scholarly journals The Influence of Collaborative and Multi-Modal Mixed Reality: Cultural Learning in Virtual Heritage

2021 ◽  
Vol 5 (12) ◽  
pp. 79
Author(s):  
Mafkereseb Kassahun Bekele ◽  
Erik Champion ◽  
David A. McMeekin ◽  
Hafizur Rahaman

Studies in the virtual heritage (VH) domain identify collaboration (social interaction), engagement, and a contextual relationship as key elements of interaction design that influence users’ experience and cultural learning in VH applications. The purpose of this study is to validate whether collaboration (social interaction), engaging experience, and a contextual relationship enhance cultural learning in a collaborative and multi-modal mixed reality (MR) heritage environment. To this end, we have designed and implemented a cloud-based collaborative and multi-modal MR application aiming at enhancing user experience and cultural learning in museums. A conceptual model was proposed based on collaboration, engagement, and relationship in the context of MR experience. The MR application was then evaluated at the Western Australian Shipwrecks Museum by experts, archaeologists, and curators from the gallery and the Western Australian Museum. Questionnaire, semi-structured interview, and observation were used to collect data. The results suggest that integrating collaborative and multi-modal interaction methods with MR technology facilitates enhanced cultural learning in VH.

Heritage ◽  
2021 ◽  
Vol 4 (3) ◽  
pp. 1447-1459
Author(s):  
Mafkereseb Kassahun Bekele

Recent technological advancements in immersive reality technologies have become a focus area in the virtual heritage (VH) domain. In this regard, this paper attempts to design and implement clouds-based collaborative and multi-modal MR application aiming at enhancing cultural learning in VH. The design and implementation can be adopted by the VH domain for various application themes. The application utilises cloud computing and immersive reality technologies. The use of cloud computing, collaborative, and multi-modal interaction methods is influenced by the following three issues. First, studies show that users’ interaction with immersive reality technologies and virtual environments determines their learning outcome and the overall experience. Second, studies also demonstrate that collaborative and multi-modal interaction methods enable engagement in immersive reality environments. Third, the integration of immersive reality technologies with traditional museums and cultural heritage sites is getting significant attention in the domain. However, a robust approach, development platforms (frameworks) and easily adopted design and implementation approaches, or guidelines are not commonly available to the VH community. This paper, therefore, will attempt to achieve two major goals. First, it attempts to design and implement a novel application that integrates cloud computing, immersive reality technology and VH. Second, it attempts to apply the proposed application to enhance cultural learning. From the perspective of cultural learning and users’ experience, the assumption is that the proposed approach (clouds-based collaborative and multi-modal MR) can enhance cultural learning by (1) establishing a contextual relationship and engagement between users, virtual environments and cultural context in museums and heritage sites, and (2) by enabling collaboration between users.


2017 ◽  
Vol 65 (6) ◽  
pp. 357 ◽  
Author(s):  
P. A. Woolley

Woolley’s Pseudantechinus, P. woolleyae, has remained virtually unstudied in the 30 years since its recognition in 1988 as a species distinct from P. macdonnellensis. It has a wide distribution in arid regions of Western Australia. What little is known of its biology comes largely from studies carried out over the years 1988–91 on one wild-caught female and her offspring, and a few specimens held in the collection of the Western Australian Museum. P. woolleyae is a seasonal breeder and young are born from late July to early October. They mature when ~7 months old. Both males and females are potentially capable of breeding in more than one year. Males have accessory erectile tissue that does not form an appendage on the penis.


Author(s):  
Christos Sintoris ◽  
Adrian Stoica ◽  
Ioanna Papadimitriou ◽  
Nikoleta Yiannoutsou ◽  
Vassilis Komis ◽  
...  

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.


Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


2019 ◽  
Vol 19 (5) ◽  
pp. 477-492
Author(s):  
Ryan Nichols ◽  
Henrike Moll ◽  
Jacob L. Mackey

AbstractThis essay discusses Cecilia Heyes’ groundbreaking new book Cognitive Gadgets: The Cultural Evolution of Thinking. Heyes’ point of departure is the claim that current theories of cultural evolution fail adequately to make a place for the mind. Heyes articulates a cognitive psychology of cultural evolution by explaining how eponymous “cognitive gadgets,” such as imitation, mindreading and language, mental technologies, are “tuned” and “assembled” through social interaction and cultural learning. After recapitulating her explanations for the cultural and psychological origins of these gadgets, we turn to criticisms. Among those, we find Heyes’ use of evolutionary theory confusing on several points of importance; alternative theories of cultural evolution, especially those of the Tomasello group and of Boyd, Richerson and Henrich, are misrepresented; the book neglects joint attention and other forms of intersubjectivity in its explanation of the origins of cognitive gadgets; and, whereas Heyes accuses other theories of being “mindblind,” we find her theory ironically other-blind and autistic in character.


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