Evaluating Augmented and Virtual Reality in Education Through a User-Centered Comparative Study

Author(s):  
Roberto Pierdicca ◽  
Emanuele Frontoni ◽  
Maria Paola Puggioni ◽  
Eva Savina Malinverni ◽  
Marina Paolanti

Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.

Author(s):  
Maria Economou ◽  
Laia Pujol Tost

Virtual reality applications offer various possibilities for cultural heritage interpretation, such as giving users the feeling of immersion and appealing to all their senses, making their experience lively and memorable. In order to test their effectiveness for assisting learning and successful integration in exhibitions, the authors carried out an extensive evaluation study using three case studies: the exhibition “Immaginare Roma Antica” at the Trajan Markets, Rome; the permanent displays at the Ename Museum, Belgium; and the VR displays at Hellenic Cosmos, Foundation of the Hellenic World, Athens. The chapter analyses how the applications were used, the type of learning different systems supported, how this was affected by the conditions of use, and their suitability for different groups. It also offers guidelines on evaluation methodology when studying the use of ICT in cultural settings. The study contributes to the construction of a substantial body of empirical and methodological knowledge aimed at guiding future designs and evaluations of ICT tools in exhibitions.


2020 ◽  
Vol 12 (2) ◽  
pp. 645 ◽  
Author(s):  
Louis Nisiotis ◽  
Lyuba Alboul ◽  
Martin Beer

With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber–Physical–Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains.


2021 ◽  
Author(s):  
Bojan Mijatovic ◽  
◽  
Selma Rizvić ◽  

Cultural heritage now can be experienced. Digital technologies recreate original appearances of cultural monuments and life inside them. Interactive digital storytelling (Rizvić et al. 2017a) introduces the viewers to historical information through short interconnected stories resolving the problem of short attention span of the audience and their reluctance to read. Virtual, Augmented and Mixed Reality technologies transfer the users in the past. An important part of digital cultural heritage applications is VR video.


2019 ◽  
Vol 10 (4) ◽  
pp. 571-586 ◽  
Author(s):  
Sérgio Moro ◽  
Paulo Rita ◽  
Pedro Ramos ◽  
Joaquim Esmerado

Purpose Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality perception. Both have been applied in tourism contexts to improve tourists’ experience. This paper aims to frame both AR and VR developments during the past 15 years from a scientific perspective. Design/methodology/approach This study adopts a text mining and topic modelling approach to analyse a total of 1,049 articles for VR and 406 for AR. The papers were selected from Scopus, with the title, abstract and keywords being extracted for the analysis. Formulated research hypotheses based on relevant publications are then evaluated to assess the current state of the broader scope of the large sets of literature. Findings Most of research using AR is based on mobile technology. Yet, wearable devices still show few publications, a gap that is expected to close in the near future. There is a lack of research adopting Big Data/machine learning approaches based on secondary data. Originality/value As both AR and VR technologies are becoming more mature, more applications to tourism emerge. Scholars need to keep pace and fill in the research gaps on both domains to move research forward.


2020 ◽  
Vol 2 ◽  
pp. 1-16
Author(s):  
Alessandra Marasco

Virtual reality offers unprecedented opportunities for creating cultural tourism experiences that tell visitors emotionally engaging stories about the past.  This paper focuses onthe latest frontier of immersive storytelling rivalling feature films, cinematic virtual reality, which can immerse users into 360-degree films making them feel like living the story. Through a qualitative analysis of five projects, this paper explores how this new media form has been applied for cultural heritage storytelling and analyses the reactions of users to the historyliving experiences with an emphasis on their emotional responses. Based on the findings of the analysis, implications are discussed for the design of VR experiences in cultural tourism.


2021 ◽  
Author(s):  
Md. Masood Imran ◽  
Miner Masud

Generating predictive 3D modelling and virtual reality (VR) of the World Cultural Heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh, is the ultimate notion of this research paper. In Bangladesh archaeology, it is a new paradigm to generate the predictive 3D models of the ruined structures in real mood and develop a VR to organise a journey from ruins mood to near to real mood. It will help to forecast the past virtually through the journey of present towards past. Futuristic forecasting is the normalised phenomenon in statistical analysis, despite the archaeologist’s motto, which is to predict the past. Methodologically, philosophising the vihara architecture of the Bangla region by following Vajrayana Buddhism is the first step. Then, information technology and archaeological data enable the 3D model generation of a known structure, producing high-quality outputs of the historic site for digital conservation. Finally, 3D predictive modelling has been achieved by supporting the integrated and interactive consideration of data, established 3D modelling and VR generating tools, and the guidance of the London Charter of 2006 and the Seville Principle of 2011 for the regenerating of the cultural heritage of ruins of the Buddhist vihara at Paharpur, Bangladesh.


2020 ◽  
Vol 28 (2) ◽  
pp. 298-318
Author(s):  
Roman Girma Teshome

The effectiveness of human rights adjudicative procedures partly, if not most importantly, hinges upon the adequacy of the remedies they grant and the implementation of those remedies. This assertion also holds water with regard to the international and regional monitoring bodies established to receive individual complaints related to economic, social and cultural rights (hereinafter ‘ESC rights’ or ‘socio-economic rights’). Remedies can serve two major functions: they are meant, first, to rectify the pecuniary and non-pecuniary damage sustained by the particular victim, and second, to resolve systematic problems existing in the state machinery in order to ensure the non-repetition of the act. Hence, the role of remedies is not confined to correcting the past but also shaping the future by providing reforming measures a state has to undertake. The adequacy of remedies awarded by international and regional human rights bodies is also assessed based on these two benchmarks. The present article examines these issues in relation to individual complaint procedures that deal with the violation of ESC rights, with particular reference to the case laws of the three jurisdictions selected for this work, i.e. the United Nations, Inter-American and African Human Rights Systems.


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