9,768 research outputs found

    A framework study on the use of immersive XR technologies in the cultural heritage domain

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    Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests’ experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain

    Innovate Magazine / Annual Review 2007-2008

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    https://scholarworks.sjsu.edu/innovate/1004/thumbnail.jp

    Computer-Mediated Communication Of History Museums In The Midwestern United States: A Web Content Analysis

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    Adult museumgoers have come to expect increased access to museum information and resources through computer-mediated communication (CMC). Current research suggests that museum websites can increase the desire to visit the museum physically. The purpose of this study is to investigate how small, medium, and large history museums in the midwestern United States communicate the value of digital experiences to adult museumgoers. This qualitative content analysis follows Pauwels’ (2012) Multimodal Framework for Analyzing Websites as Cultural Expressions. The data was collected from 16 history museum websites, then analyzed using MAXQDA. The data collected provides insight into the methods and language museums use to describe the value of digital experiences to adult museumgoers. Culturally specific meanings can be found in the explicit and implicit content of an organization’s website. This content can reveal information about the organization, such as mission, beliefs, and values. The results of this study suggested that visitors of history museums are the recipients of embedded messages either explicit or implicit. The second theme that emerged from visual analysis was building digital communities. This study elucidated how smaller museums often promote the physical museum experience over the digital, but they frequently rely on social media technology to communicate the socio-cultural context of the museum, regardless of the geographic location of the museum. Museum educators need to provide online opportunities that go beyond information exchange and target the identity-related needs of adult learners. A second recommendation is that they prioritize social exchange in online platforms with a focus on cultivating and strengthen relationships between museumgoers as well as connectedness to the museum

    The power of immersive technologies: a sociopsychological analysis of the relationship between immersive environments, storytelling, sentiment, and the impact on user experience

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    This dissertation initially focused on exploring the potential of immersive technologies for the distant future. However, the emergence of the COVID-19 virus in late 2019 disrupted the world, causing a pause in many areas. Nevertheless, the butterfly effect of the pandemic spurred the development of immersive technologies, resulting in the rise of the metaverse, web3, non-fungible tokens (NFT), and avatars, which are gaining increasing popularity. The excitement for the metaverse is growing in both academia and industry, leading to new avenues of research, digital marketing, video games, tourism, and social media. This dissertation explores this rapidly emerging technological revolution and its effects on user experience (UX)

    VIRTUAL YOUTH SPACES IN PUBLIC LIBRARIES: DEVELOPING AN EVALUATIVE FRAMEWORK

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    This study explores the successes and challenges of the virtual space component of the 21st Century Learning Labs in Libraries and Museums funded by the Institute for Museum and Library Services (IMLS) and the MacArthur Foundation. This study synthesizes the literature on informal learning for youth that motivated these learning labs and analyzes existing evaluative approaches to public library initiatives. The author adopts a grounded theory approach and conducts semi-structured interviews with learning lab staff from four sites that received the 21st Century Learning Labs in Libraries and Museums Grant. Key concepts from the literature guide the analysis of the interviews to produce a foundational evaluative framework that can be used by public library staff to design and evaluate goals for their virtual learning lab. This framework considers both the overall mission of virtual learning labs and contextual factors that influence the library

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Advances in Teaching & Learning Day Abstracts 2005

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2005
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