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Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit

Published: 10 September 2008 Publication History
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  • Abstract

    Can Augmented Reality (AR) techniques inform the design and implementation of a mobile multimedia guide for the museum setting? Drawing from our experience both on previous mobile museum guides projects and in AR technology, we present a fully functional prototype of an AR-enabled mobile multimedia museum guide, designed and implemented for the Museum of Fine Arts in Rennes, France. We report on the life cycle of the prototype and the methodology employed for the AR approach as well as on the selected mixed method evaluation process; finally, the first results emerging from quantitative evaluation are discussed, supported by evidence and findings from the qualitative part of the assessment process. We conclude with lessons learned during the full circle of conception, implementation, testing and assessment of the guide.

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    cover image ACM Conferences
    DIMEA '08: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
    September 2008
    551 pages
    ISBN:9781605582481
    DOI:10.1145/1413634
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 10 September 2008

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    Author Tags

    1. edutainment
    2. evaluation
    3. mobile augmented reality
    4. museum handheld devices
    5. participatory design

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    DIMEA '08 Paper Acceptance Rate 59 of 77 submissions, 77%;
    Overall Acceptance Rate 59 of 77 submissions, 77%

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    Cited By

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    • (2024)El-FnaVR: An Immersive Virtual Reality Representation of Jemaa El-Fna in Marrakech for Intangible Cultural Heritage ExperiencesIEEE Access10.1109/ACCESS.2023.334719512(9331-9349)Online publication date: 2024
    • (2024)Augmented reality technology in tourism and hospitality research: a review from 2010 to 2024Journal of Science and Technology Policy Management10.1108/JSTPM-04-2024-0136Online publication date: 9-Aug-2024
    • (2024)Using Virtual Reality to Enhance Forensic Science Education: Effects on CSI Learning Achievements, Situational Interest and Cognitive LoadJournal of Criminal Justice Education10.1080/10511253.2024.2372860(1-20)Online publication date: 28-Jun-2024
    • (2024)Dwells in museum: The restorative potential of augmented realityTelematics and Informatics Reports10.1016/j.teler.2024.10013614(100136)Online publication date: Jun-2024
    • (2024)An augmented reality approach for communicating intangible and architectural heritage through digital characters and scale modelsPersonal and Ubiquitous Computing10.1007/s00779-024-01792-xOnline publication date: 6-Mar-2024
    • (2023)When the Museum Experience Becomes Immersive: Impact and Challenges of Mobile Augmented RealityRevue internationale des sciences de l'organisation10.3917/riso.014.0127N° 14:2(127-157)Online publication date: 16-Jan-2023
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    • (2023)Evaluation of an Augmented Reality for Historical Context Experiences of 3D Restored Court PaintingsIEEE Access10.1109/ACCESS.2023.326852811(39197-39212)Online publication date: 2023
    • (2023)Applying a wearable MR-based mobile learning system on museum learning activities for university studentsInteractive Learning Environments10.1080/10494820.2023.2228843(1-22)Online publication date: 30-Jun-2023
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