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.


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: © 2012 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Poster presentation.
Faculty/School / Institute/Centre: No Faculty
Faculty/School / Institute/Centre: No Faculty
Date Deposited: 04 Jul 2017 00:44
Last Modified: 14 Oct 2019 00:03
Uncontrolled Keywords: augmented reality; children; edutainment; embodiment; game; infotainment; iPad; museum; visual exploration
Fields of Research (2008): 08 Information and Computing Sciences > 0806 Information Systems > 080602 Computer-Human Interaction
Fields of Research (2020): 46 INFORMATION AND COMPUTING SCIENCES > 4608 Human-centred computing > 460806 Human-computer interaction
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