Wunderkammers: Powerful Metaphors for ‘Tangible’ Experiential Knowledge Building
1
Creative Digital Solutions, Witney Lakes Resort, Oxford OX29 0SY, UK
2
Faculty of Informatics and Mathematics, Universität Passau, 94032 Passau, Germany
3
UX4ALL, GR54645 Thessaloniki, Greece
4
Biochemistry, School of Natural Sciences, National University of Ireland, H91TK33 Galway, Ireland
*
Author to whom correspondence should be addressed.
Multimodal Technol. Interact. 2018, 2(3), 34; https://doi.org/10.3390/mti2030034
Received: 30 April 2018 / Revised: 8 June 2018 / Accepted: 19 June 2018 / Published: 22 June 2018
(This article belongs to the Special Issue Human Computer Communications and Internet of Things)
Research problem: The paper identifies the need to support powerful metaphors that capture innovations of new emerging human computer interaction (HCI) technologies and innovative question and answering (Q&A) systems in the context of spatial learning and inquiry-based learning in education. Aim/goals of the research: Explore the potential of ‘Wunderkammer’ (curiosity cabinet) as a powerful metaphor to design new types of learning experiences catering for an ecology of artefacts (real of virtual objects) to provide a holistic context for educators to share and extend learning in action. Conclusions: We provide insight into the emergence of smart interactive objects with different types of sensors that can potentially support everyday life and the increasing access to new visual experiences through augment reality and virtual reality, for new types of tangible knowledge building that can be personalised and shared. This reshaping of human centred design and creating new experiences through tangible creations that externalize in real time and through new materials, the creative power of the ‘imaginations of movement’ provides new user experience design thinking through the concept of powerful metaphors, to provide core design requirements where the blending of worlds is common place.
View Full-Text
Keywords:
curiosity cabinet interaction metaphor; experiential learning; augmented; mixed and virtual reality; learning artefacts; STEM (Science Technology Engineering Mathematics); arts
▼
Show Figures
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited
MDPI and ACS Style
Charlton, P.; Koumpis, A.; Kouroupetroglou, C.; Grenon, M. Wunderkammers: Powerful Metaphors for ‘Tangible’ Experiential Knowledge Building. Multimodal Technol. Interact. 2018, 2, 34. https://doi.org/10.3390/mti2030034
AMA Style
Charlton P, Koumpis A, Kouroupetroglou C, Grenon M. Wunderkammers: Powerful Metaphors for ‘Tangible’ Experiential Knowledge Building. Multimodal Technologies and Interaction. 2018; 2(3):34. https://doi.org/10.3390/mti2030034
Chicago/Turabian StyleCharlton, Patricia; Koumpis, Adamantios; Kouroupetroglou, Christos; Grenon, Muriel. 2018. "Wunderkammers: Powerful Metaphors for ‘Tangible’ Experiential Knowledge Building" Multimodal Technol. Interact. 2, no. 3: 34. https://doi.org/10.3390/mti2030034
Find Other Styles
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.