‘Tangible Pasts’: User-centred Design of a Mixed Reality Application for Cultural Heritage

2014 ◽  
pp. 31-39
2014 ◽  
pp. 31-39
Author(s):  
Angeliki Chrysanthi ◽  
Constantinos Papadopoulos ◽  
Tom Frankland ◽  
Graeme Earl

Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Caterina Paola Venditti ◽  
Paolo Mele

Within digital archaeology, an important part is centered on technologies that allow representing, or replaying, ancient environments. It is a field where scientific competences' contribution to contents makes a difference, and pedagogical repercussion are stimulating. Among the other reality technologies, the Mixed Reality, giving the possibility to experience in front of the users' eyes both static models of individual objects and entire landscapes, it is increasingly used in archaeological contexts as display technology, with different purposes such as educational, informative, or simply for entertainment. This chapter provides a high-level overview about possible orientations and uses of this technology in cultural heritage, also sketching its use in gaming within the role of gaming itself in smart communication of archaeological contents and issues.


2020 ◽  
Vol 12 (7) ◽  
pp. 2956 ◽  
Author(s):  
Sujin Bae ◽  
Timothy Hyungsoo Jung ◽  
Natasha Moorhouse ◽  
Minjeong Suh ◽  
Ohbyung Kwon

Mixed reality technology is being increasingly used in cultural heritage attractions to enhance visitors’ experiences. However, how the characteristics of mixed reality affect satisfaction and brand loyalty has not been explored in previous research. The purpose of this study is to identify factors affecting satisfaction with mixed reality experiences at cultural and artistic visitor attractions and their influence on brand loyalty, which is connected with management performance. We propose a theoretical model based on brand equity theory in the context of mixed reality experience. Survey data were gathered from 251 respondents visiting a cultural and artistic visitor attraction in Seoul, Korea, using a stratified sampling method. Partial least squares structural equation modeling (PLS-SEM) was employed for the data analysis. The results suggest that the characteristics of mixed reality (interactivity, vividness) not only influence the affective aspects (perceived immersion, perceived enjoyment) of visitors’ experiences, but also positively affect brand awareness, brand association, and brand loyalty.


Author(s):  
Angeliki Chrysanthi ◽  
Constantinos H. Papadopoulos ◽  
Tom Frankland

Author(s):  
Vesela Georgieva ◽  

The paper presents opportunities to preserve the Thracian cultural heritage associated with the Thracian Valley , using the potencial of new technologies. The results of the study of the process are presented, related to the socialization of the museum sites, who are important for the development of the culture and tourism in the Kazanlak region and the need to introduce practices to attract different types of museum audiences. Positive practices have been identified towards the application of modern information and communication technologies, relating to presentation and promotion of the Thracian cultural heritage and improving the service that promotes the visitation of museum sites from the Valley of the Thracian Kings by paying special attention to providing intellectual access to all of them and the application of modern ICT.Prospects for preservation and promotion of the Thracian cultural heritage related to the Valley of Thracian rulers are presented, among them providing intellectual access to museum sites from the Kazanlak region and applying practices that provide opportunities for innovations, interactive forms, virtual walks, use of technological walks, virtual and mixed reality solutions and other innovations related to contemporary ICT in museums. Keywords: Thracian heritage, socialization, information technology


Author(s):  
Stefano Brusaporci ◽  
Fabio Graziosi ◽  
Fabio Franchi ◽  
Pamela Maiezza ◽  
Alessandra Tata

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