scholarly journals A Conceptual Model of Mobile Augmented Reality for Hearing Impaired Museum Visitors’ Engagement

Author(s):  
Esraa Jaffar Baker ◽  
Juliana Aida Abu Bakar ◽  
Abdul Nasir Zulkifli

Many studies have begun to consider how to ensure a pleasant experience during visits to cultural heritage sites and museums. Although, when considering the populace of the visitors to these sites, the hearing impaired (HI) visitors which made up of a smaller percentage, have not been in the literature limelight as much as the normal hearing visitors. Thus, the hearing impaired tends to endure certain unpalatable experiences leading to dissatisfaction of their visits. Literature has shown that Mobile Augmented Reality (MAR) can improve the experiences of visitors to the museum in terms of engagement, enjoyment and learning. This is evident in a number of articles tailored towards normal hearing visitors. However, a recent study has taken into consideration the hearing impaired visitors by identifying the engagement elements of MAR for the HI museum visitors. The identified elements include; aesthetics, interaction, interest, usability, satisfaction, motivation, curiosity, enjoyment, perceived control, self-efficacy, and focused attention. This article thus takes a step further by introducing the MAR for the HI museum visitors’ engagement (MARHIME) conceptual model. These elements are derived from a review of literature which has been done comprehensively and are validated by a panel of experts. Altogether eleven elements went through the expert review process and only six elements were validated to be used for the construction of the MARHIME model. This article also further grounds the justification of these selected six elements in relation to engagement. Future work will include the development of the MARHIME prototype which will be used to validate the model among the hearing impaired visitors at a museum.

2018 ◽  
Vol 10 (2) ◽  
pp. 37-49
Author(s):  
Tao Zhou

As an emerging service, mobile augmented reality (AR) applications have not received wide adoption among users. This may affect the successful implementation of AR. Integrating both perspectives of the unified theory of acceptance and use of technology (UTAUT) and flow theory, this research examined user adoption of mobile AR applications. The results indicated that performance expectancy and the flow experience consisting of perceived enjoyment, attention focus and perceived control significantly affect usage intention, which in turn affects actual usage behaviour. The results imply that service providers need to improve the perceived utility and user experience in order to facilitate user adoption of mobile AR applications.


2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


Author(s):  
Nur Asylah Suwadi ◽  
Nazatul Aini Abd Majid ◽  
Meng Chun Lam ◽  
Nor Hashimah Jalaluddin ◽  
Junaini Kasdan ◽  
...  

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.


2017 ◽  
Author(s):  
Esraa Jaffar Baker ◽  
Juliana Aida Abu Bakar ◽  
Abdul Nasir Zulkifli

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