Measuring enjoyable informal learning using augmented reality at cultural heritage site

2016 ◽  
Author(s):  
Ulka Chandini Pendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana Aida Abu Bakar
2015 ◽  
Vol 77 (29) ◽  
Author(s):  
Ulka Chandini Pendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana Aida Abu Bakar

Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect. The conceptual model provides appropriate content, navigation and user interface design, interactivity, features, hardware, and process for providing informal learning in enjoyable way at cultural heritage site using mobile AR. The conceptual model consists of three structures, six components, and twenty nine elements. The usage of conceptual model is flexible which can be implemented according to developer’s needs and preferences.


2014 ◽  
Vol 92 (14) ◽  
pp. 19-26 ◽  
Author(s):  
Ulka ChandiniPendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana Aida Abu Bakar

2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


2022 ◽  
pp. 138-160
Author(s):  
Nihan Garipağaoğlu-Uğur ◽  
Orhan Akova

Underwater cultural heritage and deep diving are important attractions for tourism. Using cutting-edge technology tools for cultural heritage became more important for tourism destinations. The purpose of this chapter is to evaluate the use of virtual reality (VR) and augmented reality (AR) in tourism from the perspective of cultural heritage and deep diving. This chapter will contribute to the literature to show a new way of sustainable tourism. Commercial diving to an underwater heritage site a is popular touristic activity. Sometimes shipwreck recovery can be hazardous for cultural heritage. The review results indicate that these underwater cultural heritage sites need to be protected for sustainable tourism development. Virtual tours contribute to the sustainability of cultural heritage. On the other hand, treasure hunting trips and recreational diving may cause damage to the archaeological sites. Underwater cultural heritage sites should be protected for sustainable tourism. VR and AR applications can be used to promote a touristic destination by tourism marketers for experimental marketing.


Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


Sensors ◽  
2019 ◽  
Vol 19 (17) ◽  
pp. 3725 ◽  
Author(s):  
Naai-Jung Shih ◽  
Pei-Huang Diao ◽  
Yi Chen

Interactions between cultural heritage, tourism, and pedagogy deserve investigation in an as-built environment under a macro- or micro-perspective of urban fabric. The heritage site of Shih Yih Hall, Lukang, was explored. An Augmented Reality Tourism System (ARTS) was developed on a smartphone-based platform for a novel application scenario using 3D scans converted from a point cloud to a portable interaction size. ARTS comprises a real-time environment viewing module, a space-switching module, and an Augmented Reality (AR) guide graphic module. The system facilitates scenario initiations, projection and superimposition, annotation, and interface customization, with software tools developed using ARKit® on the iPhone XS Max®. The three-way interaction between urban fabric, cultural heritage tourism, and pedagogy was made possible through background block-outs and an additive or selective display. The illustration of the full-scale experience of the smartphone app was made feasible for co-relating the cultural dependence of urban fabric on tourism. The great fidelity of 3D scans and AR scenes act as a pedagogical aid for students or tourists. A Post-Study System Usability Questionnaire (PSSUQ) evaluation verified the usefulness of ARTS.


2020 ◽  
Vol 12 (4) ◽  
pp. 1-24 ◽  
Author(s):  
Seungbum Koo ◽  
Jinyoung Kim ◽  
Changhyuk Kim ◽  
Jeeyeop Kim ◽  
Hee Sung Cha

2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


2014 ◽  
Vol 6 (5) ◽  
pp. 239-248
Author(s):  
Ulka Chandini Pendit ◽  
Juliana A. Abu Bakar .

The need of visitor has been changed in tourism which is to learn and have meaningful experience. However, Mobile Augmented Reality technology that caters enjoyable informal learning in cultural heritage site is still limited. Therefore a conceptual model is proposed to guide developers in developing such mobile AR application to promote enjoyable informal learning. This article describes the proposed model which is called as a ‘conceptual model of mobile AR for cultural heritage site towards enjoyable informal learning’. Expert review and focus group discussion methods were conducted to evaluate the proposed model are also explained in this article. Prior to the evaluation process, a field study was also conducted to discover novel components of enjoyable informal learning content in cultural heritage site. The results of all methods conducted were contributed to the development of a conceptual model. The conceptual model consists of two levels which in the first level; it contains three main components (mobile AR technology, enjoyable informal learning, and cultural heritage site) and in the second level of the model provides detail information which contains the elements of each component.


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