The purpose of this paper is to provide an overview of the issues of scientific literacy in a dozen countries, as well as the actions taken to address the distinct problems they face. It also presents some experiments that are conducted there.
This dossier was produced as part of Les Journées internationales de la culture scientifique – Science & You, held in Montreal on May 4th, 5th and 6th, 2017.
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
The EU-funded MultiMatch project aims to overcome language barriers, and media and distribution problems currently affecting access to on-line cultural heritage material. Partners are developing a vertical search engine able to harvest heterogeneous information from distributed sources and present it in a synthesized manner. To design such a system, user requirements were initially gathered and then translated into specific design features to ensure that the search engine developed was consistent with user needs. This paper presents these user requirements, the initial design of the MultiMatch
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TEAM MEMBERS:
Jennifer MarlowPaul CloughNeil IresonJuan Manuel Cigarran RecueroJavier ArtilesFranca Debole
For the past twenty years there has been a slow trickle of research disseminated through a variety of channels on the natureand use of computer interactives within museum and gallery environments. This research has yet to be consolidated into arobust and coherent evidence base for considering and understanding the continued investment in such interactives byinstitutions.Simultaneously however, the technology has changed almost beyond recognition from early kiosk-based computer exhibitsfeaturing mostly film and audio content, through to the newer generation of multi-touch interfaces being
This paper demonstrates a pressure-sensitive depth sorting technique that extends standard two-dimensional (2D) manipulation techniques, particularly those used with multitouch or multi-point controls. Then analyzes the combination of this layering operation with a page-folding metaphor for more fluid interaction in applications requiring 2D sorting and layout.