Challenges of Mobile Augmented Reality in Museums and Art Galleries for Visitors Suffering From Vision, Speech, and Learning Disabilities

Author(s):  
Ajinkya Rajendrakumar Kunjir ◽  
Krutika Ravindra Patil

In Today's digital world, AR is a tech which imposes layers of virtual segments on the real world. Research Practitioners and Designers in all applications seem to be more concerned about the learning facilities than keeping the visitors engaged in public art exhibitions, Museums, and holiday tourist locations. These ignored circumstances have provoked studies to emphasize more on the usability of Mobile Augmented Reality (M.A.R.) at Art galleries and Museums. According to the recent surveys, the current M.A.R. applications at target locations focus on healthy people without any disabilities, and not on those with disabilities. This chapter recommends major design elements of M.A.R. at museums and art galleries, and highlights all the challenges faced by visitors suffering from visual, speech, and Learning Disorders. The research discusses the 11 vital elements which include Usability, Design, Motivation, Interaction, Perceived control, Satisfaction, Attention, and others involving engagement of M.A.R. necessary for building an effective M.A.R. application for disabled people.

Author(s):  
Ajinkya Rajendrakumar Kunjir ◽  
Krutika Ravindra Patil

After the tragic Coronavirus (COVID-19) pandemic was declared by the WHO (World Health Organization) in March 2020, social distancing and sanitization were recommended by top medical experts and health officials to help stop the virus spread. Research has sought to help people practice social distancing in public attractions such as museums and art galleries using touchless technologies. In the modern circle of innovation and technology, mobile augmented reality (MAR) is a touchless technology that adds layers of virtual information on top of real-world images. An individual can view 3D images and videos by pointing an AR-enabled device towards a piece of digital information. This paper describes the constructive use of the major design elements of MAR, which can directly be applied for impaired and non-impaired visitors to practice social distancing in museums and art galleries.


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.


2014 ◽  
Author(s):  
Kevin Whiteside ◽  
Gentry Atkinson ◽  
Mary Mikel Stump ◽  
Dan Tamir ◽  
Grayson Lawrence

2018 ◽  
Vol 2018 ◽  
pp. 1-14 ◽  
Author(s):  
Siti Soleha Muhammad Nizam ◽  
Meng Chun Lam ◽  
Haslina Arshad ◽  
Nur Asylah Suwadi

The interaction paradigm has changed with the emerging technology, mobile augmented reality, and spatial awareness mobile device. The traditional way for designing a kitchen can cause mistake in measurement and user’s imagination is different from kitchen advisor’s sketch design due to limitation of human imagination. Using mobile augmented reality technology, the user can overlay the virtual kitchen outcome that could fit with the actual kitchen environment. Interaction technique is required in order to allow the user to change the characteristic of the virtual kitchen to suite their need. Thus, this paper is intended to propose the tangible and spatial awareness interaction techniques in the kitchen design authoring tool. A scoping review related to the previous research on tangible and spatial awareness interaction is presented in this paper. The proposed techniques were based on the review on the existing interaction technique and the interview section with the Malaysian kitchen designer by understanding the kitchen design elements and flow. The proposed techniques will be further improved by going through the heuristic evaluation with the augmented reality expert.


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.


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

In a social context, Mobile Augmented Reality is a type of Augmented Reality which enables users to interact with the augmented environment. However, the degree of engagement and non-distraction of Mobile Augmented Reality has been of major concern to scholars. This is because Mobile Augmented Reality should be a focused, movable and engaged augmented environment which allows users to achieve the desired objectives. Therefore, this paper examines the engagement elements of Mobile Augmented Reality that promote social acceptance among users within the vast literature. These elements will enable Mobile Augmented Reality designers and developers to produce apps that will be able to enhance users’ interest and attractiveness in a fun way. Based on the critical and comprehensive review, there are 22 elements of engagement that have been used by previous researchers in the design of Mobile Augmented Reality apps. The 22 elements include; Aesthetics, Novelty, Usability, Feedback, Motivation, Attention, Perceived Control, Curiosity, Enjoyment, Self-efficacy, Friendliness, Social skill, Endurability, Interest, Immersion, Challenge, Satisfaction, User Autonomy, Improvement, Supportive, Trust and Interaction. This paper argues that the 22 elements are critical in producing an engaging Mobile Augmented Reality app. It is recommended for designers to consider these elements in ensuring that the users will be positively engaged with the Mobile Augmented Reality app.


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