33,100 research outputs found

    Augmented Reality Virtual Guide Museum Multatuli Rangkasbitung Based on Android

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    Multatuli Museum has been established for several years and is visited by many tourists. However, in practice the Multatuli Museum often lacks museum guides when there is an increase in visits, so that visitors who are not accompanied by a tour guide do not get complete information. In addition, the lack of interest of the younger generation in visiting museum attractions so that by applying Augmented Reality technology to the Multatuli Museum is expected to attract visitors, especially the younger generation. Augmented Reality (AR) is a technology that is able to insert 3D and 2D objects into a real environment in real-time to display a Virtual Guide at the Multatuli Museum. The author creates an animation in the form of a virtual guide for the Multatuli Museum using Blender software to create 3D animations and using Unity software to build the application as well as the Vuforia extension for Unity with C# programming language. The author uses the prototyping method as the application development method and uses the Unified Modeling Language (UML) as the system design. This research produces an Augmented Reality Application that can be used on Android smartphones. This application is capable of displaying 3D animations that provide information about the showrooms in the Multatuli Museum. Based on black box testing all features in the application are 100% running well. with this application visitors feel helped when the tour guide is limited and feel happy because there is still a Virtual tour guide who helps in the museum

    An augmented reality guide for the ā€œopen sky museumā€ in ValparaĆ­so

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    The ā€œopen sky museumā€ in Valparaiso, Chile, is an art exposition set in a wide area, over the walls and streets of an emblematic hill of the city. It consists of a series of 20 murals, close to each other, turning the landscape into a space for the promotion of art and culture. However, the picturesque houses, passages and gateways in the hill form an intricate maze that can frustrate im-patient tourists. On the other hand, Augmented Reality (AR) is a technology that is growing as fast as the smartphone market; it uses different sensors of these devices to show a vision of the physical environment combined with virtual information. We develop a navigation guide for the open sky museum that is presented to the user as a layer of augmented reality and can be accessed through the ā€œLayarā€ publication system. Tourists near the museum can access this guide to see walking paths, location of the artworks, and artist information. In addition, we implement a method to deal with the lack of altitude data on Global Positioning System (GPS) units to correctly display objects with respect to the user altitude.Sociedad Argentina de InformĆ”tica e InvestigaciĆ³n Operativ

    Evolution of the Museum Experience: Mobile Augmented Realityā€™s Impact on the Visitor Experience at an Outdoor Living Museum

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    This paper reports the findings of a study to determine if using Mobile AR (augmented reality) to render an exhibitā€™s supplemental information increased the level of learning and enjoyment of visitors to a living museum, specifically the Pocock Trail located within the Bergen Swamp, which is classified as a ā€œLiving Museumā€. A museum is identified as ā€œLivingā€ when it ā€œis a natural, wild area that is relatively undisturbed by man. It is an area where the native plant and animal life are maintaining themselves in a natural, biological mannerā€ (BSPS, 2016). When an area is undisturbed by man it is not possible to add traditional text-based exhibit descriptions on plaques or posters. AR adds digital content to the real world that visitors can interact with in the same manner that they interact with the physical world. It is used to evoke emotion, to tell a story, or to document an event (Craig, 2013). AR was used to augment the real world of the Bergen Swamp to add supplemental information that was viewed on a mobile device. The goal of this study was to determine whether the use of AR technology would enhance a visitor experience to this living museum compared to a traditional guided tour by a docent. Visitors were first provided a docent to guide them through the Pocock trail, and then the same visitors were provided an app to download which used an AR browser to guide them through the same trail

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices

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    The availability of advanced software and less expensive hardware allows museums to preserve and share artefacts digitally. As a result, museums are frequently making their collections accessible online as interactive, 3D models. This could lead to the unique situation of viewing the digital artefact before the physical artefact. Experiencing artefacts digitally outside of the museum on personal devices may affect the user's ability to emotionally connect to the artefacts. This study examines how two target populations of young adults (18ā€“21 years) and the elderly (65 years and older) responded to seeing cultural heritage artefacts in three different modalities: augmented reality on a tablet, 3D models on a laptop, and then physical artefacts. Specifically, the time spent, enjoyment, and emotional responses were analysed. Results revealed that regardless of age, the digital modalities were enjoyable and encouraged emotional responses. Seeing the physical artefacts after the digital ones did not lessen their enjoyment or emotions felt. These findings aim to provide an insight into the effectiveness of 3D artefacts viewed on personal devices and artefacts shown outside of the museum for encouraging emotional responses from older and younger people

    Narrative approaches to design multi-screen augmented reality experiences

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830ā€™s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
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