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Experience-based learning support system to enhance child learning in a museum: touching real fossils and "experiencing" paleontological environment

Published: 16 November 2015 Publication History

Abstract

This paper presents a support system to assist learning within museums. Museums represent important places of scientific learning for children. However, because the main learning method in museums is the study of displayed specimens and their corresponding explanations, the motivation of a child to learn is low. Hence, we are developing an experience-based learning support system such as entertainment that will enable learners to enhance their motivation to learn in any museum. We develop two systems to realize experience-based entertainment. One is "Live Biblia," which is a digital installed book system that uses real fossil. Another is the immersive learning system we called "Body Experience and Sense of Immersion in Digital paleontological Environment" or "BESIDE," which enables learners to explore a virtual paleontological environment. In this paper, we present a summary of the current system of Live Biblia and BESIDE.

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MP4 File (a25-yoshida.mp4)

References

[1]
John H. Falk and Lynn D. Dierking. 2012. Museum Experience Revisited, 2nd ed. Left Coast Press, Walnut Creek California, USA.
[2]
Susan M. Stocklmayer, Leonie J. Rennie, and John K. Gilbert. 2010. The roles of the provision of effective science education, Studies in Science Education, 46(1), Routledge Journals, TAYLOR & FRANCIS LTD, 1--44.
[3]
Takayuki Adachi, Masafumi Goseki, Keita Muratsu, Hiroshi Mizoguchi, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Imagaki, and Yoshiaki Takeda. Human SUGOROKU: Full-body interaction system for students to learn vegetation succession. Interaction Design and Children 2013, 364--367.
[4]
Sean Follmer and Hiroshi Ishii. 2012. KidCAD: Digitally remixing toys through tangible tools. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI2012), 2401--2410.
[5]
Sean Foller, Micah Johnson, Edward Adelson, and Hiroshi Ishii. 2011. deForm: An interactive malleable surface for capturing 2.5D arbitrary objects, tools and touch. Proceedings of the 24th annual ACM symposium on User interface software and technology, 527--536.
[6]
Jamie Shotton, Andrew Fitzgibbon, Mar Cook, Toby Sharp, Mark Finocchio, Richard Moore, Alex Kipman, and Andrew Blake. 2013. Real-time human pose recognition in parts from a single depth image. Communications of the ACM, Volume 56, Issue 1, January 2013, 116--124.

Cited By

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  • (2024)Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended RealityChildren10.3390/children1108098411:8(984)Online publication date: 14-Aug-2024
  • (2023)Background Enhancement of Exercise and Performance Learning Assistant System Platform for Yoga Pose Practices2023 5th International Conference on Computer Communication and the Internet (ICCCI)10.1109/ICCCI59363.2023.10210106(269-274)Online publication date: 23-Jun-2023
  • (2019)Supporting Parent-Child Collaborative Learning through Haptic Feedback DisplaysProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323137(58-70)Online publication date: 12-Jun-2019
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  1. Experience-based learning support system to enhance child learning in a museum: touching real fossils and "experiencing" paleontological environment

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    cover image ACM Other conferences
    ACE '15: Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology
    November 2015
    388 pages
    ISBN:9781450338523
    DOI:10.1145/2832932
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 November 2015

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    Author Tags

    1. RFID
    2. kinect sensor
    3. museum

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    • JSPS KAKENHI

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    ACE 2015

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    Cited By

    View all
    • (2024)Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended RealityChildren10.3390/children1108098411:8(984)Online publication date: 14-Aug-2024
    • (2023)Background Enhancement of Exercise and Performance Learning Assistant System Platform for Yoga Pose Practices2023 5th International Conference on Computer Communication and the Internet (ICCCI)10.1109/ICCCI59363.2023.10210106(269-274)Online publication date: 23-Jun-2023
    • (2019)Supporting Parent-Child Collaborative Learning through Haptic Feedback DisplaysProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323137(58-70)Online publication date: 12-Jun-2019
    • (2019)First-hand, immersive full-body experiences with living cells through interactive museum exhibitsNature Biotechnology10.1038/s41587-019-0272-237:10(1238-1241)Online publication date: 2-Oct-2019
    • (2017)Interactive rhythm making system for musical instruments in museums2017 IEEE 6th Global Conference on Consumer Electronics (GCCE)10.1109/GCCE.2017.8229411(1-2)Online publication date: Oct-2017
    • (2016)Embodied Earth: Experiencing natural phenomena2016 International Conference on Image and Vision Computing New Zealand (IVCNZ)10.1109/IVCNZ.2016.7804425(1-6)Online publication date: Nov-2016

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