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Edutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model

dc.contributor.authorHaesler, Steffen
dc.contributor.authorObernesser, Karen
dc.contributor.authorRaupp, Tino
dc.contributor.authorJahnke, Christoph
dc.contributor.authorStapf, Jonathan
dc.contributor.authorBräker, Julia
dc.contributor.authorLubos, Paul
dc.contributor.authorBruder, Gerd
dc.contributor.authorSteinicke, Frank
dc.contributor.editorPrinz, Wolfgang
dc.contributor.editorBorchers, Jan
dc.contributor.editorJarke, Matthias
dc.date.accessioned2017-06-17T20:14:05Z
dc.date.available2017-06-17T20:14:05Z
dc.date.issued2016
dc.description.abstractGamification in the context of interactive exhibitions has enormous potential to attract visitors and improve their engagement, flow, and learning. This paper describes a case study in which we use game-design elements for an interactive and collaborative exploration of a virtual exhibition. The goal is to collaboratively explore the possibilities of a multiplayer game using different user interfaces and input devices in the same environment. The case study was conducted using a virtual 3D model of the “Hammaburg”, which is a medieval castle of the 9th century. The idea of the multiplayer exhibition consists of a two-player game. One player is using a touch-table or other touch input devices, whereas the other player is using an immersive head-mounted display (HMD), combined with a game controller to navigate through the virtual environment (VE). Both players can interactively explore the VE while playing a mini-game together. We performed a user study to evaluate the game concepts. The results suggest that communication between the players—both spoken and technologically supported—is a challenging task, and seems especially difficult for the HMD player. Furthermore, this paper proposes a more specific exploration of other possible settings focusing on the communication of the players.
dc.identifier.doi10.18420/muc2016-mci-0143
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/168
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofMensch und Computer 2016 - Tagungsband
dc.relation.ispartofseriesMensch und Computer
dc.subjectEdutainment
dc.subjectEntertainment
dc.subjectCollaborative Virtual Reality
dc.titleEdutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model
dc.typeText/Conference Paper
gi.citation.publisherPlaceAachen
gi.conference.date4.-7. September 2016
gi.conference.locationAachen
gi.conference.sessiontitleGamification und Smart Homes
gi.document.qualitydigidocde_DE

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