计算机科学
任务(项目管理)
曼陀罗
工件(错误)
文化艺术品
人机交互
多媒体
万维网
人工智能
社会学
工程类
历史
系统工程
考古
人类学
作者
Kaisei Nishimoto,Kenro Aihara,Noriko Kando,Yoshiyuki Shoji,Yusuke Yamamoto,Takehiro Yamamoto,Hiroaki Ohshima
标识
DOI:10.1109/iciet60671.2024.10542807
摘要
We find it difficult to remember the artifacts we viewed after visiting the museum. In this paper, we propose a guidance system for museums that aims to make the ar-tifacts more memorable to visitors. This is achieved through the implementation of Mandala Bingo, a game inspired by bingo. The system targets the National Museum of Ethnology (a.k.a. Minpaku) and incorporates gamification into the Minpaku Guide. The objective is to enable users to appreciate the artifacts based on their unique perspectives, making the artifacts more memorable. The evaluation results indicated that visitors became more conscious of the connections between the features of the artifacts. However, one participant mentioned that he became too focused on searching for the artifacts to be used in Bingo. An important future task is to conduct long-term experiments to measure the retention of memories.
科研通智能强力驱动
Strongly Powered by AbleSci AI