Karya Space Center Kaulinan Pangajaran ku Chia-Ching Chou nyaéta pamenang anu dihormat pisan tina 2020 A' Design Award Perunggu anu bergengsi dina Katégori Kompetisi Atikan.
PerungguAtikan· 2020
Space Center Kaulinan Pangajaran
Klién: National Library of Public Information
Pamenang A' Design Award Perunggu dina Katégori Atikan
Pamenang Panghargaan anu Diverifikasi
Verifikasi Status Panghargaan pikeun #92560Désain
Ngeunaan Space Center Kaulinan Pangajaran
Space Center nyaéta kaulinan pangajaran imersif anu dipasang di lawang perpustakaan. Kaulinan ieu diproyeksikeun kana tembok anu lebarna sapuluh méter jeung luhurna 3,8 méter. Barudak ngaluncurkeun roket nomer pikeun manggihan planét klasifikasi sarta ngamimitian perjalanan di perpustakaan. Dina ahir kaulinan, hiji peta némbongkeun tempat buku-buku anu luyu jeung nomer klasifikasi anu geus dipilih. Desain ieu ngajarkeun harti nomer klasifikasi ngaliwatan ulin dina suasana anu ngarojong. Tujuanana nya éta pikeun ningkatkeun motivasi jeung mantuan barudak manggihan buku ku sorangan.
Pangakuan
Ngeunaan A' Design Award Perunggu
Space Center Kaulinan Pangajaran mangrupa juara A' Design Award Perunggu, pangakuan anu pohara bergengsi anu dipasihkeun ka desain unggul anu dicirikeun ku kréativitas, kacerdikan jeung kawaspadaan. Para juara Perunggu téh artéfak anu lobaan kaahlian jeung kréatif pisan anu ngabuktikeun pangalaman anu lega, imajinasi jeung kacerdasan para désainerna. Space Center Kaulinan Pangajaran diharepkeun jadi objék anu dihargaan, dikagumi jeung dipikanyaah anu profésional jeung inovatif. Desain juara A' Design Award Perunggu ieu ngalebetkeun prakték pangalusna dina seni, élmu, desain jeung téknologi, sarta unggul dina perhatian kana détail. Space Center Kaulinan Pangajaran minuhan kabutuhan kalayan éndah, nyentuh kahayang, nyenangkeun rasa, jeung narik rasa panasaran.
Di Balik Désain
Kit Pers
Krédit, anggota tim sareng detil téknis anu disayogikeun ku désainer.
- Sipat Unik
- The objective of the project is to create a fun environment, which children can immerse themselves in interactive games as well as learn how to use the classification numbers as clues in order to find books. This design aims to raise children’s motivation through gamification learning. Children are taught about the meaning of classification number in a supportive atmosphere and encouraged to find books by themselves.
- Diménsi & Bungkusan
- Width 10m x Height 3.8m after project on a wall
- Tag
- Interaction, Game, Learning game, Education,Immersive
- Téknologi Produksi
- HARDWARE: computer, CCD cameras, projectors, infrared lamps, directional speaker, mixer amplifier
Game: Unity, Photoshop - Tantangan Desain
- There are few limitations during the whole process. One of the challenges was coming out with an idea that matches the original hardware equipment in the library. Because of the old CCD cameras and the narrow corridor space, the users' motion can't be too fast or too complicated, otherwise, the computer can't detect accurately. However, we made it eventually and all the efforts worth.
- Panalungtikan
- The survey was answered by 253 people who had to answer questions regarding their experience and usability after playing the game. This research explores the eight factors that affect flow experience and perceived using on children game-based learning and discusses the relationship between the factors through the Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM).
- Inspirasi
- This project is a collaboration between National Library of Public Information and National Taipei University of Technology Department of Interaction Design. The main goal of this project is to construct smart libraries for natives to experience information content and innovative services.
- Durasi Proyék
- This project is located in the National Library of Public Information in Taichung, Taiwan since 2017.
- Alur Operasi
- This immersive learning game transforms library entrance into a space center that allows children to launch number-rockets to find the classification planet and unfold the library journey. At the end of the game, children will see a map of this library that tells where are the books that match the classification number they just choose. So they can easily understand the meaning of these number and build their cognitive map in their heart.
- Anggota Tim
- Researcher, Designer and Developer: CHIA-CHING,CHOU
Developer: JIAN-HUA,GU
Special Thanks To KO-CHIU,WU Ph.D, National Library of Public Information and NTUT Department of Interaction Design - Krédit Gambar
- Illustrator, Animation, UI Design credit belongs to CHIA-CHING,CHOU
Disponsoran
Jelajah Saluareun Designers.org
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Désain Anu Patali
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