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Designing empathy: the role of a 'control room' in an e-learning environment

机译:设计同理心:电子学习环境中“控制室”的作用

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Purpose - The purpose of this paper is to focus on the challenge of designing an interface for a virtual class, where being represented together contributes to the learning process. It explores the possibility of virtual empathy.Design/methodology/approach - The challenges are: How can this feeling of empathy be recreated through a delicate staging of location and interactions? How can the feeling of togetherness be organized in a 3D environment without creating a feeling of distraction? What are the tools of empathy in a mediated situation? The authors propose to use the concept of "contradictory semiotic analysis" to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build "remediated" situations of use. Findings - The paper introduces the concept of "control room" elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships. Originality/value - The paper answers the design questions: how can the system of representation support the feeling of empathy amongst participants through a delicate staging of space, people and of interactions within this space? How can a participant get, first, a feeling of togetherness and, second, a feeling of empathy with other participants? The design methodology is explained based on a "contradictory semiotic analysis" made of the comparison with similar platforms and with other modalities of empathy in different media. Second, the design proposition is described. Third, the design challenges that this type of production entails are discussed and the difficulties faced during the design process are analyzed.
机译:目的-本文的目的是着重于为虚拟类设计接口的挑战,在该类中,一起表示将有助于学习过程。它探索了虚拟共情的可能性。设计/方法论/方法-挑战是:如何通过对位置和互动的精心安排来重现这种共情感?如何在3D环境中组织在一起的感觉而又不会产生分心的感觉?在中介的情况下,移情有哪些工具?作者建议使用“矛盾符号学分析”的概念来描述设计过程,该过程利用视觉文化来构建表示形式和工具,以支持用户的移情交互。从符号学的角度分析设计师的作品表明,他们不一定画画,而是使用不同的媒体和表现形式来构建“补救”的使用情况。研究结果-本文介绍了在Manovich的控制面板之后详细阐述的“控制室”的概念,以描述支持多种观点的视觉界面,从而支持介导的移情关系。原创性/价值-本文回答了设计问题:表象系统如何通过空间,人和空间内互动的精细分阶段来支持参与者之间的同理心?参与者首先如何获得团结感,其次是与其他参与者的同理心?该设计方法是基于“矛盾符号学分析”进行解释的,该“符号学分析”是通过与类似平台和不同媒体中的其他移情方式进行比较而得出的。其次,描述设计主张。第三,讨论了这类生产所带来的设计挑战,并分析了设计过程中面临的困难。

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