擬遊戲導覽適用於兩個目標群體(即家庭和學生)。
P.7
Abstract
The results of this study can help bring museums and the history they represent closer to digital generations,1 and popularize modern informal learning methods associated with incidental and experiential lifelong learning that can take place anytime, anywhere, and help achieve higher taxonomic knowledge levels.
這項研究的結果有助於將博物館及其所代表的歷史帶給數字世代,並推廣與偶發和體驗式終身學習相關的現代非正式學習方法,這種學習可以在任何時候、任何地方發生,有助於達到更高的分類知識水平。
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論文介紹
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02
章節 02
製作流程
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郵電博物館優缺點
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遊客興趣
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行動裝置遊戲
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行動裝置遊戲
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行動裝置遊戲
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行動裝置遊戲
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導覽回饋
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遊客反饋
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導覽分析
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展品印象分析
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展品展示
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展品展示
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行動裝置遊戲總評
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