Learning has never been so interesting: learn about the interactive experiences we have developed for the Knowledge Olympiad using holography and games.
In a super technological era full of interactivity, stands at events also need to reinvent themselves. In addition to attracting public attention, companies need to stand out by generating remarkable experiences for people. That is why SESI sought us out, to ensure that the Knowledge Olympics event, the largest professional education competition in the Americas, was a success in terms of educational and interesting experiences.
For the event, we developed four games with Touch technology, three of them connected with a holographic pyramid. Thus, we designed the entire design part with a futuristic aesthetic and the entire technology part valuing interactions between the physical and the virtual.
*Drag the object with the mouse to interact with the 3D object we developed for the holographic pyramid.
The SESI Science Touch Table has three games developed, all of which have the objective of helping in the learning of scientific topics. Through the touch table, the student interacts by answering the game's questions and all the results of the questions appear in real time in holography just above the table.
*Drag the object with the mouse to interact with the 3D object we developed for the holographic pyramid.
The experience teaches the public about electromagnetic waves and their different perceptions in relation to visible and invisible light, showing through the hologram connected to touch table, the daily activities in which electromagnetic waves interfere.
With the aim of helping people become autonomous, the experience developed with touch table technology teaches how to build a homemade air conditioner, providing the necessary knowledge to break the paradigm that it is not possible to build the device alone with very simple resources.
The game, with the aim of teaching where the electricity we consume comes from, was developed to show that there are several possible energy solutions. Thus, experience plays a role in raising awareness about the origin of the electricity we consume and its relationship with costs, risks and benefits.
To help discover the maker profile of each student, the Maker table is one of the designed games that works by areas of interest, in which the student analyzes their own expertise in relation to specific themes and receives suggestions about the area that their profile best fits.
In order to draw attention to the SESI stand at the event, we developed a life-size human holography that invited people passing by, through a proximity sensor, to visit the stand. So, every time someone approached, the sensor started the hologram that started talking to people. A great way to make an exhibition at events more interesting and interactive.