检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:郑思宇 荆雷[1] Zheng Siyu;Jing Lei
机构地区:[1]山东艺术学院设计学院
出 处:《艺术设计研究》2024年第6期82-87,共6页Art & Design Research
摘 要:21世纪之后,我国步入老龄化社会且其程度日益加深。我国无障碍设计的交互体验存在着逻辑断层、缺乏参与感等问题。本文以联觉理论作为思维逻辑的核心进行推导,根据受众群体的分类,从多感官维度解决博物馆参观中遇到的行动路径、信息传递等行为层的问题。深化认知经验的心理状态与人和计算机或机器之间的信息传递。通过多模态设备从感官刺激互补到感觉统合,在具有通用性和实验性的不同场域中唤醒无障碍设计受众者的文化记忆,从而形成重组印象并达到交互为目的的逻辑链条。最终以达到切实改善无障碍设计受众在博物馆空间中的交互体验的目的。After entering the 21st century,China has become an aging society,and the degree of aging has been deepening.The interactive experience of barrier-free design in China has problems such as logical disconnection and lack of participation.In this paper,we use the theory of association as the core of thinking logic to derive,according to the classification of audience groups,from the multi-sensory dimension to solve the behavioral layer of the action path,information transfer,and other problems encountered in the museum visit.Deepening the mental state of cognitive experience and information transfer between humans and computers or machines.Through multimodal devices from sensory stimulation complementary to sensory integration,in different fields with versatility and experimentation to awaken the cultural memory of accessible design audiences,and finally form a logical chain to reorganize the impression and achieve the purpose of interaction.To practically improve the interactive experience of the accessible design audience in the museum space.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.166