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Materialising contexts: virtual soundscapes for real-world exploration
Personal and Ubiquitous Computing Pub Date : 2020-04-25 , DOI: 10.1007/s00779-020-01405-3
Laurence Cliffe 1 , James Mansell 1 , Chris Greenhalgh 1 , Adrian Hazzard 1
Affiliation  

This article presents the results of a study based on a group of participants’ interactions with an experimental sound installation at the National Science and Media Museum in Bradford, UK. The installation used audio augmented reality to attach virtual sound sources to a vintage radio receiver from the museum’s collection, with a view to understanding the potentials of this technology for promoting exploration and engagement within museums and galleries. We employ a practice-based design ethnography, including a thematic analysis of our participants’ interactions with spatialised interactive audio, and present an identified sequence of interactional phases. We discuss how audio augmented artefacts can communicate and engage visitors beyond their traditional confines of line-of-sight, and how visitors can be drawn to engage further, beyond the realm of their original encounter. Finally, we provide evidence of how contextualised and embodied interactions, along with authentic audio reproduction, evoked personal memories associated with our museum artefact, and how this can promote interest in the acquisition of declarative knowledge. Additionally, through the adoption of a functional and theoretical aura-based model, we present ways in which this could be achieved, and, overall, we demonstrate a material object’s potential role as an interface for engaging users with, and contextualising, immaterial digital audio archival content.



中文翻译:

物化上下文:用于现实世界探索的虚拟音景

本文介绍了一项研究的结果,该研究基于一组参与者与英国布拉德福德国家科学与媒体博物馆的实验性声音装置的互动。该装置使用音频增强现实将虚拟声源附加到博物馆收藏的老式无线电接收器上,以了解这项技术在促进博物馆和画廊内的探索和参与方面的潜力。我们采用基于实践的设计民族志,包括对参与者与空间化交互式音频的交互进行主题分析,并呈现确定的交互阶段序列。我们讨论了音频增强人工制品如何超越传统视线范围与游客交流和吸引游客,以及如何吸引游客进一步参与,超出了他们最初相遇的领域。最后,我们提供了证据,证明情境化和具身化的互动以及真实的音频再现如何唤起与我们博物馆文物相关的个人记忆,以及这如何促进人们对获得陈述性知识的兴趣。此外,通过采用基于功能和理论的基于光环的模型,我们展示了实现这一目标的方法,并且总的来说,我们展示了一个物质对象作为界面的潜在作用,用于吸引用户并将非物质数字音频置于情境中档案内容。以及这如何促进人们对获得陈述性知识的兴趣。此外,通过采用基于功能和理论的基于光环的模型,我们展示了实现这一目标的方法,并且总的来说,我们展示了一个物质对象作为界面的潜在作用,用于吸引用户并将非物质数字音频置于情境中档案内容。以及这如何促进人们对获得陈述性知识的兴趣。此外,通过采用基于功能和理论的基于光环的模型,我们展示了实现这一目标的方法,并且总的来说,我们展示了一个物质对象作为界面的潜在作用,用于吸引用户并将非物质数字音频置于情境中档案内容。

更新日期:2020-04-25
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