22 research outputs found

    Augmented Reality and Gamification in Heritage Museums

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    Gamifikasi sebagai Metode untuk Mendapatkan Customer Loyalty: Review Literatur

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    Customer loyalty merupakan salah satu hal penting dibidang bisnis. Hal tersebut dikarenakan customer loyalty dapat memberikan tambahan pendapatan bagi sektor bisnis. Customer loyalty diterapkan tidak hanya pada bisnis retail saja, tetapi banyak sektor bisnis lainnya yang menerapkannya. Customer loyalty memiliki beberapa variabel dan faktor yang dapat mempengaruhinya. Hal tersebut antara lain adalah engagament, satisfaction dan brand. Ketiga faktor tersebut dapat dihasilkan dari penerapan gamifikasi. Oleh karena itu, dalam penelitian ini akan dijelaskan mengenai gamifikasi yang dapat mempengaruhi customer loyalty. Pada penelitian ini juga akan dibahas elemen game apa yang sesuai dengan konteks ini, bagaimana cara penerapannya dan apa dampak yang akan dihasilkannya. Hasil dari penelitian ini menyimpulkan bahwa terdapat beberapa elemen gamifikasi yang dapat diterapkan. Ditunjukkan pula implementasi gamifikasi yang cocok untuk permasalahan ini.Customer loyalty is one of the important things in the business area. This is because customer loyalty can provide additional revenue for the business sector. Customer loyalty is applied not only to the retail business, but many other business sectors that implement it. Customer loyalty has several variables and factors that can influence it. These include engagament, satisfaction and brand. These three factors can be generated from the application of gamification. Therefore, in this study we will explain about gamification that can affect customer loyalty. In this study, the elements of the game will be discussed in accordance with this context, how to implement them and what impacts they will produce. The results of this study conclude that there are several gamification elements that can be applied. Also demonstrated the implementation of gamification that is suitable for this problem

    Experiencing Cultural Heritage Through Gamification: Mardin orphanage

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    This paper presents early-stage research about the role of gamification in experiencing cultural heritage strongly within the sociological context, specifically focusing on the transformation of the old orphanage located in the historical city center of Mardin. The study acknowledges the significance of the old orphanage as an architectural heritage exemplar, built of natural Mardin stone, situated within a unique historical and archaeological urban environment. However, it recognizes the challenges of preserving the building's heritage value, which necessitate surpassing the superficial restoration methods applied to adapt it into a hotel. The primary motivation of this research is to develop a method for creating a navigable and interactive virtual replica of the orphanage, centering on the processes and outcomes of transferring its heritage value. To achieve this, the paper initially outlines the documentation and analysis procedures employed, utilizing photogrammetry to capture the past and current states of the orphanage. Subsequently, participants engage with a gamified and realistic digital replica of the orphanage, involving task-based interactions and scenario-based experiences. The paper concludes by presenting preliminary results concerning participant reactions to the initial virtual model, delivered through a VR device. By raising awareness about the significance of restoring and preserving historical heritage, this study aims to positively impact the domains of tourism, education, and conservation. Furthermore, it intends to shed light on future research opportunities in the field of digital cultural heritage.International Technological Universit

    Guidance and surroundings awareness in outdoor handheld augmented reality

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    Handheld and wearable devices are becoming ubiquitous in our lives and augmented reality technology is stepping out of the laboratory environment and becoming ready to be used by anyone with portable devices. The success of augmented reality applications for pedestrians depends on different factors including a reliable guidance system and preventing risks. We show that different guidance systems can be supplementary to provide directions to a point of interest and offer clues that help the user find the augmented data when they get close to the location they have to visit. We tested the helpfulness of a map with the points of interest, an image preview of the next point of interest to visit, and an arrow showing the direction to it. The results show that the effectiveness of these guidance systems depend on the distance to the point of interest and the accuracy of the data obtained from the Global Positioning System. We also measured the total time that participants spent looking at the screen, as well as the perceived elapsed time as a measurement of real world dissociation. Finally, we discuss preliminary results to minimize the risk of accidents when using augmented reality applications in an outdoor urban environment

    User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study

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    This paper explores the User Experience (UX) of Augmented Reality applications in museums. UX as a concept is vital to effective visual communication and interpretation in museums, and to enhance usability during a museum tour. In the project ‘MuseumEye’, the augmentations generated were localized based on a hybrid system that combines of (SLAM) markerless tracking technology and the indoor Beacons or Bluetooth Low Energy (BLE). These augmentations include a combination of multimedia content and different levels of visual information that required for museum visitors. Using mobile devices to pilot this application, we developed a UX design model that has the ability to evaluate the user experience and usability of the application. This paper focuses on the multidisciplinary outcomes of the project from both a technical and museological perspective based on public responses. A field evaluation of the AR system was conducted after the UX model considered. Twenty-six participants were recruited in Leeds museum and another twenty participants in the Egyptian museum in Cairo. Results showed positive responses on experiencing the system after adopting the UX design model. This study contributes on synthesizing a UX design model for AR applications to reach the optimum levels of user interaction required that reflects ultimately on the entire museum experience

    Development and integration of digital technologies addressed to raise awareness and access to European underwater cultural heritage. An overview of the H2020 i-MARECULTURE project

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    The Underwater Cultural Heritage (UCH) represents a vast historical and scientific resource that, often, is not accessible to the general public due the environment and depth where it is located. Digital technologies (Virtual Museums, Virtual Guides and Virtual Reconstruction of Cultural Heritage) provide a unique opportunity for digital accessibility to both scholars and general public, interested in having a better grasp of underwater sites and maritime archaeology. This paper presents the architecture and the first results of the Horizon 2020 iMARECULTURE (Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritage) project that aims to develop and integrate digital technologies for supporting the wide public in acquiring knowledge about UCH. A Virtual Reality (VR) system will be developed to allow users to visit the underwater sites through the use of Head Mounted Displays (HMDs) or digital holographic screens. Two serious games will be implemented for supporting the understanding of the ancient Mediterranean seafaring and the underwater archaeological excavations. An Augmented Reality (AR) system based on an underwater tablet will be developed to serve as virtual guide for divers that visit the underwater archaeological sites

    Using 3D modelling and game engine technologies for interactive exploration of cultural heritage : an evaluation of four game engines in relation to Roman archaeological heritage

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    Developments in information technology have challenged the traditional model of museums, libraries and similar venues acting as relatively passive ‘learning spaces’ for the public to access ‘knowledge’ as an exchange between tutor and learner, or in this context curator and visitor enabling them to offer more immersive and interactive modes of transfer. This article examines the development of a 3D model built from plans of a Roman edifice and its transfer into four game engines as vehicles for independent navigation around the ‘virtual building’. The game engines are evaluated in respect of their ability to enhance visitors’ experience by using an on-site facility when visiting a museum constructed over the physical remains. Cost and licensing override technical factors such as audiovisual and functional fidelity or composability and installing the system on a PC is preferable to more specialist game control devices if a broad user base is targeted

    Ambient Information Visualisation and Visitors' Technology Acceptance of Mixed Reality in Museums

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    The visualisation of historical information and storytelling in museums is a crucial process for transferring knowledge by directly and simplistically engaging the museum audience. Until recently, technological limitations meant museums were limited to 2D and 3D screen-based information displays. However, advancements in Mixed reality (MR) devices permit the propagation of a virtual overlay that amalgamates both real-world and virtual environments into a single spectrum. These holographical devices project a 3D space around the user which can be augmented with virtual artefacts, thus potentially changing the traditional museum visitor experience. Few research studies focus on utilising this virtual space to generate objects that do not visually inhibit or distract the operator. Therefore, this paper aims to introduce the Ambient Information Visualisation Concept (AIVC) as a new form of storytelling, which can enhance the communication and interactivity between museum visitors and exhibits by measuring and sustaining an optimum spatial environment around the user. Furthermore, this paper investigates the perceptual influences of AIVC on the users’ level of engagement in the museum. This research paper utilises the Microsoft HoloLens, which is one of the most cutting-edge imagining technologies available to date, in order to deploy the AIVC in a historical storytelling scene ‘The Battle’ in the Egyptian department at The Manchester Museum. This research further seeks to measure the user acceptance of the MR prototype by adopting the Technology Acceptance Model (TAM). The operational approaches investigated in this study include; personal innovativeness (PI), enjoyment (ENJ), usefulness (USF), ease of use (EOU) and willingness of future use (WFU). The population sampling methodology utilised 47 participants from the museum’s daily visitors. Results of this research indicate that the willingness of future usage construct is the primary outcome of this study, followed by the usefulness factor. Further findings conclude that the majority of users found this technology highly engaging and easy to use. The combination of the proposed system and AIVC in museum storytelling has extensive applications in museums, galleries and cultural heritage places to enhance the visitor experience. Keywords: Mixed Reality; Storytelling; Visitor Acceptance; Museum; HMDs; Ambient information visualisation; Microsoft HoloLen

    Evolve your history: Learner engagement in the university history classroom explored through augmented reality

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    This thesis presents research results on Augmented Reality (AR) from an educational engagement point of view, sharing findings on how AR can be deployed in history classrooms to potentially increase learner engagement. In modern historical educational practices, students are often only moderately engaged, and increasing engagement using AR remains largely unexplored. This study surveyed 19 history students in phase one, and 15 students in phase two with observations in both phases, fieldnotes, and interviews with four British Columbian university students. Overall data analysis suggested that AR did not increase student engagement under an already engaging history professor, although qualitative data suggested that students were engaged with AR and classmates in this study. Participant feedback identified that engagement could be increased through dramatic historical topics such as WW 1, using AR with elementary and high school students, AR tutorial sessions, defined timelines, and feedback on potential barriers in the classroom.Augmented RealityStudent engagementNeomillennialModern curriculumEducational technologyTeacher engagementHistorical educational method
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