journal article·2025-01-17Open access

Enhancing Public Space Experiences: Evaluating Perception of Digital and Digitized Sculptures in Augmented Reality

Isidora Đurić, Saša Medić, Dejan Ecet, Stanislav Grgić, Jelena Atanacković Jeličić

Applied Sciences· Volume 15· Issue 2

Abstract

Augmented reality (AR) technologies offer innovative possibilities for creating virtual artworks that seamlessly blend digital and physical elements, thereby enhancing public spaces and engaging users with both their environment and the AR content. Key concepts for assessing user experiences in AR environments include immersion, with subcategories that further elaborate on this concept. This research aims to explore the potential of AR as a tool for presenting and evaluating artworks in public spaces, with a particular focus on user engagement and immersion in AR content. Additionally, it seeks to determine whether significant differences in immersion levels exist between specific categories of virtual sculptures. Ten sculptures were displayed as mobile AR experiences in a selected public square. To achieve these objectives, a standardized questionnaire designed to measure immersion in location-based AR applications was adapted, validated, and applied. The results provide valuable insights into user experiences with different categories of AR artworks, such as digitized versus digitally created models and figurative versus abstract representations.
Source: crossref · Quality: baseline

Research context

OpenAlex topics: Virtual Reality Applications and Impacts · Augmented Reality Applications · 3D Surveying and Cultural Heritage

SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.

Affiliations

Department of Fundamental Disciplines, Faculty of Technical Sciences, University of Novi Sad, Novi Sad 21000, Serbia

Department of Architecture and Urban Planning, Faculty of Technical Sciences, University of Novi Sad, Novi Sad 21000, Serbia

Case 3D Studio, Novi Sad 21000, Serbia

References (60)

Show source-provided references
1. Encounters with a future past: Navigating the shifting urban atmospheres of place10.1080/13574809.2019.1592668 ↗
2. Competitiveness, distinctiveness and singularity in urban design: A systematic review and framework for smart cities10.1016/j.scs.2021.102782 ↗
3. The Predicament of Post-Displacement Amidst Historical Sites: A Design-based Correlation Between People and Place10.1080/2159032X.2021.1879355 ↗
4. The affective atmospheres of surveillance10.1177/0959354313496604 ↗
5. Thinking through non-representational and affective atmospheres in planning theory and practice10.1177/1473095213491744 ↗
6. Effect of people on placemaking and affective atmospheres in city streets10.1016/j.asej.2021.04.019 ↗
7. A Quest on the Role of Aesthetics in Enhancing Functionality of Urban Planning
8. The Aesthete in Pittsburgh: Public Sculpture in an Ordinary American City10.1162/002409403321152284 ↗
9. Art as a new urban norm: Between normalization of the City through art and normalization of art through the City in Montreal and Johannesburg10.1016/j.cities.2017.04.018 ↗
10. Cheng, Y., Chen, J., Li, J., Li, L., Hou, G., and Xiao, X. (2023). Research on the Preference of Public Art Design in Urban Landscapes: Evidence from an Event-Related Potential Study. Land, 12.10.3390/land12101883 ↗
11. The Interaction between public environmental art sculpture and environment based on the analysis of spatial environment characteristics
12. Public art for placemaking and urban renewal: Insights from three regional Australian cities10.1016/j.cities.2022.103747 ↗
13. The Role of Public Art in Urban Place Making, Case Study: Tehran Urban Parks
14. On place-making, participation and public art: The Gorbals, Glasgow10.1080/17549175.2013.875057 ↗
15. Young, T., and Marshall, M.T. (2023). An Investigation of the Use of Augmented Reality in Public Art. Multimodal Technol. Interact., 7.10.3390/mti7090089 ↗
16. Clarke, R.E. (2022). Merging Spaces: Augmented Reality, Temporary Public Art, and the Reinvention of Site. Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium, Springer International Publishing.10.1007/978-3-030-96863-2_7 ↗
17. Voit, A., Mayer, S., Schwind, V., and Henze, N. (2019, January 4–9). Online, VR, AR, Lab, and In-Situ: Comparison of Research Methods to Evaluate Smart Artifacts. Proceedings of the 2019 Chi Conference on Human Factors in Computing Systems, Glasgow, UK.10.1145/3290605.3300737 ↗
18. A framework for context immersion in mobile augmented reality10.1016/j.autcon.2012.10.020 ↗
19. The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based augmented reality settings10.1016/j.ijhcs.2016.09.014 ↗
20. A Survey of Augmented Reality10.1162/pres.1997.6.4.355 ↗
21. Augmented reality and mobile learning10.4018/ijmbl.2013100103 ↗
22. Shih, N.-J., and Kung, C.-H. (2024). grARffiti: The Reconstruction and Deployment of Augmented Reality (AR) Graffiti. Technologies, 12.10.3390/technologies12090169 ↗
23. Layar-ed places: Using mobile augmented reality to tactically reengage, reproduce, and reappropriate public space10.1177/1461444814527734 ↗
24. Augmented and Virtual Reality for Public Space Art10.1051/itmconf/20192903006 ↗
25. Meng, Q. (2017, January 11–18). The Aesthetic Experience of Augmented Reality Art. Proceedings of the23rd International Symposium on Electronic Art ISEA2017, Manizales, Colombia.
26. AR-sculptures: Issues of Technological Creation, Their Artistic Significance and Uniqueness
27. Wang, Y., and Lin, Y.-S. (2023). Public participation in urban design with augmented reality technology based on indicator evaluation. Front. Virtual Real., 4.10.3389/frvir.2023.1071355 ↗
28. Unveiling the Metaverse: A survey of user per-ceptions and the impact of usability, social influence and interoperability
29. Alkhwaldi, A.F. (2024). Investigating the social sustainability of immersive virtual technologies in higher educational institutions: Students’ perceptions toward metaverse technology. Sustainability, 16.10.3390/su16020934 ↗
30. Measuring presence in virtual environments: A presence questionnaire10.1162/105474698565686 ↗
31. Brown, E., and Cairns, P. (2004). A Grounded Investigation of Game Immersion, In CHI ’04 Extended Abstracts on Human Factors in Computing Systems, ACM.10.1145/985921.986048 ↗
32. Fang, Y.-M. (2024). Exploring Usability, Emotional Responses, Flow Experience, and Technology Acceptance in VR: A Comparative Analysis of Freeform Creativity and Goal-Directed Training. Appl. Sci., 14.10.3390/app14156737 ↗
33. Scienza, L., Braga, A.J.M., da Silva, L.P.F., and de Maciel, M.M. (2023). User Experience and Immersion in VR and Non-VR Versions of Slime Rancher: A Playtest Evaluation with the ARI Questionnaire and GUESS-18 Scale. International Conference on Human-Computer Interaction, Springer Nature.10.1007/978-3-031-36004-6_41 ↗
34. Molnár, G., and Szűts, Z. (2019). Augmented reality, games and art: Immersion and flow, In Augmented Reality Games I: Understanding the Pokémon GO Phenomenon, Springer International Publishing.10.1007/978-3-030-15616-9_5 ↗
35. Presence, immersion, and usability of mobile augmented reality10.1007/978-3-030-21607-8_1 ↗
36. Uriarte-Portillo, A., Ibáñez, M.-B., Zataraín-Cabada, R., and Barrón-Estrada, M.-L. (2022). Higher Immersive Profiles Improve Learning Outcomes in Augmented Reality Learning Environments. Information, 13.10.3390/info13050218 ↗
37. A Model for Augmented Reality Immersion Experiences of University Students Studying in Science Education10.1007/s10956-019-09810-x ↗
38. Augmented Reality (AR) as a Tool for Engaging Museum Experience: A Case Study on Chinese Art Pieces10.3390/digital2010002 ↗
39. Evaluating the impact of XR on user experience in the Tomato Industrial Museum ‘D. Nomikos’10.3390/heritage7030082 ↗
40. An augmented reality approach for communicating intangible and architectural heritage through digital characters and scale models10.1007/s00779-024-01792-x ↗
41. Condition assessment of heritage buildings via Photogrammetry: A Scoping Review from the Perspective of Decision Makers10.3390/heritage6110367 ↗
42. Brandolini, F., Cremaschi, M., Mariani, G.S., Zerboni, A., Lischi, S., and Esposti, M.D. (2020). Validation of Close-Range Photogrammetry for Architectural and Archaeological Heritage: Analysis of Point Density and 3d Mesh Geometry. Remote Sens., 12.10.3390/rs12213571 ↗
43. SfM-photogrammetry for fast recording of archaeological features in remote areas
44. Obradović, M., Vasiljević, I., Đurić, I., Kićanović, J., Stojaković, V., and Obradović, R. (2020). Virtual reality models based on photogrammetric surveys—A case study of the iconostasis of the Serbian Orthodox Cathedral Church of Saint Nicholas in Sremski Karlovci (Serbia). Appl. Sci., 10.10.3390/app10082743 ↗
45. (2024, November 05). RealityCapture. Available online: https://www.capturingreality.com/.
46. (2024, November 05). Tilt Brush on Steam. Available online: https://store.steampowered.com/app/327140/Tilt_Brush/.
47. (2024, November 05). Gravity Sketch. Available online: https://gravitysketch.com/.
48. (2024, November 05). Vectary. Available online: https://www.vectary.com/augmented-reality/.
49. (2024, November 05). Vectary. Available online: https://help.vectary.com/webxr.
50. Being There: The Subjective Experience of Presence10.1162/pres.1992.1.2.262 ↗
51. Optimal Experience: Psychological Studies of Flow in Consciousness10.2307/2804304 ↗
52. Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study (Preprint)10.2196/27036 ↗
53. Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings10.1016/j.chb.2018.08.011 ↗
54. The reciprocal influences among motivation, personality traits, and game habits for playing Pokémon GO10.1080/10447318.2018.1519167 ↗
55. AR/VR technology in the gaming industry
56. Muthumanickam, M.G., and Prakash, V.S. (2021). Impact of Augmented Reality Applications on Fashion Industries, Xi’an Shiyou University. Available online: https://www.researchgate.net/publication/350940654_Impact_of_Augmented_Reality_Applications_on_Fashion_Industries.
57. Kovács, I., and Keresztes, R. (2024). Digital innovations in e-commerce: Augmented reality applications in online fashion retail—A qualitative study among Gen Z consumers. Informatics, 11.10.3390/informatics11030056 ↗
58. The use of virtual reality in environment experiences and the importance of realism10.1016/j.jenvp.2021.101733 ↗
59. Visual realism enhances realistic response in an immersive virtual environment10.1109/MCG.2009.55 ↗
60. Intention to reuse AR-based apps: The combined role of the sense of immersion, product presence and perceived realism10.1016/j.im.2021.103453 ↗