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The Europe’s Lost Frontiers Augmented Reality sandbox: Explaining a 2.5 million Euro project using play sandMurgatroyd, Philip, Butler, Micheál, Gaffney, Vincent 07 April 2022 (has links)
Yes / The subject area of the Europe's Lost Frontiers project, the submerged landscape of Doggerland, is
inaccessible and the data by which we can understand it is complex and hard for the non-specialist
to understand. In order to be able to present the project at public events, an Augmented Reality
sandbox was constructed, which records the shape of sand in a box, interprets it as a landscape
inhabited by humans, animals and plants, and projects this simulated land back on to the sand.
Different software packages can be used to highlight the effects of climate change or provide
examples of the different types of evidence available to archaeologists researching submerged
landscapes. The end result is an interactive, accessible display which attracts all ages and can be
used as a starting point to conversation regarding the project's archaeological, scientific and
technological aspects.
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Aplicação do projeto sandbox de realidade aumentada como uma atração interativa tecnológica para museus utilizando conceitos de user experience / Application of the augmented reality sandbox project as an interactive technological attraction for museums using user experience conceptsBainy, Matheus Gonçalves 06 March 2018 (has links)
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Previous issue date: 2018-03-06 / Based on the modernization process of museums, this work aims to evaluate the Sandbox as an interactive technological attraction in museums and science institutes in order to adapt to these new museum concepts. A study was carried out regarding the types of education, the functioning of technological museums and the rules regarding interactive technological attractions. Resulting in the definition of three pillars for analysis: complexity, effectiveness and fun. These items were evaluated through an observational field survey conducted at the Science Station and the Itaipu Tourist Complex, both in Foz do Iguaçu, where participants interacted with the Sandbox. At the end, the conclusions were positive and the Sandbox was effective in meeting the three evaluated items. / Seguindo o processo de modernização em museus este trabalho tem como objetivo avaliar a
ferramenta Sandbox como atração interativa tecnológica em museus e institutos de ciência
visando se adequar a esses novos conceitos de museu. Dessa forma, foi realizado um estudo
referente aos tipos de educação, o funcionamento de museus tecnológicos e as normas
referentes a atrações tecnológicas interativas. Resultando na definição de três pilares para análise: complexidade, efetividade e diversão. Esses itens foram avaliados através de uma pesquisa de campo observacional realizadas no Estação Ciência e no Complexo Turístico de Itaipu, ambos em Foz do Iguaçu, onde os participantes interagiram com o Sandbox. Ao fim, as conclusões foram positivas e o Sandbox foi eficaz em atender os três itens avaliados.
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