13,661 research outputs found
Immersive experiences as a resource for promoting museum tourism in the Z and millennials generations
In recent years, immersive experiences have gained a leading role in cultural and museum tourism. However, not
all the benefits of virtual reality as a promotional tool for museum tourism, especially among the younger
generation, are being exploited. This paper conducted an experiment in three different immersive scenarios,
using the virtual reality headset, the mobile application plus virtual reality glasses and video on a computer
screen. The sample contained 157 young people from Gen Z and Millennials. The results have shown that, with
higher experience immersion levels, there are higher levels of affective and conative performance in young
people. In addition, where there are higher levels of immersive experience, young people with an active cultural
profile have an increased affective and conative performance. Likewise, these young people are more proactive
with the intention of an actual visit to the museum.Study co-financed by the ACIISI and the ESF. Integrated Operational
Programme of the Canary Islands 2014â2020, Axis 3 Priority Theme 74
(85%)
Museums and the Metaverse: Emerging Technologies to Promote Inclusivity and Engagement
Over the past two decades, museums have increasingly sought to build connections with the community and increase inclusivity of visitors. At the same time, emerging technologies, such as extended reality (XR) and virtual museums (VM) are increasingly adopted to engage with different generational expectations but also for the purposes of supporting inclusivity and neurodiverse populations. First such technologies were adopted to augment exhibitions in the physical museum space for edutainment. Since then, XR has expanded from room-size environments (CAVEs) and augmented exhibitions to the creation of entire virtual museums, such as The Museum of Pure Form and The Virtual Museum of Sculpture. Digital twins of museums are increasingly common, along with UNESCO World Heritage Sites. Such virtual experiences can be leveraged to prepare neurodiverse visitors prior to visiting a museum. This chapter will outline how existing approaches to social stories and sensory maps may be combined with XR experiences to support neurodiverse visitors and their families. While onsite, immersive technologies can be used both for engagement and to provide accommodations for greater inclusivity and diversity
Interaction styles in a multi-modal virtual museum
Virtual Reality is used for creating immersive experiences with rich interactions in many application domains, from video games, simulations, and training, to cultural heritage and educational applications. Taking advantage of this technology, the experience in traditional museums can be enhanced with digital content, the museum or their collections can be replicated for remote visitors, or entirely new virtual museums can be created. In this paper, a demo of a multi-modal virtual museum is
presented and interaction discussed from the point of view of a consumer and a virtual museum creator
Making the Abstract Straightforward: A Pilot of Immersive VR in an Allied Health Program of Study
[EN] Emerging technologies in education are offering new tools for teaching and learner engagement. Todayâs study and practice can include use of digital technologies far beyond looking at a flat screen: virtual reality, augmented reality, interactive 3D objects and 360 video can provide immersive and impactful teaching and learning. There are a variety of definitions for these ârealitiesâ but the overarching impact is one of powerful, immersive, visual learning. Immersive virtual reality in a learner-centric environment can provide more presence and engagement for students, enabling the possibility of enhanced learning experiences relative to conventional classroom practices. This paper presents early results of a pilot study leveraging the possibilities of VR technology in service to an existing program of study in allied health services:graduates surveyed report high degrees of confidence in course materials learned by means of the custom VR components developed, reporting the adjunct course materials substantially helped learners in understanding otherwise difficult to grasp concepts of the course.This project was made possible in part by the Institute of Museum and Library Services through the Library Services and Technology Act.Colegrove, P.; Westergard, T. (2021). Making the Abstract Straightforward: A Pilot of Immersive VR in an Allied Health Program of Study. En 7th International Conference on Higher Education Advances (HEAd'21). Editorial Universitat Politècnica de València. 527-534. https://doi.org/10.4995/HEAd21.2021.13163OCS52753
ANALISIS VIRTUAL GUIDE MONUMENT KAPAL SELAM SURABAYA (MONKASEL) MELALUI PENGGABUNGAN "GOOGLE CARDBOARD" DAN AUGMENTED REALITY
Submarine monument or known as Monkasel is a submarine museum located in  the center of Surabaya. Submarine Monument which was formerly built as KRI Pasopati 410 submarine, is one of Indonesian Navies. Facilities, technical support and human resources are the main obstacles of the Monkasel tourism  beneficiaries. In addition, the way information communicated is less interesting to the visitors of museum. In order to solve this problem, digital media which utilizes visitor's devices is designed. Digital media enables visitor to access more information interestingly using their device. Therefore, the information provided by artefact and analog information board will be enriched by digital media. The aim of this research is to perceive about digital media appication such as Google Cardboard as virtual reality in collaboration with augmented reality that can be implemented to artefact in Museum Kapal Selam Surabaya. Qualitative explanative and action research are the methods used for this research. By examining the cause and impact of a fenomena, interactive media helps to reconstruct the value of the fenomena. As a result, user's application on mobile gadget is developed with information provided by the museum. By using Google Cardboard as virtual reality device, the user experiences immersive result of the media. Google Carboard is a technology of first person view that has 360 degree angle, while augmented reality is a combination of invisible and visible object in reality. Augmented reality delivers information interestingly to Monkasel Surabaya visitor by using visualisation of two or three dimentional virtual object on a real object
Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement
Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
Traditional museums, virtual museums. Dissemination role of ICTs.
Molti spazi della cultura, che si configurano come musei di sĂŠ stessi, presentano al loro interno pochi reperti esposti. Ă il caso di musei in edifici o aree archeologiche di seconda fascia, dai quali la maggior parte dei reperti è stata spostata in musei di importanza superiore o dove i reperti sono stati rimossi per diverse esigenze organizzative/espositive. In queste situazioni le ICT permettono di sviluppare un efficace sistema di comunicazione e disseminazione, coinvolgendo i visitatori e gli studiosi mediante lâutilizzo di procedure collegate allâEdutainment, allâinteractive ed immersive experience, ai serious games e alla gamification.
Come caso studio sono presi il Museo delle Mura, come museo in un edificio, e la Villa di Massenzio, come area archeologica, entrambi collocati sulla Via Appia Antica a Roma.
Le esigenze della Sovrintendenza sono di valorizzare e divulgare:
- la presenza del Museo, collocato in una delle numerose porte romane ancora ben conservate e site nel giro delle Mura Aureliane;
- la storia della porta e del breve tratto di mura ad essa connesse;
- la storia e lâarticolazione delle mura di Roma.
Per la Villa di Massenzio lâobiettivo principale è far comprendere la storia e la funzione delle due strutture (il circo ed il Mausoleo di Romolo), oggi visibili e visitabili, garantendo una maggiore comprensione di unâarea di circa 4 ettari, in cui i visitatori oggi possono beneficiare solo di alcuni pannelli informativi.Many cultural spaces, which have been transformed into museums contain very few exhibits. In particular, museums in buildings or second-tier archaeological areas, where most of
the finds have been moved to museums of major importance or exhibits that have been removed for different organizational/exhibition needs. In these situations, the use of ICT affords the possibility to incorporate effective communication and dissemination systems. As a result, it involves visitors and scholars within the exhibit using procedures related to edutainment, interactive and immersive experiences, serious games and gamification.
As a case study are taken the Museum of the Walls, as a museum in building, and the archaeological area of the Maxentius archaeological complex, as an open-air museum,
both located on the Ancient Appia road. In the Museum of the Walls Superintendent's requirements are to enhance and disseminate:
- the presence of the Museum, located in one of the many well-preserved Roman city gates located in the Aurelian Walls;
- the history of the city gate and of the short section of walls connected to it;
- the history and articulation of the walls of Rome.
In the Maxentius archaeological the main goal is to make understand the history and the function of the two main structures (the circus and a Mausoleum of Romulus), which are visible and open to visitors, ensuring a greater understanding of an area with the size of about 4 hectares, where visitors today can only benefit information from some panels
Their memory:exploring veteransâ voices, virtual reality and collective memory
This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veteransâ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience
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Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the impact VR might be having on the spatial and social experience of art museums. This article, therefore, reports on an original research project designed to address these concerns. The project was conducted at Anise Gallery in London, United Kingdom, between June and July 2018 and focused on the multisensory, and VR-based, exhibition, Scents of Shad Thames. The research involved 19 semi-structured interviews with participants who had just experienced this exhibition. Drawing on scholarly literature that surrounds the spatial and social norms pertaining to art museums, this study advances along three lines. First, the research explores whether the inclusion of VR might alter the practice of people watching, which is endemic of this setting. Second, the research explores whether established ways of navigating the physical setting of art museums might influence how users approach the digital space of VR. Third, the research examines whether the incorporation of VR might produce a qualitatively different experience of the art museum as a shared social space
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