| As a part of China’s intangible cultural heritage,traditional handicraft has high aesthetic significance and artistic value.However,due to the complex knowledge system of handicraft and the relatively simple traditional science popularization methods,and the lack of interactivity and experience,more and more handicrafts gradually fade out of people’s vision.With the emerging technology represented by body interaction,its handicraft science experience has good bearing,through the use of visual content and body feeling interaction can not easy to understand abstract process,skill action through rich sensory experience and interactive way,experience through the use of digital equipment can realize scene simulation,skill experience learning,the handicraft science experience can get twice the result with half the effort.However,most of the previous studies on handicraft science popularization motion sensing games are from the perspective of technology,and the lack of consideration of user experience,resulting in the lack of immersion in the experience process,greatly reducing the user’s intention to use,and unable to achieve the science popularization effect well.Therefore,this paper takes improving the immersive sense of motion games of handicraft science as the starting point and research point,explore the important factors influencing users ’immersion,enhance users’ behavior intention,and realize the popular science experience of handicraft knowledge.First through the user interview and actual test to understand the use of the existing handicraft science motion game feeling and may affect immersion design elements,and combined with relevant literature research,build handicraft science body game immersion influence model and assumptions,including target richness,challenge balance,feedback clarity,scene comfort,action control,system reliability and play fun the seven class level indicators and 34 secondary child factors.Secondly,the immersion evaluation index is obtained through the reliability and validity analysis and weight calculation of the structural equation model,including 6 categories of first-level indicators and 27 sub-factors,and put forward suggestions on the design strategy of handicraft science motion-sensing games,so as to provide a scientific basis for the design practice of the later text.Finally,the author choose bamboo weaving process as the design carrier,combined with the design strategy of user-centered design process,through the related skill master research analysis and focus group to determine the preliminary scheme,and choose Kinect equipment as a user body movement data acquisition equipment,with Unity3 D as a development platform,design and development of the bamboo weaving technology science motion sensing game.Qualitative and quantitative evaluation method was adopted to evaluate and test the initial version of the scheme,and the problems found were optimized and iterated.The optimized evaluation results showed that the overall acceptance satisfaction and immersion were positive,which verified the effectiveness and applicability of the immersion design strategy and evaluation indicators. |