A Gamified Augmented Reality Application for Digital Heritage and Tourism
Source abstract
Abstract
Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Augmented Reality Applications · Virtual Reality Applications and Impacts · Museums and Cultural Heritage
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
Information Technologies Institute, Centre for Research & Technology Hellas, 57001 Thermi, Greece
Interaction Department, Tetragon S.A., 54641 Thessaloniki, Greece
Research and Educational Programs Department, Piraeus Bank Group Cultural Foundation, 10558 Athens, Greece
Funding
Greek Operational Program Competitiveness, Entrepreneurship and Innovation, under the call RESEARCH-CREATE-INNOVATE
References (56)
Show source-provided references
1. Bolin, G. (2014). Introduction: Cultural Technologies in Cultures of Technology. Research in Cultural and Media Studies, Routlege.
2. From Culture to Smart Culture. How Digital Transformations Enhance Citizens’ Well-Being through Better Cultural Accessibility and Inclusion10.1109/ACCESS.2020.2975542 ↗
3. Catapoti, D., Nikolaou, P., and Andriopoulou, D. (2019, January 13–15). ICT and Cultural Heritage in Greece and Cyprus: A critical overview of current postgraduate curricula. Proceedings of the International Conference on Cultural Informatics, Communication & Media Studies (CICMS), Mytilene, Greece.10.12681/cicms.2731 ↗
4. Application of Internet of Things technology in the construction of wisdom museum10.1002/cpe.4680 ↗
5. A location-aware architecture for an IoT-based smart museum10.4018/IJEGR.2016040103 ↗
6. The Algorithmic Turn: Photosynth, Augmented Reality and the Changing Implications of the Image
7. Galatis, P., Gavalas, D., Kasapakis, V., Pantziou, G., and Zaroliagis, C. (December, January 30). Mobile Augmented Reality Guides in Cultural Heritage. Proceedings of the 8th EAI International Conference on Mobile Computing, Applications and Services, Cambridge, UK.
8. Luna, U., Rivero, P., and Vicent, N. (2019). Augmented Reality in Heritage Apps: Current Trends in Europe. Appl. Sci., 9.10.3390/app9132756 ↗
9. Ciolfi, L., Scott, K., and Barbieri, S. (2011). Promising beginnings? Evaluating museum mobile phone apps. Re-Thinking Technology in Museums. Emerging Experiences, University of Limerick.
10. Hirose, M., and Tanikawa, T. (2010, January 12–13). Overview of the Digital Museum Project. Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, Seoul, Korea.10.1145/1900179.1900181 ↗
11. Serious Games Classification for Digital Heritage
12. Andreassi, R. (2017, January 26–27). The School Museum as an educational pathway. Proceedings of the Education and Museum: Cultural Heritage and Learning, Final Event and International Conference, Rome, Italy.
13. Colizzi, M.A., Camerota, M.G., Trillana-Sales, R.J., and Ferrara, V. (2017, January 26–27). The cultural heritage to improve skills and to create a bridge between school and museum. Proceedings of the Education and Museum: Cultural Heritage and Learning, Final Event and International Conference, Rome, Italy.
14. “Exhibiting” Lifelong Learning in Museums: The Museum of Education/Xeniseum as a space of Civic Understanding and Social Connectedness
15. Museum Education as Curriculum: Four Models, Leading to a Fifth10.1080/00393541.2004.11651780 ↗
16. McKenna, H.P. (December, January 28). Emergent ambient culture in smart cities: Exploring the Internet of cultural things (IoCT) and applications in 21st century urban spaces. Proceedings of the 12th International Conference on Signal-Image Technology & Internet-Based Systems, Naples, Italy.
17. Dimasi, M., and Baros, V. (2019). Pedagogical Strategies for Utilizing Information and Communication Technologies in Teaching Local History in Elementary School, Diadrasi. (In Greek).
18. Mobile Technologies in Museum Exhibitions10.5937/Turizam1404166M ↗
19. Performance of the IEEE 802.15.4 protocol as the marker of augmented reality in museum10.1088/1742-6596/1007/1/012020 ↗
20. Gesture Recognition Using Wearable Vision Sensors to Enhance Visitors’ Museum Experience
21. Singh, H., and Blustein, J. (2019, January 17). Smart Glasses in Galleries Libraries Archives Museums. Proceedings of the 2nd International Workshop on Human Factors in Hypertext, Hof, Germany.10.1145/3345509.3350528 ↗
22. Damala, A., Cubaud, P., Bationo, A., Houlier, P., and Marchal, I. (2008, January 10–12). Bridging the Gap between the Digital and the Physical: Design and Evaluation of a Mobile Augmented Reality Guide for the Museum Visit. Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, Athens, Greece.10.1145/1413634.1413660 ↗
23. Papagiannakis, G., Schertenleib, S., Ponder, S., Arevalo, M., Thalmann, N.M., and Thalmann, D. (2004, January 15–16). Real-Time Virtual Humans in AR Sites. Proceedings of the 1st European Conference on Visual Media Production, London, UK.
24. Mata, F., Claramunt, C., and Juarez, A. (2011, January 1–4). An experimental virtual museum based on augmented reality and navigation. Proceedings of the 19th ACM SIGSPATIAL International Symposium on Advances in Geographic Information Systems, Chicago, IL, USA.10.1145/2093973.2094058 ↗
25. Pucihar, K.C., Kljun, M., and Coulton, P. (2016, January 7–12). Playing with the Artworks: Engaging with Art through an Augmented Reality Game. Proceedings of the ACM Computer-Human Interaction Conference, San Jose, CA, USA.
26. Kolivand, H., El Rhalibi, A., Tajdini, M., Abdulazeez, S., and Praiwattana, P. (2018). Cultural Heritage in Marker-Less Augmented Reality: A Survey. Advanced Methods and New Materials for Cultural Heritage Preservation, Intechopen.10.5772/intechopen.80975 ↗
27. Griffiths, S., Wong, M.S., Kwok, C.Y.T., Kam, R., Lam, S.C., Yang, L., Yip, T.L., Heo, J., Chan, B.S.B., and Xiong, G. (2019). Exploring Bluetooth Beacon Use Cases in Teaching and Learning: Increasing the Sustainability of Physical Learning Spaces. Sustainability, 11.10.3390/su11154005 ↗
28. Guimarães, F., Figueiredo, M., and Rodrigues, J. (October, January 28). Augmented Reality and Storytelling in heritage application in public gardens: Caloust Gulbenkian Foundation Garden. Proceedings of the 2015 Digital Heritage, Granada, Spain.10.1109/DigitalHeritage.2015.7413891 ↗
29. Breuss-Schneeweis, P. (2016, January 12–16). “The speaking celt”: Augmented reality avatars guide through a museum—Case study. Proceedings of the ACM International Joint Conference on Pervasive and Ubiquitous Computing, Heidelberg, Germany.10.1145/2968219.2974044 ↗
30. Ryffel, N., Zünd, F., Aksoy, Y., Marra, A., Nitti, M., Aydın, T.O., and Sumner, B. (2017, January 21–23). AR Museum: A Mobile Augmented Reality Application for Interactive Painting Recoloring. Proceedings of the International Conference on Game and Entertainment Technologies, Lisbon, Portugal.
31. Boboc, R.G., Duguleana, M., Voinea, G.D., Postelnicu, C.C., Popovici, D.M., and Carrozzino, M. (2019). Mobile Augmented Reality for Cultural Heritage: Following the Footsteps of Ovid among Different Locations in Europe. Sustainability, 11.10.3390/su11041167 ↗
32. Prange, S., Müller, V., Buschek, D., and Alt, F. (2017, January 26–29). QuakeQuiz—A Case Study on Deploying a Playful Display Application in a Museum Context. Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, Stuttgart, Germany.10.1145/3152832.3152841 ↗
33. Diegmann, P., Schmidt-Kraepelin, M., van den Eynden, S., and Basten, D. (2015, January 4–6). Benefits of Augmented Reality in Educational Environments—A Systematic Literature Review. Proceedings of the Internationale Tagung Wirtschaftsinformatik, Osnabrück, Germany.
34. Using QR codes to increase user engagement in museum-like spaces10.1016/j.chb.2016.02.012 ↗
35. Pikov, N., Rumyantsev, M., Vishniakova, M., Kizhner, I., and Hookk, D. (October, January 28). Touching an ancient stone: 3d modeling and augmented reality techniques for a collection of petroglyphs from State Hermitage Museum. Proceedings of the Digital Heritage, Granada, Spain.
36. Sylaiou, S., Mania, K., Liarokapis, F., White, M., Walczak, K., Wojciechowski, R., Wisa, W., and Patias, P. (2015). Evaluation of a Cultural Heritage Augmented Reality Game. Cartographies of Mind, Soul and Knowledge, Ziti Publications.
37. White, M., Mourkoussis, N., and Darcy, J. (2004, January 19). ARCO—An Architecture for Digitization, Management and Presentation of Virtual Exhibitions. Proceedings of the 22nd International Conference on Computer Graphics, Crete, Greece.10.1109/CGI.2004.1309277 ↗
38. Vuforia (2020, February 11). Vuforia Engine Developer Portal. Available online: https://developer.vuforia.com.
39. Poynton, C. (2003). Digital Video and HD: Algorithms and Interfaces, Morgan Kaufmann.
40. Monocular Model-Based 3D Tracking of Rigid Objects: A Survey10.1561/0600000001 ↗
41. Herzig, P. (2014). Gamification as a Service—Conceptualization of a Generic Enterprise Gamification Platform, Technische Universität.
42. Comparative usability evaluation (CUE-4)10.1080/01449290600959062 ↗
43. Korhonen, H., Paavilainen., J., and Saarenpää, H. (October, January 30). Expert review method in game evaluations: Comparison of two playability heuristic sets. Proceedings of the ACM MindTrek, Tampere, Finland.
44. A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 201410.3389/frobt.2018.00037 ↗
45. Nielsen, J. (2020, February 14). 10 Heuristics for User Interface Design. Available online: http://www.useit.com/papers/heuristic/2401 heuristic list.html.
46. Endsley, T.C., Sprehn, K.A., Brilll, R.M., Ryanl, K.J., Vincentl, E.C., and Martinl, J.M. (2017, January 9–13). Augmented Reality Design Heuristics: Designing for Dynamic Interactions. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Austin, TX, USA.
47. Graham, D., Veenendaal, E.V., Evans, I., and Black, R. (2008). Foundations of Software Testing: ISTQB Certification, Cengage Learning EMEA.
48. Akçayır, M., and Akçayır, G. (2017). Advantages and Challenges Associated with Augmented Reality for Education: A Systematic Review of the Literature. Educ. Res. Rev., 20.10.1016/j.edurev.2016.11.002 ↗
49. An approach for serious game development for cultural heritage10.1145/2532630.2532633 ↗
50. Juan, M.C., Loachamin-Valencia, M., Garcia-Garcia, I., Melchor, J.M., and Benedito, J. (2017, January 3–7). ARCoins. An Augmented Reality App for Learning about Numismatics. Proceedings of the IEEE 17th International Conference on Advanced Learning Technologies, Timisoara, Romania.10.1109/ICALT.2017.27 ↗
51. Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of the MultiUser Game-based Simulation10.1109/TLT.2017.2750673 ↗
52. Khan, D., Ullah, S., and Nabi, S. (2019). A Generic Approach toward Indoor Navigation and Pathfinding with Robust Marker Tracking. Remote Sens., 11.10.3390/rs11243052 ↗
53. Greci, L. (2016, January 15–18). An Augmented Reality Guide for Religious Museum. Proceedings of the International Conference on Augmented Reality, Virtual Reality and Computer Graphics, Lecce, Italy.10.1007/978-3-319-40651-0_23 ↗
54. Popkova, E.G. (2019). Decision Support Methods as a Tool of the Information Asymmetry Reduction. Ubiquitous Computing and the Internet of Things: Prerequisites for the Development of ICT, Springer International Publishing.
55. Mahmoud, R. (2020, April 06). A Review of the Expert Opinion Technique and Recommendations to Reduce its Bias. FORMAT: Forecast & Road Mapping for Manufacturing Technologies, Available online: http://www.format-project.eu/deliverables/white-papers/january-2015-a-review-of-the-expert-opinion-technique-and-recommendations-to-reduce-its-bias/at_download/file.
56. Kaklanis, N., Votis, K., and Tzovaras, D. (May, January 27). Touching openstreetmap data in mobile context for the visually impaired. Proceedings of the 3rd Workshop on Mobile Accessibility-CHI’13, Paris, France.