Font Size: a A A

Research On The Virtual Reality Display Design Of Chinese Tea Culture Based On Gamification Theory

Posted on:2022-12-20Degree:MasterType:Thesis
Country:ChinaCandidate:J B WeiFull Text:PDF
GTID:2491306779498374Subject:Computer Software and Application of Computer
Abstract/Summary:PDF Full Text Request
With the improvement of people’s living standards,people gradually realize the significance and necessity of the inheritance of traditional culture.As one of the specific manifestations of traditional culture,Chinese tea culture has received much attention.Nowadays,although Chinese tea culture has received attention in China,the form of display and dissemination is relatively simple,mainly through more traditional forms of display,including physical display,graphic introduction,etc.,lack of mobility and interactivity,which limits the visitors’ understanding of tea.The immersive and interactive experience of culture is difficult to meet the individual needs of the public,especially the younger generation,and it is even more difficult to achieve extensive and effective communication effects.In recent years,digital media technology has effectively promoted the dissemination of traditional Chinese tea culture,and virtual display technology is widely used in the field of cultural display.In this context,this thesis,guided by gamification theory,analyzes the user experience of Chinese tea culture in the display process.,with the technical support of virtual reality,to carry out the design practice of Chinese tea culture display,through the organic combination of gamification and tea culture,to create an immersive tea culture display,which can effectively enhance the interactivity and user participation of Chinese tea culture display,and then promote the Tea culture learning effect,so as to better popularize and spread tea culture.This thesis firstly studies Chinese tea culture,gamification and its supporting theories through literature reading,adopts the octagonal behavior framework and ARCS motivation model as the theoretical guidance of this thesis,and constructs a gamification-driven theoretical model of virtual display of tea culture according to their relevance;secondly,in the research stage,firstly,through field inspection and competitive product experience,the shortcomings of the existing offline and online tea culture displays are analyzed and summarized,and then user research is conducted based on the ARCS motivation model,obtained user needs through a combination of qualitative and quantitative methods,and concluded the gamified virtual display design strategy of tea culture;then selected Chaoshan Gongfu tea as an example for design practice.In practice,the relevant content of Chaoshan Gongfu tea and Elements are studied,and the content and elements of the scene to be displayed are determined according to the user’s visiting content tendency,and then the overall structure is conceived according to the theoretical model,user demand positioning and content characteristics,and in-depth system function design,gamification experience design,experience scene design,system interface design,interactive behavior design,guide design,etc.,allow users to visit the Gongfu tea culture exhibition through gamification experience,enhance their sense of participation,interactivity and interest,and promote cultural learning.After completing the above design work,the development tools were used to implement the gamified virtual display system of Gongfu Tea,including virtual scene construction,program development and system testing.Finally,the usability of the system and the effectiveness of gamification were verified through usability testing and control group experiments.The results show that the system has good usability,and compared with non-gamification,the gamification experience can better enhance the user’s sense of participation,thereby promoting the user’s learning effect of Gongfu tea.This thesis introduces the theory of gamification into the design practice of the virtual display of tea culture,and conducts system development and experimental verification,finally demonstrates the feasibility of gamification intervention in the display of tea culture from the perspective of virtual reality,which has certain reference significance for future related research.Taking Chaoshan Gongfu tea as an example,a more interactive and interesting tea culture virtual reality display design scheme and system implementation method are proposed,which provide a practical and feasible scheme for the dissemination and promotion of Chaoshan Gongfu tea culture.
Keywords/Search Tags:chinese tea culture, gamification theory, virtual exhibition, learning effect
PDF Full Text Request
Related items