Edutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model
dc.contributor.author | Haesler, Steffen | |
dc.contributor.author | Obernesser, Karen | |
dc.contributor.author | Raupp, Tino | |
dc.contributor.author | Jahnke, Christoph | |
dc.contributor.author | Stapf, Jonathan | |
dc.contributor.author | Bräker, Julia | |
dc.contributor.author | Lubos, Paul | |
dc.contributor.author | Bruder, Gerd | |
dc.contributor.author | Steinicke, Frank | |
dc.contributor.editor | Prinz, Wolfgang | |
dc.contributor.editor | Borchers, Jan | |
dc.contributor.editor | Jarke, Matthias | |
dc.date.accessioned | 2017-06-17T20:14:05Z | |
dc.date.available | 2017-06-17T20:14:05Z | |
dc.date.issued | 2016 | |
dc.description.abstract | Gamification 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.doi | 10.18420/muc2016-mci-0143 | |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/168 | |
dc.language.iso | en | |
dc.publisher | Gesellschaft für Informatik e.V. | |
dc.relation.ispartof | Mensch und Computer 2016 - Tagungsband | |
dc.relation.ispartofseries | Mensch und Computer | |
dc.subject | Edutainment | |
dc.subject | Entertainment | |
dc.subject | Collaborative Virtual Reality | |
dc.title | Edutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model | |
dc.type | Text/Conference Paper | |
gi.citation.publisherPlace | Aachen | |
gi.conference.date | 4.-7. September 2016 | |
gi.conference.location | Aachen | |
gi.conference.sessiontitle | Gamification und Smart Homes | |
gi.document.quality | digidoc | de_DE |
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