Affiliation:
1. Lakehead Univeristy, Canada
2. MES College of Engineering, Pune, India
Abstract
In Today's digital world, AR is a tech which imposes layers of virtual segments on the real world. Research Practitioners and Designers in all applications seem to be more concerned about the learning facilities than keeping the visitors engaged in public art exhibitions, Museums, and holiday tourist locations. These ignored circumstances have provoked studies to emphasize more on the usability of Mobile Augmented Reality (M.A.R.) at Art galleries and Museums. According to the recent surveys, the current M.A.R. applications at target locations focus on healthy people without any disabilities, and not on those with disabilities. This chapter recommends major design elements of M.A.R. at museums and art galleries, and highlights all the challenges faced by visitors suffering from visual, speech, and Learning Disorders. The research discusses the 11 vital elements which include Usability, Design, Motivation, Interaction, Perceived control, Satisfaction, Attention, and others involving engagement of M.A.R. necessary for building an effective M.A.R. application for disabled people.
Cited by
2 articles.
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1. VISUALIZING EDUCATIONAL INFORMATION: PRIMARY SCHOOL TEACHERS’ VIEWS;SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference;2024-05-22
2. Gestures and Re-enactments in a Hybrid Museum of Archaeology: Animating Ancient Life;Augmented Reality in Tourism, Museums and Heritage;2021