文章摘要
朱幼文.科技博物馆应用VR/AR 技术的 特殊需求与策略[J].科普研究,2017,12(4):69~76
科技博物馆应用VR/AR 技术的 特殊需求与策略
Special Requirements and Strategies for Application of VR/ARTechnology in Science Museums
  
DOI:
中文关键词: 科技博物馆 虚拟现实与增强现实技术 传播特点 特殊需求 开发策略
英文关键词: science and technology museum  virtual reality and augmented reality technology  communication characteristics  special requirements  development strategy
基金项目:
作者单位
朱幼文 中国科学技术馆 
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中文摘要:
      目前众多科技博物馆对虚拟现实(VR)和增强现实(AR)技术的应用持观望态度。本文运用博物馆学、 传播学、教育学的理论与方法,从科学传播的目标、资源、方式特点入手,分析科技博物馆需要什么样的AR 产品,提出基于展览及其教育活动、基于实物的体验式学习、基于实践的探究式学习的VR/AR 产品是科技博 物馆的最大需求,而目前的大多数VR/AR 产品往往游离于上述需求。并据此提出科技博物馆VR/AR 产品的 开发策略:把基于展览及其教育活动的VR/AR 产品作为“主战场”,把基于实物的体验式学习和基于科技实 践的探究式学习的VR/AR 产品作为“主攻方向”;寻找科技博物馆与VR/AR 传播特长的契合点,“扬长补短”; 根据传播目标和传播效果的要求进行VR/AR 开发;运用教育学、传播学理论与方法设计VR/AR 产品要素。
英文摘要:
      At present,numerous science and technology museums embrace wait-and-see attitudes towards application of Virtual Reality(VR)and Augmented Reality(AR)technology. In the paper,theories and methods about museology,communication and pedagogy are applied to analyze which kind of AR products is required in science and technology museums from aspects of objectives,resources, methods and characteristics of science communication. It is proposed that VR / AR products which are based on exhibition and its educational activities, physical experience learning and inquiry learning of science and technology practice are maximum demands of science and technology museums. However,most of VR/AR products currently deviate from the above-mentioned requirements. Accordingly,development strategies of VR/AR products in science and technology museums are principally in the following aspects:take VR/AR products based on exhibition and its educational activities as“main battlefield”;take VR/AR products based on physical experience learning and inquiry learning of science and technology practice as“main direction”; find out integrating point of science and technology museum and VR/AR communication characteristics so as to“make the best of advantages and skirt disadvantages”;carry out VR/AR development according to communication objectives and communication effects;as well as make use of pedagogy and communication theory and methods to design VR/AR product elements.
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