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Research On The Gamification Design Of Children’s AR Popular Science Books From The Perspective Of Avatar Identification

Posted on:2024-01-14Degree:MasterType:Thesis
Country:ChinaCandidate:H Y ZhangFull Text:PDF
GTID:2555307148483224Subject:Art and design
Abstract/Summary:PDF Full Text Request
Popular science books play an important role in guiding children’s knowledge of nature,stimulating curiosity and cultivating the spirit of scientific inquiry.With the rapid development of digital media technology and the continuous expansion of application fields,AR popular science books have the characteristics of combining reality and reality,real-time interaction and rich book content presentation,bringing a brand new reading experience to children users.At present,successful AR popular science book product design needs to pay more attention to the cognitive characteristics of users,so that children can truly participate in the process of learning content creation,and integrate gamification elements into the book design to enhance the initiative and fun of children’s science learning.Numerous studies have shown that the use of virtual characters in contextual interactions can generate incarnational identity and enhance users’ immersion experience and participation.This thesis introduces the theory of incarnational identity into the gamification design of children’s AR popular science books to enhance the immersion experience of children’s science reading and to achieve the purpose of education and fun.This study starts from the current situation of AR popular science book design,firstly,we study and sort out the relevant literature,summarize and analyze the current situation of AR popular science book development,incarnation identity theory and gamification design theory,explore the advantages of children’s AR popular science book gamification design from the perspective of incarnation identity,and summarize the core values of children’s AR popular science books in enhancing user involvement and immersion.Secondly,combining the previous theoretical foundation,we conducted a demand research on school-age children aged 7 to 12 and their parents by combining user interviews and questionnaire research.Based on the qualitative and quantitative research,we initially determined the needs of children using AR popular science books in four aspects: sensory,interaction,content and emotion,and analyzed the interactive characteristics of AR popular science books by combining the research findings and the previous theoretical research.The key elements of perception-oriented AR popular science book gamification design are proposed,and the specific design paths of user perception,context and emotion from the perspective of incarnation identity are summarized from the three aspects of cognition,experience and emotion,and from the perspective of "multi-polarization of theme creativity","integration of reality and reality of story context The method of gamification design of children’s AR popular science books based on incarnation identity is proposed in three dimensions: "multi-polarization of theme creativity","integration of real and imaginary story contexts" and "interpretation of science contextual target tasks",and the theoretical research is combined with practical design to realize the design practice of AR popular science books from two aspects:contextual role experience and multimodal gamification experience.Finally,user experience evaluation is conducted on the design practice works,and the user evaluation is in the positive feedback range,which further verifies the value and feasibility of the theoretical research.This thesis introduces the theory of incarnation identity into the gamification design of AR popular science books,uses user interviews,questionnaires and case studies to summarize the gamification design method of AR popular science books based on incarnation identity,and applies it to the design practice of "The Secret of Airplane".It is found that the design work enhances the immersion of users on the basis of satisfying their needs.The study finds that the design work enhances the immersion of users on the basis of satisfying their needs.The perspective of incarnation identity brings new ideas to the gamification design of children’s AR popular science books and enriches the theoretical research of children’s AR popular science book design.
Keywords/Search Tags:AR popular science books, Avatar identification, Gamification design, Augmented reality technology
PDF Full Text Request
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