1,587 research outputs found

    New technology in Museums: AR and VR video games are coming

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    Museums have gone through a modernization process which has seen the adoption of new technologies in what they offer visitors. Within the framework of the new critical museology, these organizations have been transformed into places of encounter and experience, the key tools in this change being socialization and play. Gamification are now intrinsic to collections and are a way of inviting visitors to share new museum experiences through the latest technology such as AR (Augmented Reality) and VR (Virtual Reality). In this way, the museum becomes a playground and a space for creativity (Borja-Villel et al., 2014). In this research, we focus on what we consider to be an important link between the three central aspects of museum change: sociability, gamificaction and virtualization; and the growing interest in museums for videogames. Our aim is to reach a better understanding of the AR and VR video games developed for museums and how these technologies can not only motivate visitors’ interest but also improve their learning skills. Our analysis focuses of literature published between 2015 to 2018 and follows the analytic structure established by Connolly et al. (2012) with additional features related to learning experience, platforms, and the use of technologies (VR and AR). The general aim is to map the interest of the research community in the field of museum-developed video games, more specifically those that use augmented and virtual reality

    Story guided virtual environments in educational applications

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    Over the last few years we have witnessed a rapid development and popularisation of serious gaming. This field is becoming approved in not only education, science, medicine, religion or engineering, but also in the area of cultural heritage through serious heritage games. This can be utilised for virtual reconstructions and virtual museums and possibly used for education in the form of edutainment, comprising various techniques, such as storytelling, visual expression of information, interactivity and entertainment [19]. This paper demonstrates a new concept of using story guided virtual environments for cultural heritage virtual reconstruction, with live virtual guides in an interactive Flash format. First we compare the implementations of the same environments in x3D and Flash and then we extend the project with digital storytelling, where a user is guided through the whole application using both narrative, non-interactive, movie-like elements and interactive exploration of the virtual environment. The introduced results can be easily adopted for serious games development

    Differentiation of the Causal Characteristics and Influences of Virtual Reality and the Effects on Learning at a Science Exhibit

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    Within the context of the informal science center, exhibits are the main interface for public learning. Essential to the success of a science center is how well exhibits model effective strategies for learning. Virtual Reality (VR) technology with its flexible, adaptive, multimedia, and immersive-learning capabilities is emerging for use by science centers in exhibits; however, research on learning in virtual environments at exhibits is scarce. To support the future development of VR science exhibits it is critical to investigate VR\u27s pedagogical value and effects on science learning. Research investigated the Smoke & Mirrors VR exhibit at the Reuben H. Fleet Science Center in San Diego, California. Inquiry focused on the interplay between elements of the exhibit\u27s design, assessing the separate and interactive effects of visual imagery, moving images, sound, narration, and interactive tools to differentiate the causal characteristics and influences that enhanced and detracted from learning. Case study methodology was employed utilizing visitor observations and interviews with 14 participants. Findings indicated that realistic visual elements with text were the primary sources of content learning; however, positive results were limited to only a few participants. High cognitive load due to interactive tools; instructional design; and movement of visual images were found to be significant detracting characteristics of participant learning. Other characteristics and influences of VR were also found that directly effected learning. Research results will inform the forthcoming design of a new VR exhibit at the Reuben H. Fleet Science Center and to the design and development of future VR exhibits at informal science centers. A prior brief mixed-methods evaluation of Smoke & Mirrors was conducted in 2003, contributing background to the study and its future implications and strategies

    Augmented Reality in Historical Museum: A case study at Fjell Fortress

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    Over the years, there has been development in using the technologies in historical museums for various reasons. The recent development of smartphones and computer graphics has enabled us to provide a new way of interaction between the artifacts and visitors. Augmented Reality provides a platform to add a third dimension to displays bringing the scene to life. It is gaining popularity among the users because of its beneficial features to engage the users. Therefore this thesis aims to investigate the use of Augmented Reality in Fjell Fortress to assist the visitors. A comparative study of different Augmented Reality frameworks is done, and ARCore is chosen to develop a mobile application. A detailed study with the features of ARCore is performed to get an understanding of the framework. The features to reconstruct the past, an indoor and outdoor guide to the Fortress, are developed. Finally, the personal experience is used to discuss the challenges and limitations of the technology in developing the application, and an online survey is used to evaluate the applicability and usability of the application.Master's Thesis in InformaticsINF399MAMN-INFMAMN-PRO

    One day at The Sands: Exploring Las Vegas’ intangible heritage through virtual reality

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    The construction, negotiation and dissemination of cultural heritage in the digital era can take advantage of several approaches, including Virtual Reality (VR). Leveraging on the provision of contextualized multimedia content, VR can foster awareness about the histories of specific times and places, encouraging personal interpretative processes.This paper presents the design, implementation and evaluation of “One Day at the Sands”, a VR application aimed at conveying the atmosphere of one of the most famous casinos in Las Vegas from the 1950s onwards. First, we collected a digital database, including a wide range of historical material; then, we developed a presentation medium that allows viewers to navigate the virtual reconstructions and access the archival material following their curiosity and interests. User tests underlined the capability of the application to facilitate a deep and meaningful exploration of the contents reinforcing the argument that virtual reality solutions represent valuable tools to engender awareness and explorative attitudes towards heritage

    Museums as part of the network of digital culture: A comparative study between the Republic of Korea and the UK

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    This thesis explores the networks of digital culture surrounding six national museums in the Republic of Korea and the UK. Via qualitative research methods, it answers the following research questions: 1) How do the dynamics between the key actors in the museum sector affect the use of digital technology as a foundation of visitor experience? 2) How have museum practices evolved to accommodate digital technology? This study also draws comparisons and contrasts between the two countries’ different approaches to digital culture in museums. Based on Actor-Network theory (ANT) and activity theory (AT), this research identifies actors who have influenced the digital projects of the case museums, for example, government, the museum itself, museum practitioners, digital industry, the public, and so on. The ways they have interconnected with each other are analysed also, as is tracing the actors. The research also highlights the importance of communities of practice (CoP) for museum practitioners’ professional development because of the rapid evolution of technology and the nature of museum digital projects that are situated between the digital and museum sectors. A comparative analysis between the two countries’ national museums is also presented through different actors, their roles and their relationship with the museums. The research also identifies how communication and learning theories adopted in digital projects are dependent on the museums’ overall missions, working processes, and the actors involved in the development of the digital projects. Most digital projects seem to adopt one-way communication and focus on knowledge delivery. However, game-like digital exhibits, maker spaces and online crowdsourcing projects that further consider learner-centred and sociocultural learning approaches are also found, although the museums in the two countries have different approaches. Based on the research findings, this research provides a holistic context for understanding the digital phenomenon in museums and the degree to which the museums have shaped/been impacted by digital culture. I also suggest that museums develop digital projects through a collaborative process and harness digital technology to empower the public

    Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience

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    The thesis discusses the role of Augmented and Virtual Reality technology for the promotion of the cultural heritage, considering both the museum mission and the visitor experience. The research framework represents an integration of the Contextual Model of Learning developed in the field of Museum Visitor Studies, and the cultural-historical Activity Theory, so to consider the different human, environmental and technological dimensions that determine the visitor experience. The research includes two studies. The first study is a qualitative investigation performed at the Ara Pacis Museum in Rome, in order to explore the "design for use" and the "design in use", by collecting data through ethnographic methods and analyzing data through the Service Design Thinking methodology. The second study is an investigation of the museum audience performed using an online questionnaire, to complement and validate the results from study 1. The thesis discusses the results related to the technology as engagement factor, the artifacts ecology and the social interaction among visitors

    MIRACLE Handbook : Guidelines for Mixed Reality Applications for Culture and Learning Experiences

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    Siirretty Doriast

    V-Portugal

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    In the context of the Master of Intercultural Studies for Business, this project report presents and describes a work in the area of intercultural studies - the V-Portugal. The previous project work, on which the project described here is based, consisted in the design of an innovative venture, allied to virtual reality that aimed to create an application software that works through the use of virtual reality glasses. Called "Second Chance", this project conceived in 2018 combined the technological and tourist component, with the aim of capturing the interest of foreigners in Portugal, thus promoting our culture internationally. The product and service of V-Portugal was aimed at an audience with an interest in travelling and getting to know Portugal, satisfying visual desires, such as observing scenic areas of Portugal. The idea "V-Portugal" was born during my academic career at the Portuguese Institute of Administration and Marketing, and was a finalist in the EDP University Challenge, although not a winner. At its genesis was the social conscience and sensitivity towards an often neglected public - the elderly - normally with reduced mobility. The application and the glasses would allow this age group to travel without having to leave home. It was because I perceived the viability of this concept in a different context than initially conceived that I sought to develop it and adapt it to the base area of the Masters - Intercultural Studies for business.No âmbito do Mestrado de Estudos Interculturais para Negócios, o presente relatório de projeto apresenta e descreve um trabalho na área dos estudos interculturais - V-Portugal. O trabalho de projeto prévio, no qual se alicerça o projeto aqui descrito, consistiu na conceção de um empreendimento inovador, aliado à realidade virtual que visava a criação de um software aplicativo e que funciona através do uso de óculos de realidade virtual. Denominado “Second Chance”, este projeto concebido em 2018, combinava a componente tecnológica e turística, com o objetivo de captar o interesse de estrangeiros em Portugal promovendo, desta forma, a nossa cultura internacionalmente. O produto e o serviço da V-Portugal estava direcionado a um público com interesse em viajar e conhecer Portugal, satisfazer desejos visuais, como por exemplo, observar zonas paisagísticas de Portugal. A ideia “V-Portugal” nasceu durante o meu percurso académico no Instituto Português de Administração e Marketing, ideia esta finalista da EDP University Challenge, embora não vencedora. Na sua génese, esteve a consciência social e a sensibilidade relativamente a um público, muitas vezes, negligenciado – os idosos - normalmente, com mobilidade reduzida. A aplicação e os óculos permitiriam a esta faixa etária viajar sem ter de sair de casa. Foi por ter percebido a viabilidade deste conceito em um contexto diferente do inicialmente concebido que o procurei desenvolver e adaptar à área base do Mestrado – Estudos Interculturais para negócios

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC
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