Participatory Exhibition-Viewing Using Augmented Reality and Analysis of Visitor Behavior
-
Published:2024-04-24
Issue:9
Volume:14
Page:3579
-
ISSN:2076-3417
-
Container-title:Applied Sciences
-
language:en
-
Short-container-title:Applied Sciences
Author:
Lee Chun-I1ORCID, Pan Yen-Hsi1, Chen Brian1
Affiliation:
1. Department of Multimedia and Animation Arts, National Taiwan University of Arts, New Taipei City 22058, Taiwan
Abstract
Augmented reality (AR) is rapidly becoming a popular technology for exhibitions. The extended content provided through virtual elements offers a higher level of interactivity and can increase the appeal of the exhibition for younger viewers, in particular. However, AR technology in exhibition settings is typically utilized to extend the effects of exhibits, focusing solely on individual experiences and lacking in shared social interactions. In order to address this limitation, in this study, we used AR technology to construct a participatory exhibition-viewing system in the form of an AR mobile application (app), “Wander Into Our Sea”. This system was developed as a component of the 2022 Greater Taipei Biennial of Contemporary Art exhibition titled “Log Into Our Sea”. The app features two modes: exhibition-viewing mode and message mode. The first embodies passive exhibition-viewing while the second offers channels for active participation. The app has three functions: (1) in exhibition mode, visitors passively view the exhibition content through the AR lens, (2) in message mode, visitors can use the AR lens to leave messages in the 3D space of the exhibition to become part of the exhibit, and (3) during the use of either mode, the app collects data on visitor behavior and uploads it to a cloud to create a research database. The third function allowed us to compare the behaviors of exhibition visitors while they used the two modes. Results revealed that without restricting the ways and sequences in which AR content was viewed, there were no significant differences in the duration of viewing, or the distance covered by visitors between the two modes. However, the paths they took were more concentrated in the exhibition-viewing mode, which indicates that this mode encouraged visitors to view the exhibit in accordance with the AR content. In contrast, in message mode, visitors were encouraged to leave text messages and read those left by others, which created disorganized unpredictable paths. Our study demonstrates an innovative application of AR positioning within an interactive exhibition-viewing system, showcasing a novel way to engage visitors and enrich their experience.
Funder
National Science and Technology Council of Taiwan
Reference24 articles.
1. Damala, A., Cubaud, P., Bationo, A., Houlier, P., and Marchal, I. (2008, January 10–12). Bridging the gap between the digital and the physical: Design and evaluation of a mobile augmented reality guide for the museum visit. Proceedings of the DIMEA ’08: 3rd International Conference on Digital Interactive Media in Entertainment and Arts, Athens, Greece. 2. Cultural consumption, interactive sociality, and the museum;Jafari;J. Mark. Manag.,2013 3. Inertial Pocket Navigation System: Unaided 3D Positioning;Diaz;Sensors,2015 4. Saponas, T.S., Lester, J., Hartung, C., and Kohno, T. (2006). Devices That Tell on You: The Nike+iPod Sport Kit, University of Washington. 5. Dias, M., Jorge, J., Carvalho, J., Santos, P., and Luzio, J. (2003, January 7). Usability evaluation of tangible user interfaces for augmented reality. Proceedings of the 2003 IEEE International Augmented Reality Toolkit Workshop, Tokyo, Japan.
|
|