Cited by 75Augmented Reality ApplicationsInteractive and Immersive DisplaysMuseums and Cultural Heritage

CubeMuseum AR: A Tangible Augmented Reality Interface for Cultural Heritage Learning and Museum Gifting

Xu, Ningning, Li, Yue, Wei, Xingbo, Xie, Letian, Yu, Lingyun, Liang, Hai-Ning·2024·International Journal of Human–Computer Interaction

Abstract

Museum artifacts are the main way for visitors to experience and learn about cultural heritage. Augmented reality (AR) allows for high interactivity and is increasingly applied in museums to improve tourists’ experience and learning. It also supports the extension of museum experience to outside of the physical museum space, contributing to the visiting trajectory and takeaway experience. In this paper, we present our design of two tangible AR interfaces for cultural artifacts: Postcard AR and CubeMuseum AR, followed by three user studies that evaluate and optimize the design. In Study 1, we conducted a within-subjects study (N = 24) that compares the two AR interfaces with a baseline condition (Leaflet). Our results demonstrate the positive effects of tangible AR interfaces on users’ motivation and engagement in learning cultural heritage. In Study 2, we further explored how to optimize CubeMuseum AR by adopting a user-centered design approach. Through the analysis of expert interviews (N = 7) and an online survey (N = 207), the results specify a series of requirements and design guidelines for tangible AR interfaces to be used as a learning tool and a hybrid gift. Based on the findings, the design of the CubeMuseum AR was optimized and evaluated in Study 3. A between-subjects user study was conducted (N = 32) to compare the optimized design with the initial design. The results verified the positive effects of gamified tangible AR interfaces on users’ motivation, engagement,…

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Crossref · 10.1080/10447318.2023.2171350

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  • Although several studies mention that immersive technologies enhance motivation for learning about cultural and natural heritage, very few works consider co-creation and information adaptation to improve user motivation.

    “Although several studies [13,35,42] mention that the use of immersive technologies enhances the level of motivation for learning about cultural and natural heritage, features such as co-creation and information adaptation are aspects that very few works consider improving user motivation [15,[43][44][45].”

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Authors
Xu, N., Li, Y., Wei, X., Xie, L., Yu, L., & Liang, H.-N.
Affiliations
Xi’an Jiaotong-Liverpool University (CN)
Corresponding author
Li, Yue
Venue
International Journal of Human–Computer Interaction
Published
2023-02-06
Volume
40
Issue
6
Pages
1409-1437
ISSN
  • 1044-7318 (ISSN-L)
  • 1532-7590
OpenAlex
W4319298180
Cited by
75
References
6
Citations by year
2026: 24 · 2025: 24 · 2024: 22 · 2023: 5
FWCI
6.37
Type
journal article
Language
en
Open access
closed
Locations
International Journal of Human-Computer Interaction (publishedVersion)
Funders
  • National Natural Science Foundation of China (62207022)
  • Natural Science Foundation of the Jiangsu Higher Education Institutions of China (22KJB520038)
  • Xi’an Jiaotong-Liverpool University (SURF-2021045, RDF-20-02-47 and TDF20/21-R22-142)
Topics
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
  • Social Sciences › Arts and Humanities › Museology › Museums and Cultural Heritage
Keywords
tangible augmented reality, heritage education, gamification, museum objects, user-centered design, design guidelines, museum visitor experience

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