家具设计中英文对照外文翻译文献Word文件下载.docx
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家具设计中英文对照外文翻译文献Word文件下载.docx
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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-"
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-"
isshowninFigure2asfollowing:
Fig.2.Thedevelopmentpracticeprocedureof"
3.1.Thedevelopmentprocessofinteractiveconceptofinteractiveeducationaltoy-"
Itisthedevelopmentprocessof"
interactiveconcept.AfterinvestigatingtheobjectgroupofchildrenandparentsabouttheirneedsofEnglishlearningmachine,wesummarizedsixkeyindicatorssuchassecurity,funandincentive.HerewemainlydescribethreemodelsofinteractionsshadedinFigure3.
Tomeettherequirementoffun,theauthordesignedanarrativeinteractiveprocess,asisshowninFigure3:
Fig.3.Thenarrativeinteractiveprocessof"
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"
istotaptheprojectionsintheair.
3.2.Principlediagramofinteractiveeducationaltoyforchildren-"
Theoperationprincipleof"
isshowninFigure4:
Fig.4.Theoperationprincipleof"
Thesystemconsistsofsixcomponents,suchasvoicemodule,LEDindicator,actionbackmodule,MCU,powermoduleandLEDdotmatrixcharacterdisplaymodule.Amongthese,thethreeformersareconnectedwithMCUthrough8-bitdatabus;
LEDdotmatrixcharacterdisplaymoduleisconnectedwiththemicrocontrollerthroughthe12Cbus.VoicemodulestoresEnglishwordpronunciationdocumentsneededinthegame,andMCUpronouncesthewordbycontrollingthevoicemoduleviathebus.LEDdotmatrixcharacterdisplaymoduleconsistsofdriverchipsandthe8*8LEDmatrix.MCUbuscontrolLEDdotmatrixcharacterdisplaymoduleviaI2CtoshowthecorrespondingEnglishletters.Actionbackmoduletestsandcapturestheplayer'
sactionsduringthegamefortheMCUtojudgewhethertheplayerconductsnormalactionstocontrolthegameprocess.
3.3.Appearancedesignprocessofinteractiveeducationaltoy-"
ThefollowingFigure5isadesignprocessfromsketch,modelling,model-makingtothefinalproductandthedrawingoftheproductstructureexplosion.
Fig.5.Appearancedesignprocessof"
3.4.Interactiontest
SampleofN(Nisanoddnumber)preschoolchildrenwasrandomlyselectedtotesttheproduct'
savailability,usabilityanduser'
swillingnessofusingit.Mainlyonsitetestingobservationandquestionnairesurvey,andthenweimprovetheproductaccordingtothetestresults.
TestingtimesareequaltoormorethanIsoastofindtheproductswithhighestinteraction.Intheproductfinaltrial,mostofparentsfedbackthatthistoycombinedfunandknowledgewellandthewholelearningprocesswasverysmoothandthechildrenwereveryhappywhen"
learning"
.
4.SUMMARYANDPROSPECT
Chinaisalargecountryoftoymanufacturing,butitstillremainsinthestageofimitatingforeigndesign,es
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