家具设计中英文对照外文翻译文献.docx

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家具设计中英文对照外文翻译文献.docx

家具设计中英文对照外文翻译文献

家具设计中英文对照外文翻译文献

(文档含英文原文和中文翻译)

 

原文:

ResearchesandDevelopmentofInteractive

EducationalToysforChildren

Abstract:

ForOrientedbytheteachingphilosophy"gamebasedlearning",thispapercarriedoutanin-depthresearchontheinteractivemodeofchildren'seducationaltoys.

Intheresearchprocess,itattemptedtobuildanewimmersededucational-gamescenarioforchildrenbyusingthenewinteractivetechnologysoastoinspirethechildren'sinterestinlearningandexploration.Theresearchobjectinthispaperwasaninteractiveeducationaltoy-"funnytap"Englishlearningmachineforchildren.Afterintegratingthedesignconceptofthisproductfromanindustrialdesignperspective,weselectedspecificinteractivetechnologyandcompletedtheengineering.Moreover,wehaveconductedtestsofworkprinciplesandeffectofusagebasedonthesamplemachine.Thefinalresultindicatedthatthereisapromisingandhugemarketpotentialtoapplythenewinteractivetechnologytodevelopmentofeducationaltoys.

Keywords:

InteractiveEducationalToys,InteractiveDesign,interactivemode

1.INTRODUCTION

Since1980s,humanbeingsincludingthechildrenhaveenteredadigitalage.Undertheinfluenceoftheadvancedinformation,earlystageeducationmachines,electronicbuildingblocks,electronicwallcharts,andothernewtoyshavebecomechildren'snewfavorites.Withtheinfluenceofthewestteachingphilosophy-"gamebasedlearning",parentsarestronglyagreedwithsuchtoysforchildren.Thesemoderneducationaltoyswillbecomethemainstreamoftoydevelopmentduetotheirpromotionofchildren'slearning,practicalability,creativityandimagination.

Interactionexistsinallthingscontactedbyhumans,andinteractivedesignemergedtodesignakindofcommunicationanddialoguebetweenhumanandobjectstominimizethe"cognitiveconflict".Asanewdesigntheory,interactivedesignhasawiderangeofapplicationsindesigningeducationaltoys.

2.THEPLANANDBENEFITSOFTHEINTERACTIVEMODEOFCHILDREN'STOYS

Theriseofvariousdigitaltechnologies,suchasvoicerecognition,3Dvideo,andvirtualrealitytechnologyetc.,givesnewexperiencetopeople'sperception.Theauthoraimedtoapplythesenewdigitaltechnologiestotheresearchesofinteractiveeducationaltoysdesign.

Theplanoftheinteractivemodeofchildren'seducationaltoys:

2.1.VoiceInteraction

Voiceinteractionvoiceincludestouchvoiceinteraction,voicecommandinteractionandintelligentvoiceinteraction.Touchvoiceinteractionandvoicecommandinteractionhavebeenverycommon,suchaselectronicwallcharts,televox;intelligentvoiceinteractionistheauthor'saimtocreateagenuinedialoguebetween

childrenandsimulationtoysthroughdigitaltechnology,tofosterchildren'slanguageability,particularlyinafamilywithonlyonechild,thechildrenneeda"partner"toaccompanythemtolearnandplaywith.

2.2.VideoInteraction

Videointeractioncanbedividedinto2Dimageinteractionand3Dvideointeraction.Theformerhasbeenbroadlyusedintoys,suchasinmultimediacourseware,imageorvideoofhorsewillappearwhenreferringto"horse";3Dvideointeractionistheauthor'saimtoapply3Dprojectiontechnologyinthe"play"process,forinstance,whenreferringtoagreengrassland,agrasslandprojectionwillappearsothatchildrenfeellikebeingonthegrassland,whichenhanceschildren'slearningexperience;meanwhile,thisenhancedemotionalexperiencewillprolongthememoryretentiontimeorevenextendtoaultra-long-termmemory.

2.3.NarrativeInteraction

Narrativeinteractionistoconceiveastoryforthetoyandofferataskroleforchildrentomakethemparticipateinthestory.ThestepsareshowninFigure1:

Fig.1.Thestepsofnarrativeinteraction

Basedonchildren'scuriosityandimitationpsychologyaswellastheinvestigationofthegames,theauthorfoundthecorrectapplicationofstoryinteractionineducationaltoyscangreatlymobilizechildren'slearningenthusiasm,forexample,weconceiveanEnglishlearningprocessastreasurehuntactivity.Inthisactivity,thewordsarehiddeninthetreasurebox,andchildrenthemselvesareexplorers,iftheyputoneorafewwordstogether,theywillgetatreasurebox,andtheycanalsomakeacompetitionwithpeerstogetthetreasureboxes.Throughestablishmentofgametheme,selectionofroles,andplotdevelopmentintheactivities,childrennotonlyincreasetheirknowledgeofEnglish,alsolearnhowtogetalongwithpeersanddevelopgoodself-awareness.

2.4.WebVirtualRealityInteraction

Webvirtualrealityinteractionisvirtualimagingthroughnetworkconnections,makingyoufeellikeyourpartnerssitting,playingandlearningwithyou,todeliberatethelonelinessinthecontemporaryfamilies,andpromotechildren'slearninginitiativeinthecompetitivecontext.

Psychologicalresearchshowsthatwithrespecttothelearners,thelearningbehaviorresultinginemotionalpleasureexperiencewillproduceapositiveemotionalresonance,therebyenhancingthelearners'learninginitiativeandenthusiasm.Therealisticeducational-gamescenariocreatedbyinteractiveeducationaltoysforchildrennotonlybringsemotionalpleasureexperiencetochildrensothatlearningisnolongerboringforthemwithapurposeofmobilizingtheenthusiasmofstudyanddevelopingcreativethinking,butalsoenhanceschildren'ssocialcommunicationabilitytohelpchildrenestablishgoodsocialcharacterfavorablefortheirlife.

 

3.DEVELOPMENTOFINTERACTIVEEDUCATIONALTOY—"FUNNYTAP"

Parentsarehead-achedonchildren'slearningEnglish,sowefocusondevelopinganinteractiveEnglishlearningtoytohelpthechildrenrememberingwordsingamescenarioandstimulatetheirinterestsinlearningEnglish,andtrainingchildren'shandoperationandbraincoordination.

Thedevelopmentpracticeprocedureofinteractivetoyforchildren-"funnytap"isshowninFigure2asfollowing:

Fig.2.Thedevelopmentpracticeprocedureof"funnytap"

3.1.Thedevelopmentprocessofinteractiveconceptofinteractiveeducationaltoy-"funnytap"

Itisthedevelopmentprocessof"funnytap"interactiveconcept.AfterinvestigatingtheobjectgroupofchildrenandparentsabouttheirneedsofEnglishlearningmachine,wesummarizedsixkeyindicatorssuchassecurity,funandincentive.HerewemainlydescribethreemodelsofinteractionsshadedinFigure3.

Tomeettherequirementoffun,theauthordesignedanarrativeinteractiveprocess,asisshowninFigure3:

Fig.3.Thenarrativeinteractiveprocessof"funnytap"

Thewordlearningprocessisconceivedasagameofwhack-a-mole,imaginingthereareNmoleholes,andthereareMlettersinaword(i.e.Mmoleswithaletter).

IfyoutapdownMjumpingmolesinaccordancewiththeorder,youwillgetthecheers,ifthetapisnotcorrect,itwillcontinuetocall"comeon";meanwhile,theactionof"tap"isnotonlyfunny,butalsoeffectivetotrainchildren'shandsandbraincoordination.

Voiceinteractionwaspreparedbythemicrocontrollerprogramtocontrolthevoicemodules.Therearetwofeaturesregardingthe"funnypat":

oneiswordpronunciation;theotheristhedesignoftheapplauseandcheeringvoicesforrewardandpunishment,whichhelptoreachthegoalofincentive.

Inthefirststage,videointeractionwaspreparedbydisplayingthelettersonbuttonsthroughLEDdotmatrixcharacterdisplaymodulesmainlycontrolledbymicrocontroller;inthesecondstage,weprovidedtoywith3Dprojectorforprojectingthewholeprocessintheairtoconstructa3Demotionalscenario,andtheactionof"tap"istotaptheprojectionsintheair.

3.2.Principlediagramofinteractiveeducationaltoyforchildren-"funnytap"

Theoperationprincipleof"funnytap"isshowninFigure4:

Fig.4.Theoperationprincipleof"funnytap"

Thesystemconsistsofsixcomponents,suchasvoicemodule,LEDindicator,actionbackmodule,MCU,powermoduleandLEDdotmatrixcharacterdisplaymodule.Amongthese,thethreeformersareconnectedwithMCUthrough8-bitdatabus;LEDdotmatrixcharacterdisplaymoduleisconnectedwiththemicrocontrollerthroughthe12Cbus.VoicemodulestoresEnglishwordpronunciationdocumentsneededinthegame,andMCUpronouncesthewordbycontrollingthevoicemoduleviathebus.LEDdotmatrixcharacterdisplaymoduleconsistsofdriverchipsandthe8*8LEDmatrix.MCUbuscontrolLEDdotmatrixcharacterdisplaymoduleviaI2CtoshowthecorrespondingEnglishletters.Actionbackmoduletestsandcapturestheplayer'sactionsduringthegamefortheMCUtojudgewhethertheplayerconductsnormalactionstocontrolthegameprocess.

3.3.Appearancedesignprocessofinteractiveeducationaltoy-"funnytap"

ThefollowingFigure5isadesignprocessfromsketch,modelling,model-makingtothefinalproductandthedrawingoftheproductstructureexplosion.

Fig.5.Appearancedesignprocessof"funnytap"

3.4.Interactiontest

SampleofN(Nisanoddnumber)preschoolchildrenwasrandomlyselectedtotesttheproduct'savailability,usabilityanduser'swillingnessofusingit.Mainlyonsitetestingobservationandquestionnairesurvey,andthenweimprovetheproductaccordingtothetestresults.

TestingtimesareequaltoormorethanIsoastofindtheproductswithhighestinteraction.Intheproductfinaltrial,mostofparentsfedbackthatthistoycombinedfunandknowledgewellandthewholelearningprocesswasverysmoothandthechildrenwereveryhappywhen"learning".

4.SUMMARYANDPROSPECT

Chinaisalargecountryoftoymanufacturing,butitstillremainsinthestageofimitatingforeigndesign,es

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