In this study, we propose the Interactive IoT Cross-Media Survey System, integrating tangible interaction in a game-like manner with real-time data re-presentation. This system was implemented in the “STEM with A” Interactive Exploration Hall at National Tsing Hua University in 2020. It enabled participants to use their smartphones as tangible user interfaces to “scoop-up questions” from interactive sensing points within the exhibition areas. After completing the questions, participants could “pour-in” their responses and observe digital data re-presentation artworks generated from survey results, showcasing mass learning outcomes. Furthermore, the data re-presentation content was tailored to participants’ group characteristics, showing how their responses impact the group’s overall learning outcomes with each “pour-in response.” The study achieved several key outcomes: (1) transforming traditional surveys into a gamified survey system, enhancing participants’ engagement, (2) providing real-time, group-based data re-presentations, enabling participants to contribute to the group’s learning outcomes, and (3) implementing a grouping mechanism to foster collaboration within groups and healthy competition between them. This system provides flexible and customizable data re-presentation, making it suitable for diverse environments requiring real-time data-driven engagement. Future applications can integrate emerging technologies, such as generative AI to dynamically generate questions or virtual reality to offer immersive experiences. Additionally, data re-presentations can be designed as dynamic mass artistic creations, allowing participants to become co-creators of an evolving collective masterpiece.

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The Development of an Interactive IoT Cross-Media Survey System and Real-Time Re-presentation of Mass Learning

  • Yi-Jin Tsai,
  • Shih-Ta Liu,
  • Su-Chu Hsu

摘要

In this study, we propose the Interactive IoT Cross-Media Survey System, integrating tangible interaction in a game-like manner with real-time data re-presentation. This system was implemented in the “STEM with A” Interactive Exploration Hall at National Tsing Hua University in 2020. It enabled participants to use their smartphones as tangible user interfaces to “scoop-up questions” from interactive sensing points within the exhibition areas. After completing the questions, participants could “pour-in” their responses and observe digital data re-presentation artworks generated from survey results, showcasing mass learning outcomes. Furthermore, the data re-presentation content was tailored to participants’ group characteristics, showing how their responses impact the group’s overall learning outcomes with each “pour-in response.” The study achieved several key outcomes: (1) transforming traditional surveys into a gamified survey system, enhancing participants’ engagement, (2) providing real-time, group-based data re-presentations, enabling participants to contribute to the group’s learning outcomes, and (3) implementing a grouping mechanism to foster collaboration within groups and healthy competition between them. This system provides flexible and customizable data re-presentation, making it suitable for diverse environments requiring real-time data-driven engagement. Future applications can integrate emerging technologies, such as generative AI to dynamically generate questions or virtual reality to offer immersive experiences. Additionally, data re-presentations can be designed as dynamic mass artistic creations, allowing participants to become co-creators of an evolving collective masterpiece.