Aspects of What Makes or Breaks a Museum AR Experience

Claus B. Madsen, Jacob Boesen Madsen, Ann Morrison

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

9 Citations (Scopus)
745 Downloads (Pure)

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.
Original languageEnglish
Title of host publicationIEEE International Symposium on Mixed and Augmented Reality (ISMAR-AMH), 2012 : Arts, Media and Humanities Proceedings
Number of pages2
PublisherIEEE
Publication dateNov 2012
Pages91-92
ISBN (Print)978-1-4673-4663-4
ISBN (Electronic)978-1-4673-4664-1
DOIs
Publication statusPublished - Nov 2012
EventInternational Symposium on Mixed and Augmented Reality 2012 - Georgia Tech Hotel and Conference Center, Atlanta, GA, United States
Duration: 5 Nov 20128 Nov 2012

Conference

ConferenceInternational Symposium on Mixed and Augmented Reality 2012
LocationGeorgia Tech Hotel and Conference Center
Country/TerritoryUnited States
CityAtlanta, GA
Period05/11/201208/11/2012

Keywords

  • Augmented Reality
  • Edutainment
  • Infotainment
  • Museum
  • Visual exploration

Fingerprint

Dive into the research topics of 'Aspects of What Makes or Breaks a Museum AR Experience'. Together they form a unique fingerprint.

Cite this