Tangible User Interfaces for Enhancing User Experience of Virtual Reality Cultural Heritage Applications for Utilization in Educational Environment
Authors: Hulusic, V., Gusia, L., Luci, N. and Smith, M.
Journal: Journal on Computing and Cultural Heritage
Volume: 16
Issue: 2
eISSN: 1556-4711
ISSN: 1556-4673
DOI: 10.1145/3593429
Abstract:Museums are traditionally considered learning environments and are ordinarily used for non-formal education. Physical museums, while being irreplaceable, are limited to a physical space, requiring mobility and physical presence. In addition, traditional exhibitions are not designed for interaction and physical exploration of artefacts. With the focus being shifted from museum exhibits to visitors' experience, utilization of emerging technologies and co-creation of virtual museums not only helps in preservation of cultural heritage, but enhances the dissemination, engagement, and experience, while addressing the mobility and the plurality of voices and perspectives represented. In this work, we designed and developed the School House Virtual Museum with tangible user interfaces based on participatory, interdisciplinary, and co-creative methods with students and a larger community of researchers, artists, and practitioners working on heritage and memory. In a user study with 62 participants, usability and user experience were explored and the potential contribution of such virtual museums to learning, based on critical, cross-disciplinary, and participatory dialogue, both in cultural and educational institutions/programs has been investigated. The results have confirmed that the system has been well designed and developed, and the user experience was largely positive. The responses from educators and students confirmed that the application holds potential as a learning and education tool in either museums, schools, or when used independently.
https://eprints.bournemouth.ac.uk/37629/
Source: Scopus
Tangible User Interfaces for Enhancing User Experience of Virtual Reality Cultural Heritage Applications for Utilization in Educational Environment
Authors: Hulusic, V., Gusia, L., Luci, N. and Smith, M.
Journal: ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE
Volume: 16
Issue: 2
eISSN: 1556-4711
ISSN: 1556-4673
DOI: 10.1145/3593429
https://eprints.bournemouth.ac.uk/37629/
Source: Web of Science (Lite)
Tangible User Interfaces for Enhancing User Experience of Virtual Reality Cultural Heritage Applications for Utilization in Educational Environment
Authors: Hulusic, V., Gusia, L., Luci, N. and Smith, M.
Journal: ACM Journal on Computing and Cultural Heritage
Volume: 16
Issue: 2
Publisher: ACM
ISSN: 1556-4673
DOI: 10.1145/3593429
https://eprints.bournemouth.ac.uk/37629/
Source: Manual
Tangible User Interfaces for Enhancing User Experience of Virtual Reality Cultural Heritage Applications for Utilization in Educational Environment
Authors: Hulusic, V., Gusia, L., Luci, N. and Smith, M.
Journal: Journal on Computing and Cultural Heritage
Volume: 16
Issue: 2
Publisher: ACM
ISSN: 1556-4673
Abstract:Museums are traditionally considered learning environments and are ordinarily used for non-formal education. Physical museums, while being irreplaceable, are limited to a physical space, requiring mobility and physical presence. In addition, traditional exhibitions are not designed for interaction and physical exploration of artefacts. With the focus being shifted from museum exhibits to visitors’ experience, utilization of emerging technologies and co-creation of virtual museums not only helps in preservation of cultural heritage, but enhances the dissemination, engagement and experience, while addressing the mobility and the plurality of voices and perspectives represented. In this work, we designed and developed the School House Virtual Museum with tangible user interfaces based on participatory, interdisciplinary and co-creative methods with students and a larger community of researchers, artists and practitioners working on heritage and memory. In a user study with 62 participants, usability and user experience were explored and the potential contribution of such virtual museums to learning, based on critical, cross-disciplinary and participatory dialogue, both in cultural and educational institutions/programs has been investigated. The results have confirmed that the system has been well designed and developed, and the user experience was largely positive. The responses from educators and students confirmed that the application holds potential as a learning and education tool in either museums, schools, or when used independently.
https://eprints.bournemouth.ac.uk/37629/
Source: BURO EPrints