StoryMakAR: Bringing Stories to Life with an Augmented Reality & Physical Prototyping Toolkit for Youth

被引:33
作者
Glenn, Terrell [1 ]
Ipsita, Ananya [1 ]
Carithers, Caleb [1 ]
Peppler, Kylie [2 ]
Ramani, Karthik [1 ]
机构
[1] Purdue Univ, C Design Lab, W Lafayette, IN 47907 USA
[2] Univ Calif Irvine, Creat Labs, Irvine, CA USA
来源
PROCEEDINGS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'20) | 2020年
基金
美国国家科学基金会;
关键词
Maker Culture; Storytelling; Augmented Reality; Children;
D O I
10.1145/3313831.3376790
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Makerspaces can support educational experiences in prototyping for children. Storytelling platforms enable high levels of creativity and expression, but have high barriers of entry. We introduce StoryMakAR, which combines making and storytelling. StoryMakAR is a new AR-IoT system for children that uses block programming, physical prototyping, and event-based storytelling to bring stories to life. We reduce the barriers to entry for youth (Age=14-18) by designing an accessible, plug-and-play system through merging both electro-mechanical devices and virtual characters to create stories. We describe our initial design process, the evolution and workflow of StoryMakAR, and results from multiple single-session workshops with 33 high school students. Our preliminary studies led us to understand what students want to make. We provide evidence of how students both engage and have difficulties with maker-based storytelling. We also discuss the potential for StoryMakAR to be used as a learning environment for classrooms and younger students.
引用
收藏
页数:14
相关论文
共 72 条
[31]   Craftec: Engaging Older Adults in Making through a Craft-Based Toolkit System [J].
Jelen, Ben ;
Freeman, Anne ;
Narayanan, Mina ;
Sanders, Kate M. ;
Clawson, James ;
Siek, Katie A. .
TEI'19: PROCEEDINGS OF THE THIRTEENTH INTERNATIONAL CONFERENCE ON TANGIBLE, EMBEDDED, AND EMBODIED INTERACTION, 2019, :577-587
[32]  
Juan C, 2008, 8TH IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES, PROCEEDINGS, P233, DOI 10.1109/ICALT.2008.122
[33]   A new way of teaching programming skills to K-12 students: Code.org [J].
Kalelioglu, Filiz .
COMPUTERS IN HUMAN BEHAVIOR, 2015, 52 :200-210
[34]  
Kaufmann H., 2002, Proceedings of the tenth ACM international conference on Multimedia - MULTIMEDIA'02, P656, DOI DOI 10.1145/641007.641140
[35]   MakerWear: A Tangible Approach to Interactive Wearable Creation for Children [J].
Kazemitabaar, Majeed ;
McPeak, Jason ;
Jiao, Alexander ;
He, Liang ;
Outing, Thomas ;
Froehlich, Jon E. .
PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17), 2017, :133-145
[36]  
Kelleher C, 2007, CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, VOLS 1 AND 2, P1455
[37]   StoryBlocks: A Tangible Programming Game to Create Accessible Audio Stories [J].
Koushik, Varsha ;
Guinness, Darren ;
Kane, Shaun K. .
CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2019,
[38]  
littleBits, 2019, LITTLEBITS
[39]  
Lu Fei, 2011, P 2011 ANN C HUMAN F, DOI [10.1145/1978942.1979221, DOI 10.1145/1978942.1979221]
[40]  
Maloney J., 2010, ACM Trans. Comput. Educ., V10, p16:1, DOI DOI 10.1145/1868358.1868363