Aspects of What Makes or Breaks a Museum AR Experience

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

7 Citationer (Scopus)
411 Downloads (Pure)

Resumé

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.
OriginalsprogEngelsk
TitelIEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012 : Arts, Media and Humanities Proceedings
Antal sider2
ForlagIEEE
Publikationsdatonov. 2012
Sider91-92
ISBN (Trykt)978-1-4673-4663-4
ISBN (Elektronisk)978-1-4673-4664-1
DOI
StatusUdgivet - nov. 2012
BegivenhedInternational Symposium on Mixed and Augmented Reality 2012 - Georgia Tech Hotel and Conference Center, Atlanta, GA, USA
Varighed: 5 nov. 20128 nov. 2012

Konference

KonferenceInternational Symposium on Mixed and Augmented Reality 2012
LokationGeorgia Tech Hotel and Conference Center
LandUSA
ByAtlanta, GA
Periode05/11/201208/11/2012

Fingerprint

Museums

Citer dette

Madsen, C. B., Madsen, J. B., & Morrison, A. (2012). Aspects of What Makes or Breaks a Museum AR Experience. I IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012: Arts, Media and Humanities Proceedings (s. 91-92). IEEE. https://doi.org/10.1109/ISMAR-AMH.2012.6483996
Madsen, Claus B. ; Madsen, Jacob Boesen ; Morrison, Ann. / Aspects of What Makes or Breaks a Museum AR Experience. IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012: Arts, Media and Humanities Proceedings. IEEE, 2012. s. 91-92
@inproceedings{601fcd4f804f4dd6ae5685adf6a79a45,
title = "Aspects of What Makes or Breaks a Museum AR Experience",
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.",
keywords = "Augmented Reality, Edutainment, Infotainment, Museum, Visual exploration",
author = "Madsen, {Claus B.} and Madsen, {Jacob Boesen} and Ann Morrison",
year = "2012",
month = "11",
doi = "10.1109/ISMAR-AMH.2012.6483996",
language = "English",
isbn = "978-1-4673-4663-4",
pages = "91--92",
booktitle = "IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012",
publisher = "IEEE",
address = "United States",

}

Madsen, CB, Madsen, JB & Morrison, A 2012, Aspects of What Makes or Breaks a Museum AR Experience. i IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012: Arts, Media and Humanities Proceedings. IEEE, s. 91-92, Atlanta, GA, USA, 05/11/2012. https://doi.org/10.1109/ISMAR-AMH.2012.6483996

Aspects of What Makes or Breaks a Museum AR Experience. / Madsen, Claus B.; Madsen, Jacob Boesen; Morrison, Ann.

IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012: Arts, Media and Humanities Proceedings. IEEE, 2012. s. 91-92.

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

TY - GEN

T1 - Aspects of What Makes or Breaks a Museum AR Experience

AU - Madsen, Claus B.

AU - Madsen, Jacob Boesen

AU - Morrison, Ann

PY - 2012/11

Y1 - 2012/11

N2 - 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.

AB - 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.

KW - Augmented Reality

KW - Edutainment

KW - Infotainment

KW - Museum

KW - Visual exploration

UR - http://www.scopus.com/inward/record.url?scp=84875933401&partnerID=8YFLogxK

U2 - 10.1109/ISMAR-AMH.2012.6483996

DO - 10.1109/ISMAR-AMH.2012.6483996

M3 - Article in proceeding

SN - 978-1-4673-4663-4

SP - 91

EP - 92

BT - IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012

PB - IEEE

ER -

Madsen CB, Madsen JB, Morrison A. Aspects of What Makes or Breaks a Museum AR Experience. I IEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012: Arts, Media and Humanities Proceedings. IEEE. 2012. s. 91-92 https://doi.org/10.1109/ISMAR-AMH.2012.6483996