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      Augmented Reality Experience for Inaccessible Areas in Museums

      Published
      proceedings-article
      , ,
      Proceedings of EVA London 2021 (EVA 2021)
      AI and the Arts: Artificial Imagination
      5th July – 9th July 2021
      Design for heritage, Augmented reality, Human centered design, User experience design, Digital storytelling
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            Abstract

            Content

            Author and article information

            Contributors
            Conference
            July 2021
            July 2021
            : 39-45
            Affiliations
            [0001]Politecnico di Torino

            Italy
            Article
            10.14236/ewic/EVA2021.7
            da342ace-d1df-4265-b54e-0440a9d9fa27
            © Germak et al. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2021, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2021
            EVA 2021
            London
            5th July – 9th July 2021
            Electronic Workshops in Computing (eWiC)
            AI and the Arts: Artificial Imagination
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2021.7
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Design for heritage,User experience design,Augmented reality,Digital storytelling,Human centered design

            REFERENCES

            1. , , & (2017) User-centered design of a virtual reality exhibit for archaeological museums. International Journal on Interactive Design and Manufacturing (IJIDeM), 12(2), 561-571. [Cross Ref]

            2. , , , , & (2018) A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage. Journal on Computing and Cultural Heritage, 11(2), 1-36. [Cross Ref]

            3. , , , , , , , , (2019) An integrated VR/AR framework for user-centric interactive experience of cultural heritage: The ArkaeVision project. Digital Applications in Archaeology and Cultural Heritage, 15. [Cross Ref]

            4. , , , & (2017) The Role of Augmented Reality for Experience-Influenced Environments: The Case of Cultural Heritage Tourism in Korea. Journal of Travel Research, 57(5), 627-643. [Cross Ref]

            5. , , & (2017) User experience model for augmented reality applications in urban heritage tourism. Journal of Heritage Tourism, 13(1), 46-61. [Cross Ref]

            6. (2003) The thing and I: understanding the relationship between user and product. In , , & (Eds.), Funology (pp. 31–42). Dordrecht: Kluwer Academic Publishers

            7. , , & (2018). When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions. Tourism Management, 68, 127-139. [Cross Ref]

            8. Istat (2019) L’Italia dei musei, Italy, 23 December, https://www.istat.it/it/archivio/237159

            9. , , & (2020) Reinventing Museums in 21st Century. Virtual and Augmented Reality in Education, Art, and Museums Advances in Computational Intelligence and Robotics, 117-138. [Cross Ref]

            10. (2019) Museums and digital culture: New perspectives and research. Museum Management and Curatorship, 34(5), 537-539. [Cross Ref]

            11. , , , & (2020) Experiencing immersive virtual reality in museums. Information & Management, 57(5), 103229. [Cross Ref]

            12. , , & (2015) Robots and Cultural Heritage: New Museum Experiences. [Cross Ref]

            13. , & (n.d.) The experience economy: Work is theatre & every business a stage. Harvard Business School Press.

            14. , & (2016) Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families?." MW2016: Museums and the Web 2016. Published January 28, 2016. Consulted March 17, 2021

            15. , & (2009) Le residenze Sabaude. Umberto Allemandi & C.

            16. , , , & (2013) Culture as an engine of local development processes: System-wide cultural districts I: Theory. Growth and Change, 44(4), 555–570. https://doi.org/10.1111/grow.12020

            17. , , , , & (2018) Learning about the past through situatedness, embodied exploration and digital augmentation of cultural heritage sites. International Journal of Human-Computer Studies, 114, 36-50. [Cross Ref]

            18. , & (2020) Virtual Reality in Museums: Exploring the Experiences of Museum Professionals. Applied Sciences, 10(11), 4031. [Cross Ref]

            19. , , & (2019) Adapting Jake Knapp’s Design Sprint Approach for AR/VR Applications in Digital Heritage. Augmented Reality and Virtual Reality Progress in IS, 59-70. [Cross Ref]

            20. , , , & (2021) Innovating the cultural heritage museum service model through virtual reality and augmented reality: The effects on the overall visitor experience and satisfaction. Journal of Heritage Tourism, 1-19. [Cross Ref]

            21. , & (2016) Augmented reality at cultural heritage sites. In Information and communication technologies in tourism 2016 (pp. 607–619). Cham: Springer.

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