Communication training in game language; The first companion takes children to the online world
At the national event "Manvin" in Isfahan, the first companion introduced complex telecommunication concepts to the visitors in the form of interactive games using virtual and augmented reality technologies; An experience that introduces children and teenagers to communication infrastructure by simulating network equipment, telecommunications masts and Internet stability challenges.
At the national event "Manvin" in Isfahan, the first companion introduced complex telecommunication concepts to the visitors in the form of interactive games using virtual and augmented reality technologies; An experience that introduces children and teenagers to communication infrastructure by simulating network equipment, telecommunications masts and Internet stability challenges.
Sefir Arjan-Social Group: Communication technologies are an integral part of everyday life, but the infrastructure and technical processes behind services such as the Internet and mobile phones remain unknown to many users. The first companion in the national event "Manvin" in Isfahan has tried to turn these concepts into an interactive and comprehensible experience by using virtual reality and augmented reality technologies.
In the first companion pavilion, visitors enter simulated environments using virtual and augmented reality headsets to experience a part of the telecommunications network mechanism. Mostafa Valizadeh, the head of the technical support and product design department of the first mobile communication center, while explaining the goals and details of this project, announced the effort to go beyond the traditional ways of informing and using games to teach specialized concepts in the field of communication.
Valizadeh, referring to the first mobile approach in this event, said that the goal was to move from conventional advertising displays to providing a user-oriented experience based on augmented reality and virtual reality technologies.
According to him, complex infrastructural concepts have been redesigned in the form of games and suitable for different age groups, especially children and teenagers, so that the audience is at the center of an interactive process instead of passively watching the content.
This method can provide the audience with a more tangible familiarity with technologies that are usually hidden behind communication equipment and infrastructure. In such an experience, the user does not simply receive information, but by being in a simulated environment, he experiences a part of the process practically.
Referring to the specialized content of the games, the head of the technical support and product design department of the first mobile communication center explained that the designed scenarios are focused on the concepts of the telecommunications field.
During these games, users get to know equipment such as BTS sites and telecommunications towers, as well as the mechanism of sending waves. The purpose of designing these scenarios is to bring the technical concepts of the network closer to the daily experience of users and to simplify the process of understanding the communication infrastructure.
Understanding telecommunication equipment and how it works can help the audience gain a clearer understanding of the path that mobile communication and Internet access depend on.
Another part of this interactive experience is dedicated to simulating the challenges and obstacles facing the maintenance and stability of the Internet network in a metropolis.
According to Valizadeh, these scenarios are designed so that the audience can get to know some of the complexities of maintaining network stability and the role of technical infrastructure in the continuity of communication.
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