10,869 research outputs found

    Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace

    Get PDF
    Memories of Carvalhal’s Palace – Haunted Encounters is an Aug mented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game de ployed at the Natural History Museum of Funchal makes use of mobile interac tive AR and gaming strategies to promote the engagement of teenage visitors (digital natives) in museum experiences. Through this game, the audience em barks in a journey through the museum spaces, collecting scientific information about selected exhibits, while interacting with their tridimensional (3D) AR mod els. The audience’s interactions with the museum exhibits are rewarded with pieces of a map, which will guide them to a hidden location, the scientific library of the museum. There participants can finally unlock the mysteries they have been summoned to solve. The game’s goal stems from the fact that digital native teenagers are identified as an audience group that is often excluded from a mu seum’s curatorial strategies [1] and as consequence, they appears to be generally disinterested in what museums might offer [2]. In this article, we present the de scription and rational behind Memories of Carvalhal’s Palace: Haunted Encoun ters mobile gaming application and then discuss the results of first empirical tests performed to evaluate the usefulness and usability of the game.info:eu-repo/semantics/publishedVersio

    Treasure codes: augmenting learning from physical museum exhibits through treasure hunting

    Get PDF
    Previous studies have highlighted the difficulty that designers face in creating mobile museum guides to enhance small group experiences. In this paper, we report a study exploring the potential of mobile visual recognition technology (Artcodes) to improve users’ experiences in a visitor centre. A prototype mobile guide in the form of a treasure hunt was developed and evaluated by means of a field study comparing this technology with the existing personal guided tour. The results reveal a preference for the mobile guide amongst participants and show significant learning gains from pre-test to post-test compared with the pre-existing personal tour. Our observational analyses indicate how the mobile guide can be used to improve visitors’ learning experiences by supporting active discovery and by balancing physical and digital interactions. We further expand the concept of design trajectories to consider micro-scaffolding as a way of understanding and designing future public technologies

    Smartphone Based 3D Navigation Techniques in an Astronomical Observatory Context: Implementation and Evaluation in a Software Platform

    Get PDF
    International audience3D Virtual Environments (3DVE) come up as a good solution to transmit knowledge in a museum exhibit. In such contexts, providing easy to learn and to use interaction techniques which facilitate the handling inside a 3DVE is crucial to maximize the knowledge transfer. We took the opportunity to design and implement a software platform for explaining the behavior of the Telescope Bernard-Lyot to museum visitors on top of the Pic du Midi. Beyond the popularization of a complex scientific equipment, this platform constitutes an open software environment to easily plug different 3D interaction techniques. Recently, popular use of a smartphones as personal handled computer lets us envision the use of a mobile device as an interaction support with these 3DVE. Accordingly, we design and propose how to use the smartphone as a tangible object to navigate inside a 3DVE. In order to prove the interest in the use of smartphones, we compare our solution with available solutions: keyboard-mouse and 3D mouse. User experiments confirmed our hypothesis and particularly emphasizes that visitors find our solution more attractive and stimulating. Finally, we illustrate the benefits of our software framework by plugging alternative interaction techniques for supporting selection and manipulation task in 3D

    In Homage of Change

    Get PDF

    Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums

    Get PDF
    Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach

    Routeing in military tourism: gamification as an implementation proposal

    Get PDF
    This dissertation approaches three main concepts, routeing applied to tourism, Military Tourism as a segment of Cultural Tourism and Gamification as a tool for tourist fruition, with the aim at establishing a link between them. Following a literature review from various authors in each of these areas, and after the establishment of a firm conceptual base, this project investigates the possible links between them. In this specific case the application of the benefits of gamification to promote the development of Military Tourism products and their organisation in military themed tourism routes. In conclusion this dissertation presents a guiding model explaining the use of different forms of game based technology to develop different Military Tourism products and how this tool can aid in the organisation in a Military Tourism Route

    Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour

    Get PDF
    Human computer interaction has evolved in the last years in order to enhance users’ experiences and provide more intuitive and usable systems. A major leap through in this scenario is obtained by embedding, in the physical environment, sensors capable of detecting and processing users’ context (position, pose, gaze, ...). Feeded by the so collected information flows, user interface paradigms may shift from stereotyped gestures on physical devices, to more direct and intuitive ones that reduce the semantic gap between the action and the corresponding system reaction or even anticipate the user’s needs, thus limiting the overall learning effort and increasing user satisfaction. In order to make this process effective, the context of the user (i.e. where s/he is, what is s/he doing, who s/he is, what are her/his preferences and also actual perception and needs) must be properly understood. While collecting data on some aspects can be easy, interpreting them all in a meaningful way in order to improve the overall user experience is much harder. This is more evident when we consider informal learning environments like museums, i.e. places that are designed to elicit visitor response towards the artifacts on display and the cultural themes proposed. In such a situation, in fact, the system should adapt to the attention paid by the user choosing the appropriate content for the user’s purposes, presenting an intuitive interface to navigate it. My research goal is focused on collecting, in a simple,unobtrusive, and sustainable way, contextual information about the visitors with the purpose of creating more engaging and personalized experiences

    Human experience in the natural and built environment : implications for research policy and practice

    Get PDF
    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3
    • …
    corecore