5 research outputs found

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning (Marchsteil)

    Get PDF
    A mobile augmented reality (AR) is one of the emerging technologies that may provide interactive content to tourists at cultural heritage sites. Past studies show enjoyable informal learning experience is highly needed for tourists to broaden knowledge for tourists. Although many mobile AR applications have been developed to expose cultural heritage site information, they are still lacking in providing such experience due to lack of comprehensive models which taking into consideration the elements of enjoyable informal learning experience in the development of such applications. Therefore, this study proposes a comprehensive conceptual model of mobile AR where it considers the components of enjoyable informal learning experience at cultural heritage site. This study followed design science research methodology. The proposed conceptual model is reviewed and validated through expert review and focus group discussion The review was analysed based on frequency of the responses on each component. As a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists of a renowned cultural heritage site. From user perspective, it is proven that AR@Melaka provides enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in an enjoyable way. This study contributes a conceptual model to serve as guidelines for developing a mobile augmented reality that considers an enjoyable informal learning component

    System and infrastructure considerations for the successful introduction of augmented reality guides in cultural heritage sites

    No full text

    Modular Audio Platform for Youth Engagement in a Museum Context

    Get PDF
    The purpose of this thesis is to support museums and other cultural institutes in their mission to attract young visitors by offering engaging experiences. The main goals of the the-sis were to develop a modular and easy-to-use audio story-sharing and audio-augmented reality platform, and evaluate the usefulness of the platform by measuring the level of engagement of participating youth in a workshop context. Design-science research methodology was used for audio platform component development, and mixed-methods were used to study the utility of platform components as case studies. At a more detailed level this means that the expandable and modular platform was developed incrementally one component at a time. When developing Audio Digital Asset Management, action research was used. For the Soundscape Mixer development, combined action research was used until the software was in the α phase after which a separate evaluation method was used in the β phase. For the Audiostory Sharing development de-sign-science research with separate building and evaluation methods was used. After implementation and testing the audio platform also from the usability angle, we moved on to engagement research. Workshops were organized in order to demonstrate the usage of the audio platform. During the workshops engagement was researched using mixed method, namely quantitative self-report questionnaires and qualitative methods in the form of observations. We have succeeded in developing a modular and versatile audio platform. All of the hardware is commonly used including Android phones. Software-wise the backend system is based on open source components. As the backend system provides relevant APIs, new mobile applications can be developed by third parties. In parallel, a concept was also developed, which helps to reach the young target audience and helps to measure the level of engagement. For this purpose, the student engagement structure has been applied in order to find out the level of engagement in workshops where the audio platform is a vital part. As a final summary, the results are promising. There is a general-purpose audio platform, which is modular, expandable and affordable for cultural institutions, and there is a concept to reach young people and a measurement instrument to measure the level of engagement in an audio-related workshop context.Väitöskirjan tavoitteena oli kehittää modulaarinen ja helppo käyttöinen tietojärjestelmä, mikä tukee äänitarinoiden jakamista sekä äänimaisemien rakentelua ja kokemista. Toisena tavoitteena oli arvioida, miten koukuttavia kokemuksia nuorille syntyy työpajoissa, missä tätä tietojärjestelmää hyödynnettiin. Väitöskirjan tarkoitus on tukea museoita ja muita kulttuurilaitoksia houkuttelemaan nuoria kävijöitä tarjoamalla nuorille mahdollisuus kokea kulttuurilaitoksen tarjonta osallistavalla tavalla. Olemme onnistuneet kehittämään modulaarisen ja laajennettavan ääniin keskittyvän tietojärjestelmän. Palvelinohjelmisto perustuu avoimeen lähdekoodiin ja nuorille käyttäjille tarkoitetut mobiilisovellukset on kehitetty Android puhelimille. Järjestelmä tarjoaa avoimet rajapinnat, mikä mahdollistaa myös kolmansien osapuolien uusien mobiilisovellusten kehittämisen kulttuurilaitosten tarpeisiin. Tietojärjestelmän rinnalla kehitimme työpajakonseptit. Työpajoilla on pedagogiset tavoitteet, mikä mahdollistaa yhteistoiminnan koulujen kanssa. Työpajojen arviointiin sovelsimme kasvatustieteiden puolelta ”student engagement” tutkimusta, jolloin kykenemme arvioimaan ja mittaamaan osanottajien kokemuksia perustuen heidän käyttäytymiseen, tunnetiloihin sekä kognitiiviseen oppimiseen. Järjestimme kuusi työpajaa, missä tietojärjestelmä oli keskeisessä roolissa. Neljä työpajaa järjestettiin Suomessa eri-ikäisille ja eri kansallisuuksista tuleville osanottajille. Kaksi työpajaa järjestettiin Puolassa. Perustuen näistä työpajoista kerättyihin kokemuksiin voimme sanoa, että tulokset olivat lupaavia iästä ja kansallisuudesta riippumatta. Saimme sovellukset toimimaan sujuvasti ja nuoret innostumaan sovellusten avulla. Innostuksen määrän saimme selville kehitetyllä mittausmenetelmällä. Suurin osa työstä on tehty osana Luova Eurooppa rahoitteista People’s Smart Sculpture hanketta. Hankkeen saksalaiset partnerit hyödynsivät äänimaisemasovellusta osana kaupunkisuunnittelua, mikä voisi olla yksi jatkotutkimuksen aihe
    corecore