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dc.contributor.authorPatricia Charlton
dc.contributor.authorAdamantios Koumpis
dc.contributor.authorChristos Kouroupetroglou
dc.contributor.authorMuriel Grenon
dc.date.accessioned2019-09-25T18:19:46Z
dc.date.available2019-09-25T18:19:46Z
dc.date.created2018-09-05 00:33
dc.date.issued2018-06-01
dc.identifieroai:doaj.org/article:940c14cee2e641a091170c93e43464a7
dc.identifier2414-4088
dc.identifier10.3390/mti2030034
dc.identifierhttps://doaj.org/article/940c14cee2e641a091170c93e43464a7
dc.identifier.urihttp://hdl.handle.net/20.500.12424/408961
dc.description.abstractResearch problem: The paper identifies the need to support powerful metaphors that capture innovations of new emerging human computer interaction (HCI) technologies and innovative question and answering (Q&A) systems in the context of spatial learning and inquiry-based learning in education. Aim/goals of the research: Explore the potential of ‘Wunderkammer’ (curiosity cabinet) as a powerful metaphor to design new types of learning experiences catering for an ecology of artefacts (real of virtual objects) to provide a holistic context for educators to share and extend learning in action. Conclusions: We provide insight into the emergence of smart interactive objects with different types of sensors that can potentially support everyday life and the increasing access to new visual experiences through augment reality and virtual reality, for new types of tangible knowledge building that can be personalised and shared. This reshaping of human centred design and creating new experiences through tangible creations that externalize in real time and through new materials, the creative power of the ‘imaginations of movement’ provides new user experience design thinking through the concept of powerful metaphors, to provide core design requirements where the blending of worlds is common place.
dc.languageEN
dc.publisherMDPI AG
dc.relation.ispartofhttp://www.mdpi.com/2414-4088/2/3/34
dc.relation.ispartofhttps://doaj.org/toc/2414-4088
dc.sourceMultimodal Technologies and Interaction, Vol 2, Iss 3, p 34 (2018)
dc.subjectcuriosity cabinet interaction metaphor
dc.subjectexperiential learning
dc.subjectaugmented
dc.subjectmixed and virtual reality
dc.subjectlearning artefacts
dc.subjectSTEM (Science Technology Engineering Mathematics)
dc.subjectarts
dc.subjectTechnology
dc.subjectT
dc.subjectScience
dc.subjectQ
dc.titleWunderkammers: Powerful Metaphors for ‘Tangible’ Experiential Knowledge Building
dc.typeArticle
ge.collectioncodeEC
ge.dataimportlabelOAI metadata object
ge.identifier.legacyglobethics:15102982
ge.identifier.permalinkhttps://www.globethics.net/gel/15102982
ge.lastmodificationdate2018-09-05 00:33
ge.lastmodificationuseradmin@pointsoftware.ch (import)
ge.submissions0
ge.oai.exportid149801
ge.oai.repositoryid52
ge.oai.setnameLCC:Technology
ge.oai.setnameLCC:Science
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ge.setnameGlobeEthicsLib
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ge.linkhttps://doaj.org/article/940c14cee2e641a091170c93e43464a7


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