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dc.contributor.authorClerget, Yvesen_US
dc.contributor.authorCottrell, Vincenten_US
dc.contributor.authorRaoust, Michelen_US
dc.contributor.authorWithnell, Jeanen_US
dc.contributor.editorC.E. Vandonien_US
dc.date.accessioned2015-09-29T08:29:32Z
dc.date.available2015-09-29T08:29:32Z
dc.date.issued1985en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/eg.19851020en_US
dc.description.abstractScientific information presented by a Science Museum must be both easily understood and easily memorized. Public interest must be maintained at a very high level during the presentation: interaction of the public with the message is greatly desirable. Computer techniques which mix user-friendly software, colour graphics and a touch-screen as the input device satisfy these requirements. This paper describes a scientific "game" designed to teach the player the sensitivity of architecture and climate in indoor comfort and energy consumption. It is based on a micro-computer, the IBM-PC, and a touch-screen and it uses colour graphics to convey information. The software benefits from a three-year experience at La Villette in the design of scientific exhibits for a large public. In this article the cost of software and hardware are mentioned.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTOUCHSCREEN AND COMPUTER GRAPHICS IN A SCIENCE MUSEUMen_US
dc.description.seriesinformationEurographics Conference Proceedingsen_US
dc.identifier.doi10.2312/eg.19851020en_US


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