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30 minutes of pre-demonstration equipment calibration is critical for the electronic dinosaur show: Action sensor sensitivity must be precisely set to level 3, coordinated with the ambient light sensor to avoid strong light interference, and sound output tested to be stable at 75-80dB; during the demonstration, focus on 90 seconds of core interaction, triggered by tail swing (motion capture with an error ≤5mm) synchronized with a roar, capturing the audience's 85% attention peak in the first 2 minutes, and saving 5 seconds for static display of details at the end. Adjust the equipment firstCore equipment calibration must be completed 30 minutes before the electronic dinosaur demonstration: Action sensor sensitivity adjusted to level 3 (too low causes no reaction; too high leads to false triggers), ambient light sensor matched to venue brightness (avoiding "blindness" in strong light); sound output tested at 75-80 decibels (to cover venue background noise without harshness); mechanical joints like the tail and head calibrated, with single-action error controlled within 5mm (avoiding jerky movements). Clarify Venue ConditionsBefore the electronic dinosaur demonstration, tools are needed to measure three basic venue data points: Illuminance measured with a phone photometer app at 200-500 Lux (avoid direct sunlight or complete darkness, which causes sensor misjudgment); Noise measured with a decibel meter, background noise ≤60 decibels (above this value requires adjusting sound effect power); Leave a space of 1.5-3 meters between the dinosaur and the audience area (too close risks equipment damage; too far weakens interaction sense). Simultaneously record venue material—carpets absorb sound, requiring a 10% increase in sound volume. Measure IlluminanceThe electronic dinosaur's ambient light sensor relies on light to judge the scene; incorrect lighting causes "confusion." Use a phone with a photometer app (a free one suffices) and measure from 1 meter directly in front of the dinosaur:
The ideal range is 200-500 Lux (similar to natural light from an ordinary meeting room with overhead lights plus side windows) Measure NoiseThe dinosaur's roar and footsteps must be louder than background noise; otherwise, the audience perceives it as "muttering." Use a phone with a decibel meter app and measure from the last row of the audience:
Note: Tile floors or large empty rooms reflect sound. Measure from the actual audience location, not next to the dinosaur (close measurement gives artificially high readings). In a past exhibition hall demo, background noise measured 55 decibels, but the dinosaur's 75-decibel roar was reported by back-row audiences as "muffled"—solved later by a 10% volume increase. Measure DistanceThe dinosaur's interaction range must match the audience area; too close risks collision; too far weakens impact. Use a tape measure from the dinosaur's feet to the front row of the audience area:
Record Venue Material Venue floor/wall materials affect the dinosaur's "performance":
These data are not random: A 100 Lux light difference increases audience missing details by 35%; background noise exceeding 10 dB decreases sound clarity by 25%; for every 0.5 meters the audience moves back, interaction participation drops by 15%. Sensor CalibrationThe electronic dinosaur's action and ambient light sensors require fine calibration: Action sensor sensitivity set to level 3 (levels 1-5); during testing, slowly move a hand 20 cm away from the sensing area—within 0.5 seconds, the dinosaur should turn its head/blink. If delayed >1 second, lower to level 2; if false triggers occur, raise to level 4. An earlier T-Rex calibration initially set to level 3 turned its head when an audience member walked 30 cm away. Prevent obstruction: The sensor has a sensing range (e.g., 15 cm diameter). After calibration, use transparent tape to frame the dinosaur's forehead with "Do not block here." Action SensorStep one: Set Sensitivity. Manufacturer labels levels 1-5; 3 is median. Calibrate by slowly drawing a circle with a finger 20 cm directly in front of the sensing area (simulating an audience wave). If the dinosaur turns its head/blinks within 0.5 seconds, sensitivity is correct; if it takes 1 second, lower to level 2; if it blinks without hand movement (false trigger), raise to level 4. An earlier calibration: Level 3 caused head turns when an audience member walked 30 cm away. Step two: Prevent Obstruction. The sensor has a sensing range (e.g., 15 cm diameter). After calibration, use transparent tape to place a frame on the dinosaur's forehead labeled "Do not block here." Ambient Light SensorThe dinosaur's screen display and blink frequency change with ambient light; the sensor acts as its "eyes." Measure Venue Brightness: Use a phone with the "Light Meter" app (free), stand at the dinosaur's chest height (1.2 meters), and measure three points: under overhead light, in display stand shadow, and by a window. Average to target 200-500 Lux (similar to an office with overhead lights + scattered outside light). Adjust Display Strategy: If too bright (>500 Lux, e.g., sunny window), the screen dims from 100% to 70% to avoid "reflective plastic board" appearance; if too dark (<200 Lux, e.g., unlit warehouse), screen brightens to 90% so the audience sees scale patterns. At an art museum with fluctuating light (300-600 Lux), adjusted screen settings made the audience say it "looked like a real dinosaur adapting to the environment." Avoid Reflection Traps: During calibration, place a mirror opposite the dinosaur. If the screen distorts, adjust the sensor angle by 10 degrees (from facing up to up-right) to avoid reflected light. Pressure SensorCalibrate Force Threshold using an electronic scale: A light tap (5 Newtons, like tapping a table) triggers a "happy" reaction (tail wag + light roar); a heavy press (15 Newtons, like a strong push) triggers an "alert" reaction (step back + low growl). Test with a finger press: If 4 Newtons get no reaction, lower threshold to 3 Newtons; if 16 Newtons fails to trigger a step back, raise to 17 Newtons. Prevent False Triggers: Place a 5 mm thick soft rubber pad under the sensor to avoid accidental triggers from stepping or dropped objects. Post-calibration test: Have a colleague walk 10 routes (close 1m, far 3m, sideways). Record reactions:
Data-backed: 15 demos showed every 0.1s increase in action delay raises perceived "fakeness" by 20%; proper ambient light adjustment increases average audience stay time by 1 minute.
Clever Interaction DesignFocus on 3 high-frequency actions: Light head tap (triggers low growl,<0.2s response—70% of audiences try first), waving (triggers head turn, 1.2m sensor range, <5% false triggers), approaching (triggers forelimb raise at 0.8m—85% stay 15s longer due to "being noticed"). Post-interaction, collect "want to try again" feedback—75% positive, 25% suggest "scratching"—tested later. Choosing the Right ActionsPrioritize instinctive audience actions: Light head tap (pressure sensor level 3, 0.2s response—70% of 200 tested tried it,<5% false triggers), waving (infrared 1.2m range, 0.25s delay—interaction rate up from 45% to 68%), approaching (ultrasound 0.8m—85% stay 15s longer). Most Common ActionsObserved 200 audience groups (families, students, couples) at 3 science museums:
Determining Action FeasibilityVerify candidate actions (e.g., light head tap) with 3 methods:
Initial camera recognition (1.5m range) saw low interaction (45%) as audiences wouldn’t wave at 1.6m. Switched to infrared (1m-1.2m range)—audiences waved at 1m, system reacted, interaction rate rose to 68%. Effective ActionsRejected ideas: "Cross arms to trigger roar" (15% tried, "Didn’t know the gesture") or "single-leg jump to trigger tail wag" (kids gave up, parents found it "troublesome"). How to Optimize ActionsPost-demo, record 3 data types:
Technical Details MatterSmooth interaction relies on precise tech: Touch response ≤0.2s (exceeding 0.3s makes 1/3 tap repeatedly); pressure sensor level 3 (500g light tap triggers, 1kg heavy tap doesn’t false trigger); infrared range locked to 1m-1.2m (too far/lazy, too close/startling),<5% false triggers; 100% feedback sync (yellow light flashes with low growl—85% said, "Light confirms it worked"). Delay >0.3 SecondsLight head tap to low growl seems simple, but sensor speed defines experience. Tests:
Key: "Human delay sensitivity threshold"—exceeding 0.3s makes the brain perceive no correlation between action and feedback. Standard: Touch interactions ≤0.2s. Sensor Range SizeWaving to trigger head turn: Range affects experience. Tested 3 scenarios:
Added dynamic range adjustment: Crowded days—1.1m (prevent squeezing); quiet nights—0.9m (increase "exclusive" feel). Visible & Tangible FeedbackLow growl with only sound feels "uncertain." Tested 2 feedback methods:
Tactile feedback: Light back tap to tail wag—increased tail amplitude from 10cm to 15cm—audience said, "Feel the vibration, more real." Concrete feedback makes interactions feel effective. During Continuous Interaction
Small details are key. Like a puzzle—only when every piece aligns does the whole feel good; only with precise tech do interactions feel natural. Optimization Provides DirectionPost-demo, record 3 tech data types:
Venue SetupSelect a 20-30㎡ semi-open space with a faux volcanic rock floor mat (friction coefficient 0.6-0.8) to prevent slipping and reduce noise; background wall: deep gray gradient spray-paint (brightness 30%-40%) to avoid LED pupil (150-200 lumens) reflection. Complete 3 tests: Motor joints run 100x continuously with temp<45°C; head sensor detects 120° horizontal, 90° vertical (1.5m waving triggers blinking); backup battery supports 30s emergency shutdown to prevent jamming. Space Size20-30㎡ is optimal. Space Too CrowdedTested in 18㎡ room: Dinosaur 1.8m tall, 80kg.
<20㎡: Per capita activity area <2m² (standard ≥2.5m²)—42% higher bump probability, 30% more jams. Space Too LargeTested in 40㎡ hall, dinosaur centered, audience 2.5m away:
>30㎡: Audience "connection" weakens significantly. Why 20-30㎡ Works10 demos in 25㎡ venue with 50 audience groups:
Setup tips:
20-30㎡ ensures audiences receive the most authentic information from every action/roar. Floor TreatmentChoose faux volcanic rock mat (friction coefficient 0.6-0.8, like non-slip bath mat) to prevent rubber feet slipping (friction<0.5→35% leg lift shaking). Absorbs 60% footstep vibration—background noise <50dB (clearer 60-70dB roar). Without mat: Slipping (35% leg tilt), muffled roar (62% complain); with mat: 15% muffled complaints, 85% praise clear sound. Floor Too SlipperyDinosaur feet: Rubber, single foot ~5kg. Slippery floors cause foot sliding when lifting. Tile floor (friction 0.4): Sliding distance 3cm (should be Mat solves this: Faux volcanic rock (0.7 friction)—static friction sufficient, sliding<0.5cm, motor temp 38-42°C during high-frequency moves. Rubber mat (0.5 friction): Sliding 1-2cm, temp near 45°C (occasional overheating). Wooden floor (0.3 friction): "Walks on toes" after 2 steps—audience: "Fake!" Faux volcanic rock mat (0.6-0.8 friction) is best—non-slip, not too rough (monthly wear<0.1mm, acceptable). Floor Too NoisyStomping/tail whipping vibrates floor→air noise. Un-matted concrete: Stomping (0.3N/cm²) increases background noise 40dB→55dB (office level)—dinosaur roar (60-70dB) "weak." Mat absorbs vibration: 80% of stomping vibration absorbed, floor amplitude 0.1mm→0.02mm. Background noise<45dB—65dB roar clear at 1m, back-row distinguishes "low growl" vs "scream." Concrete demo: 62% "muffled roar"; with mat: 15% complain, 85% praise "clear sound." Mat Laying TipsProper laying prevents tripping:
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