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Yue Hua, Anqi Wang, Jindi Jia, Xinyue Zhang
China
Credits
Our project is to discuss a new learning model under the intervention of media technology in a media-saturated environment: hyper-learning & unlearning. We have designed an augmented reality learning system in the city, which is based on geographic positioning.
In the post-epidemic era, we are shifting from physical learning to virtual learning. This huge impact prompted us to reflect on traditional learning methods and spaces. With the emergence of new media, learning methods and the state of people gradually changed from physical to virtual. The jump between virtual space and physical space combines virtual and reality, which formed a new city connected by hyperlink and broadband.
Then the meaning of unlearning is that learning today is no longer limited to human. Algorithms can simulate human intelligence, using more efficient way to assist human learning.
We will selectively memorize more valuable knowledge, and the rest of part will be learned, computed, and archived by the computer rather than human.
Therefore, it is a scene of human-computer interaction learning and alternative learning in the future. So how can we achieve a smarter and more efficient learning system?
We based this on the example of a memory palace - placing trivial information in your mind in different places in the real city to promote people learning very quickly-to correspond the geographical location to the augmented scene.
The digital memory palace is a hypermedia system in the city. In brief, the hypermedia of this emerging learning system is divided into three steps: the first step enables the search of content; the second step is the filtering of the content for the user; and finally, the presentation of the interface.
This is a new type of narrative structure in a city with geographic positioning function.
For users, everyone can add their own learning footage information to the city's original information that they can choose to share publicly in this urban community. At the same time this kind of information become part of the environment where other users can download and learn.
The project takes the broad sense of architecture as the design presentation content, such as architectural practice and competition. It is based on our architectural learning experience.
Based on hypermedia's city strategy, we analyzed pokemongo and Mooc, combining them together to create a gamified learning scenario.
For example, the interface, experience process and content, summed up the game learning mechanism based on the positioning system.
It is divided into three major sections: communication/learning library and shop, and this serves as the basis for specific scenarios.
When a user enters learning area, all knowledge content will be transformed into different formats according to user preferences, specific scenarios, events. The five different media tend to transform into higher-dimensional experience media.
Finally, we designed the interface workflow in these scenarios, that is, how users interact with the interface step by step, and then follow the system instructions to complete the preset learning content.