Aspects of what makes or breaks a museum AR experience

Madsen, C. B. and Madsen, J. B. and Morrison, A. (2012) Aspects of what makes or breaks a museum AR experience. In: 11th IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH 2012), 5-8 Nov 2012, Atlanta, Georgia, United States.

Abstract

The paper critically evaluates central aspects of an iPad AR application developed for a museum context. The application is designed for children aged 8 to 12 and mixes AR and mini-game elements to convey dramatized historical events. The game has been deployed for roughly 3 months and the findings in the paper are supported by extensive in-application activity logging. Actual usage of the application at the museum proved far less extensive than envisaged. Hypotheses for this finding are presented and discussed, with support from the logging data. © 2012 IEEE.


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Item Type: Conference or Workshop Item (Commonwealth Reporting Category E) (Poster)
Refereed: No
Item Status: Live Archive
Additional Information: Poster presentation. Permanent restricted access to Published version, in accordance with the copyright policy of the publisher.
Faculty / Department / School: No Faculty
Date Deposited: 04 Jul 2017 00:44
Last Modified: 15 Sep 2017 04:02
Uncontrolled Keywords: augmented reality; children; edutainment; embodiment; game; infotainment; iPad; museum; visual exploration
Fields of Research : 08 Information and Computing Sciences > 0806 Information Systems > 080602 Computer-Human Interaction
Identification Number or DOI: 10.1109/ISMAR-AMH.2012.6483996
URI: http://eprints.usq.edu.au/id/eprint/31313

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