文物古迹作为人类核心智慧文化的外在表现和物质载体,具有重要的教育传播价值。然而,现有的文物古迹数字化研究普遍具有历史文化内容教育门槛高、传统媒介教育传播效果差、交互体验形式单一枯燥的教育传播局限性,缺少针对于文物古迹实地游览体验的创新形式和设计理论作为指导,其叙事性、沉浸性和交互性无法满足游客的文化学习需求。基于此,本文构建了基于情境认知理论的文物古迹沉浸式交互体验设计框架,并将其实践落地到云冈石窟沉浸式交互体验《云石言》,提升游客实地游览的文化学习体验。 本研究基于情境认知理论,围绕文物古迹实地游览的创新体验形式,包含了三个子研究。研究一融合了情境认知理论和沉浸式技术特征,提出了文物古迹沉浸式交互体验设计框架,并以云冈石窟为文物古迹学习主题,设计了一款沉浸式交互体验《云石言》。研究二基于Unity游戏引擎和PICO 4 PRO混合现实头显,综合三维建模、动作捕捉、布料模拟解算、动画序列控制等多种计算机技术,实现了系统的开发迭代。研究三采用李克特量表、客观题测试和半结构化访谈作为评估工具,通过定性和定量相结合的方式,对52名游客进行了被试间的用户研究。研究结果表明,对比传统的文物古迹实地游览的图文形式和视频形式,沉浸式交互体验对于提升学习者的学习效果(分别提升了30%、31.3%)、学习体验(分别提升了32.4%、50%)和学习主动性均有积极作用(分别提升了31.8%、45%)。 本研究对文物古迹数字化游览的理论与应用研究进行了创新性探索,体现在以下两点:(1)设计方法方面,本研究充分挖掘教育心理学、信息技术、游戏设计三个领域交叉结合的可能性,构建出基于情境认知理论的文物古迹沉浸式交互体验设计框架,并将其实践落地到云冈石窟沉浸式交互体验《云石言》上,通过用户实验验证了效果。(2)技术应用方面,本研究将新兴的混合现实技术应用在文物古迹实地游览的场景中,让游客以身临其境的方式体验欣赏时空意义上遥远的历史文化内容,在穿越、亲手建造文物古迹的过程中体悟其的重要价值,为其打造“梦回古朝,手作不朽”的奇妙感受。
Cultural relics and monuments are the tangible embodiments and carriers of humanity‘s core wisdom and culture, possessing significant educational and dissemination value. However, existing research on their digitization often faces challenges such as high accessibility barriers to historical and cultural education, poor dissemination through traditional media, and dull interactive experiences. There‘s a lack of comprehensive guiding theories to enhance on-site tour experiences, leading to a shortfall in meeting the cultural learning needs of visitors in terms of narrative, immersion, and interaction. Addressing this gap, this paper presents an immersive interactive game design framework, specifically crafted for cultural relics and monuments, and applies it to the development of "Voices of Yungang," an immersive interactive game using the Yungang Grottoes as its thematic learning environment, aiming to improve the cultural learning experiences of visitors on site.Grounded in situated cognition theory, this study explores innovative experiential forms for on-site visits to cultural heritage sites, comprising three sub-studies. Study 1 integrates situated cognition theory with immersive technology features to propose a design framework for immersive interactive experiences at cultural heritage sites, exemplified by the creation of "Voices of Yungang" at the Yungang Grottoes. Study 2 employs the Unity game engine and PICO 4 PRO mixed reality headset, integrating 3D modeling, motion capture, cloth simulation, and animation sequencing to facilitate iterative system development. Study 3 uses Likert scales, objective tests, and semi-structured interviews as assessment tools, conducting a mixed-methods user study with 52 visitors. The findings of the study suggest that, compared to traditional methods of visiting cultural and historical sites in person through graphic and video formats, immersive interactive experiences have a positive impact on enhancing learners‘ outcomes (with increases of 30% and 31.3%, respectively), learning experiences (with improvements of 32.4% and 50%, respectively), and learner engagement (with enhancements of 31.8% and 45%, respectively).This research innovatively explores the digitization of cultural heritage site tours from both theoretical and practical perspectives, highlighted by two key contributions: (1) In terms of design methodology, this study explores the intersection of educational psychology, information technology, and game design, developing an immersive interactive experience design framework grounded in situated cognition theory. This framework was applied and validated through "Voices of Yungang," an immersive experience at the Yungang Grottoes. (2) Regarding technical application, the study incorporates emerging mixed reality technology into the context of on-site heritage tours, enabling visitors to experience and appreciate the historical and cultural content of distant times and spaces as if they were physically present. This immersive journey, which includes traversing through and personally contributing to the construction of cultural relics, aims to evoke a profound sense of "traveling back to ancient times and creating enduring legacies."