The DOI matches its Crossref record; 52 of the 52 references it cites were found in a registry or an index.
Exploring the relationship between presence and enjoyment in a virtual museum
Open accessAbstract
The Augmented Representation of Cultural Objects (ARCO) system, developed as a part of an EU ICT project, provides museum curators with software and interface tools to develop web-based virtual museum exhibitions by integrating augmented reality (AR) and 3D computer graphics. ARCO technologies could also be deployed in order to implement educational kiosks placed in real-world museums. The main purpose of the system is to offer an entertaining, informative and enjoyable experience to virtual museum visitors. This paper presents a formal usability study that has been undertaken in order to explore participants' perceived 'sense of being there' and enjoyment while exposed to a virtual museum exhibition in relation to real-world visits. The virtual museum implemented was based on an existing gallery in the Victoria and Albert Museum, London, UK. It is of interest to determine whether a high level of presence results in enhanced enjoyment. After exposure to the system, participants completed standardized presence questionnaires related to the perceived realism of cultural artifacts referred to as AR objects' presence, as well as to participants' generic perceived presence in the virtual museum referred to as VR presence. The studies conducted indicate that previous experience with ICTs (Information and Communication Technologies) did not correlate with perceived AR objects' presence or VR presence while exposed to a virtual heritage environment. Enjoyment and both AR objects' presence and VR presence were found to be positively correlated. Therefore, a high level of perceived presence could be closely associated with satisfaction and gratification which contribute towards an appealing experience while interacting with a museum simulation system.
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Cites
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Virtual reality, presence, and attitude change: Empirical evidence from tourism
Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018) · Tourism Management · doi:10.1016/j.tourman.2017.12.003 · Cited by 1,294
A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage
Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018) · Journal on Computing and Cultural Heritage · doi:10.1145/3145534 · Cited by 1,147
Affordances of Augmented Reality in Science Learning: Suggestions for Future Research
Cheng, K.-H., & Tsai, C.-C. (2013) · Journal of Science Education and Technology · doi:10.1007/s10956-012-9405-9 · Cited by 848
The state of immersive technology research: A literature analysis
Suh, A., & Prophet, J. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.04.019 · Cited by 841
A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014
Dey, A., Billinghurst, M., Lindeman, R. W., & Swan, J. E. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00037 · Cited by 434
Metadata
- Authors
- Sylaiou, S., Mania, K., Karoulis, A., & White, M.
- Venue
- International Journal of Human-Computer Studies
- Publisher
- Elsevier BV
- Published
- 2010-05
- Volume
- 68
- Issue
- 5
- Pages
- 243-253
- ISSN
- 1071-5819 (ISSN-L)
- OpenAlex
- W2002089972
- Cited by
- 347
- References
- 52
- FWCI
- 11.58
- Type
- journal article
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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