Samenvatting
We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning.
| Originele taal-2 | Engels |
|---|---|
| Titel | Proceedings of the 3rd International Conference on Tangible and Embedded Interaction (TEI '09) |
| Plaats van productie | New York |
| Uitgeverij | ACM/IEEE |
| Pagina's | 215-222 |
| Aantal pagina's | 8 |
| ISBN van geprinte versie | 978-1-60558-493-5 |
| DOI's | |
| Status | Gepubliceerd - 2009 |
| Extern gepubliceerd | Ja |
| Evenement | 3rd International Conference on Tangible and Embedded Interaction (TEI 2009) - Cambridge, Verenigd Koninkrijk Duur: 16 feb. 2009 → 18 feb. 2009 Congresnummer: 3 |
Congres
| Congres | 3rd International Conference on Tangible and Embedded Interaction (TEI 2009) |
|---|---|
| Verkorte titel | TEI '09 |
| Land/Regio | Verenigd Koninkrijk |
| Stad | Cambridge |
| Periode | 16/02/09 → 18/02/09 |
| Ander | TEI 2009 : 3rd International conference on tangible and embedded interaction ; February 16-18, 2009 , Cambridge, UK |
Bibliografische nota
19Vingerafdruk
Duik in de onderzoeksthema's van 'Kurio: a museum guide for families'. Samen vormen ze een unieke vingerafdruk.Citeer dit
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