Augmented Reality for interactive experiences in museums: A review

  • Yunzhen Shi Architecture Department, Faculty of Design and Architecture, Universiti Putra Malaysia, Selangor, Malaysia
  • Maszura Abdul Ghafar Architecture Department, Faculty of Design and Architecture, Universiti Putra Malaysia, Selangor, Malaysia
  • Mohd Faiz Yahaya Industral Design Department, Faculty of Design and Architecture, Universiti Putra Malaysia, Selangor, Malaysia

Abstract

Declining interest of visitors towards museum exhibits are causing museum to be vestige and dire. There is a need to personalized museum experiences through the exhibited artifacts display value. This desktop study uses a systematic review from the Scopus and IEEE XPLORE databases over ten years (2014 to 2023). The purpose of the paper is to identify what is the best Augmented Realities (AR) interaction for museum spaces. The discussion will be based on methods or tools to AR interactions, manifestations of AR interaction in museum spaces, and interaction modalities in museum spaces. This study found that when intelligent terminals are used to digitalize virtual exhibits together with wearable devices, it could create interactive gamified multi-mode interfaces for user-exhibit experiences. The outcomes of this paper would aid museums’ design curators to utilize AR interaction and yield visitors interest toward learning and entertainment of museum artifacts.


Keywords: Augmented Reality; museum; digital technology; digital museum.

References

Aggarwal, R., & Singhal, A. (2019, January). Augmented Reality and its effect on our life. In 2019 9th International Conference on Cloud Computing, Data Science & Engineering (Confluence) (pp. 510-515). IEEE.

Angelopoulou, A., Economou, D., Bouki, V., Psarrou, A., Jin, L., Pritchard, C., & Kolyda, F. (2012). Mobile augmented reality for cultural heritage. In Mobile Wireless Middleware, Operating Systems, and Applications: 4th International ICST Conference, Mobilware 2011, London, UK, June 22-24, 2011, Revised Selected Papers 4 (pp. 15-22). Springer Berlin Heidelberg.

Abate, A. F., Barra, S., Galeotafiore, G., Díaz, C., Aura, E., Sánchez, M., ... & Vendrell, E. (2018). An augmented reality mobile app for museums: virtual restoration of a plate of glass. In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection: 7th International Conference, EuroMed 2018, Nicosia, Cyprus, October 29–November 3, 2018, Proceedings, Part I 7 (pp. 539-547). Springer International Publishing.

Aziz, M. N. A. (2017). Preserving Intangible Cultural Heritage Knowledge: A Framework for Tangible User Interface in Malaysian Museums. Idealogy Journal, 2(2), 13-31.

Benko, H., Holz, C., Sinclair, M., & Ofek, E. (2016, October). Normaltouch and texturetouch: High-fidelity 3d haptic shape rendering on handheld virtual reality controllers. In Proceedings of the 29th annual symposium on user interface software and technology (pp. 717-728).

Basaraba, N., Conlan, O., Edmond, J., & Arnds, P. (2019). Digital narrative conventions in heritage trail mobile apps. New Review of Hypermedia and Multimedia, 25(1-2), 1-30.

Blanco-Pons, S., Carrión-Ruiz, B., Lerma, J. L., & Villaverde, V. (2019). Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain). Journal of Cultural Heritage, 39, 177-185.

Boboc, R. G., Gîrbacia, F., Duguleană, M., & Tavčar, A. (2017, March). A handheld Augmented Reality to revive a demolished Reformed Church from Braşov. In Proceedings of the Virtual Reality International Conference-Laval Virtual 2017 (pp. 1-4).

Bujari, A., Ciman, M., Gaggi, O., & Palazzi, C. E. (2017). Using gamification to discover cultural heritage locations from geo-tagged photos. Personal and Ubiquitous Computing, 21(2), 235-252.

Chandini Pendit, U., Zaibon, S. B., & Abu Bakar, J. A. (2015). Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning aspect. Jurnal Teknologi, 77(29), 123-129.

Christopoulos, D., Mavridis, P., Andreadis, A., & Karigiannis, J. N. (2011, May). Using Virtual Environments to Tell the Story:" The Battle of Thermopylae". In 2011 Third International Conference on Games and Virtual Worlds for Serious Applications (pp. 84-91). IEEE.

Craig, A. B. (2013). Understanding augmented reality: Concepts and applications.
Damala, A., Hornecker, E., Van Der Vaart, M., & Ruthven, I. (2016). The Loupe: tangible augmented reality for learning to look at Ancient Greek art. Mediterranean Archaeology and Archaeometry, 16(5), 73-73.

Darzentas, D., Cameron, H., Wagner, H., Craigon, P., Bodiaj, E., Spence, J., ... & Benford, S. (2022). Data-inspired co-design for museum and gallery visitor experiences. AI EDAM, 36, e3.

Dal Falco, F., & Vassos, S. (2017). Museum experience design: A modern storytelling methodology. The Design Journal, 20(sup1), S3975-S3983.

Duguleană, M. (2018). eHERITAGE Project–Building a Cultural Heritage Excellence Center in the Eastern Europe. In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection: 7th International Conference, EuroMed 2018, Nicosia, Cyprus, October 29–November 3, 2018, Proceedings, Part II 7 (pp. 215-223). Springer International Publishing.

Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of science Education and Technology, 18, 7-22.

Dolan, R., Conduit, J., Fahy, J., & Goodman, S. (2016). Social media engagement behaviour: a uses and gratifications perspective. Journal of strategic marketing, 24(3-4), 261-277.

Evangelidis, K., Sylaiou, S., & Papadopoulos, T. (2020). Mergin’mode: Mixed reality and geoinformatics for monument demonstration. Applied Sciences, 10(11), 3826.

Fenu, C., & Pittarello, F. (2018). Svevo tour: The design and the experimentation of an augmented reality application for engaging visitors of a literary museum. International Journal of Human-Computer Studies, 114, 20-35.

Ferdani, D., Fanini, B., Piccioli, M. C., Carboni, F., & Vigliarolo, P. (2020). 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome. Journal of Cultural Heritage, 43, 129-143.

Guazzaroni, G., & Pillai, A. S. (Eds.). (2019). Virtual and augmented reality in Education, Art, and Museums. IGI Global.

Han, D. I., tom Dieck, M. C., & Jung, T. (2018). User experience model for augmented reality applications in urban heritage tourism. Journal of Heritage Tourism, 13(1), 46-61.

Hoang, T. N., & Cox, T. N. (2018). Alternating reality: an interweaving narrative of physical and virtual cultural exhibitions. Presence, 26(4), 402-419.

Colcol, H. C. R., Padilla, J. V., Buella, Y. D. V., Barrientos, I. E., Calimlim, V. T. V., & Fernando, M. C. G. (2017, November). Seek out Katipunan: a mobile augmented reality for museum visualization. In Proceedings of the 3rd International Conference on Communication and Information Processing (pp. 72-76).

Hollebeek, L. D., & Macky, K. (2019). Digital content marketing's role in fostering consumer engagement, trust, and value: Framework, fundamental propositions, and implications. Journal of interactive marketing, 45(1), 27-41.
Harada, T., Hideyoshi, Y., Gressier-Soudan, E., & Jean, C. (2018). Museum experience design based on multi-sensory transformation approach. In DS 92: Proceedings of the DESIGN 2018 15th international design conference (pp. 2221-2228).

Ibrahim, R. (2011). Demystifying the arduous doctoral journey: The eagle vision of a research proposal. Electronic Journal of Business Research Methods, 9(2), pp130-140.

Jung, K., Nguyen, V. T., Piscarac, D., & Yoo, S. C. (2020). Meet the virtual jeju dol harubang—The mixed VR/Ar application for cultural immersion in Korea’s main heritage. ISPRS International Journal of Geo-Information, 9(6), 367.

Koo, S., Kim, J., Kim, C., Kim, J., & Cha, H. S. (2019). Development of an augmented reality tour guide for a cultural heritage site. Journal on Computing and Cultural Heritage (JOCCH), 12(4), 1-24.

Lehto, A., Luostarinen, N., & Kostia, P. (2020). Augmented reality gaming as a tool for subjectivizing visitor experience at cultural heritage locations—case lights on!. Journal on Computing and Cultural Heritage (JOCCH), 13(4), 1-16.

Litvak, E., & Kuflik, T. (2020). Enhancing cultural heritage outdoor experience with augmented-reality smart glasses. Personal and ubiquitous computing, 24, 873-886.

Liarokapis, F., Petridis, P., Andrews, D., & de Freitas, S. (2017). Multimodal serious games technologies for cultural heritage. Mixed reality and gamification for cultural heritage, 371-392.

Lu, W., Wang, M., & Chen, H. (2020, June). Research on intangible cultural heritage protection based on augmented reality technology. In Journal of Physics: Conference Series (Vol. 1574, No. 1, p. 012026). IOP Publishing.

Laštovička-Medin, G. (2019, June). The Materiality of Interaction & Intangible Heritage: Interaction Design. In 2019 8th Mediterranean Conference on Embedded Computing (MECO) (pp. 1-6). IEEE.
Longo, F., Nicoletti, L., & Padovano, A. (2018). An interactive, interoperable and ubiquitous mixed reality application for a smart learning experience. International Journal of Simulation and Process Modelling, 13(6), 589-603.

Lin, F. T., & Lin, Y. C. (2017, November). An ontology-based expert system for representing cultural meanings: An example of an Art Museum. In 2017 Pacific Neighborhood Consortium Annual Conference and Joint Meetings (PNC) (pp. 116-121). IEEE.

Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325.

Mason, M. (2020). The elements of visitor experience in post-digital museum design. Design Principles and Practices, 14(1), 1-14.

Marto, A., Gonçalves, A., Melo, M., & Bessa, M. (2022). A survey of multisensory VR and AR applications for cultural heritage. Computers & Graphics, 102, 426-440.

Narumi, T., Yabe, H., Yoshida, S., Tanikawa, T., & Hirose, M. (2016). Encouraging people to interact with interactive systems in public spaces by managing lines of participants. In Human Interface and the Management of Information: Applications and Services: 18th International Conference, HCI International 2016 Toronto, Canada, July 17-22, 2016. Proceedings, Part II 18 (pp. 290-299). Springer International Publishing.

Nisi, V., Cesario, V., & Nunes, N. (2019). Augmented reality museum’s gaming for digital natives: Haunted encounters in the Carvalhal’s palace. In Entertainment Computing and Serious Games: First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings 1 (pp. 28-41). Springer International Publishing.

Padilla-Meléndez, A., & del Águila-Obra, A. R. (2013). Web and social media usage by museums: Online value creation. International journal of information management, 33(5), 892-898.

Paliokas, I., Patenidis, A. T., Mitsopoulou, E. E., Tsita, C., Pehlivanides, G., Karyati, E., ... & Tzovaras, D. (2020). A gamified augmented reality application for digital heritage and tourism. Applied Sciences, 10(21), 7868.

Patti, I. (2020, November). Standard Cataloguing of Augmented Objects for a Design Museum. In IOP Conference Series: Materials Science and Engineering (Vol. 949, No. 1, p. 012054). IOP Publishing.

Panou, C., Ragia, L., Dimelli, D., & Mania, K. (2018, March). Outdoors Mobile Augmented Reality Application Visualizing 3D Reconstructed Historical Monuments. In GISTAM (pp. 59-67).

Parfenov, V., Igoshin, S., Masaylo, D., Orlov, A., & Kuliashou, D. (2022). Use of 3D laser scanning and additive technologies for reconstruction of damaged and destroyed cultural heritage objects. Quantum Beam Science, 6(1), 11.

Pedersen, I., Gale, N., Mirza-Babaei, P., & Reid, S. (2017). More than meets the eye: The benefits of augmented reality and holographic displays for digital cultural heritage. Journal on Computing and Cultural Heritage (JOCCH), 10(2), 1-15.

Pine, B. J., & Gilmore, J. H. (2013). The experience economy: past, present and future. Handbook on the experience economy, 1, 21-44.

Rammos, D., & Bratitsis, T. (2021). Museum Exhibits that Interact with Pupils’ Mobile Devices. The Case of Hellenic Maritime Museum. In Internet of Things, Infrastructures and Mobile Applications: Proceedings of the 13th IMCL Conference 13 (pp. 189-201). Springer International Publishing.

Rizvić, S., Bošković, D., Okanović, V., Kihić, I. I., Prazina, I., & Mijatović, B. (2021). Time travel to the past of bosnia and herzegovina through virtual and augmented reality. Applied Sciences, 11(8), 3711.

Russo, A., & Peacock, D. (2009). Great expectations: Sustaining participation in social media spaces. Museums and the Web 2009: Proceedings, 23-36.

Sookhanaphibarn, K., Chatuporn, U., & Nakornphanom, K. N. (2015). User modeling on social media for art museums and galleries. In Social Computing and Social Media: 7th International Conference, SCSM 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2–7, 2015, Proceedings 7 (pp. 89-95). Springer International Publishing.

Slavec, A., Sajinčič, N., & Starman, V. (2021). Use of smartphone cameras and other applications while traveling to sustain outdoor cultural heritage. Sustainability, 13(13), 7312.

Sebastiani, A. (2021). Digital Artifacts and Landscapes. Experimenting with Placemaking at the Impero Project. Heritage, 4(1), 281-303.

Sprung, G., & Haxha, A. (2020). IFAR: MobileAR for cultural heritage. CEUR Workshop Proceedings, 2618(April), 1-4.

Tzima, S., Styliaras, G., & Bassounas, A. (2019). Augmented reality applications in education: Teachers point of view. Education Sciences, 9(2), 99.

tom Dieck, M. C., Jung, T. H., & tom Dieck, D. (2018). Enhancing art gallery visitors’ learning experience using wearable augmented reality: generic learning outcomes perspective. Current Issues in Tourism, 21(17), 2014-2034.

tom Dieck, M. C., & Jung, T. H. (2017). Value of augmented reality at cultural heritage sites: A stakeholder approach. Journal of destination marketing & management, 6(2), 110-117.

Teneketzis, A. (2020). Exploring the emerging digital scene in Art History and museum practice. Esboços: histórias em contextos globais, 27(45), 187-206.

Varinlioglu, G., & Halici, S. M. (2019). Gamification of Heritage through augmented reality. Ecaade Sigradi, 513-518.

Viinikkala, L., Yli-Seppälä, L., Heimo, O. I., Helle, S., Härkänen, L., Jokela, S., ... & Lehtonen, T. (2016, October). Reforming the representation of the reformation: Mixed reality narratives in communicating tangible and intangible heritage of the protestant reformation in Finland. In 2016 22nd International Conference on Virtual System & Multimedia (VSMM) (pp. 1-9). IEEE.

Voinea, G. D., Girbacia, F., Postelnicu, C. C., & Marto, A. (2019). Exploring cultural heritage using augmented reality through Google’s Project Tango and ARCore. In VR Technologies in Cultural Heritage: First International Conference, VRTCH 2018, Brasov, Romania, May 29–30, 2018, Revised Selected Papers 1 (pp. 93-106). Springer International Publishing.

Vlizos, S., Sharamyeva, J. A., & Kotsopoulos, K. (2021). Interdisciplinary Design of an Educational Applications Development Platform in a 3D Environment Focused on Cultural Heritage Tourism. In Emerging Technologies and the Digital Transformation of Museums and Heritage Sites: First International Conference, RISE IMET 2021, Nicosia, Cyprus, June 2–4, 2021, Proceedings 1 (pp. 79-96). Springer International Publishing.

Vert, S., Andone, D., Ternauciuc, A., Mihaescu, V., Rotaru, O., Mocofan, M., ... & Vasiu, R. (2021). User evaluation of a multi-platform digital storytelling concept for cultural heritage. Mathematics, 9(21), 2678.

Vermeeren, A. P., Calvi, L., Sabiescu, A., Trocchianesi, R., Stuedahl, D., Giaccardi, E., & Radice, S. (2018). Future museum experience design: crowds, ecosystems and novel technologies (pp. 1-16). Springer International Publishing.

Wang, E. (2021). Creating an Augmented Reality Museum Experience for Cultural Heritage Using a Textile-Based Capacitive Sensor as the Interactive Input. Drexel University.

Wen, Y., & Chen, J. (2016). Intangible cultural heritage display using augmented reality technology of Xtion PRO interaction. IJSSST, 17(40), 29-1.

Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & education, 62, 41-49.

Xie, X., & Tang, X. (2018). The application of augmented reality technology in digital display for intangible cultural heritage: The case of cantonese furniture. In Human-Computer Interaction. Interaction in Context: 20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part II 20 (pp. 334-343). Springer International Publishing.

Zhao, Z. (2017, October). Digital protection method of intangible cultural heritage based on augmented reality technology. In 2017 International Conference on Robots & Intelligent System (ICRIS) (pp. 135-138). IEEE.

Zhao, Z., & Ma, X. (2020). ShadowPlay2. 5D: A 360-degree video authoring tool for immersive appreciation of classical Chinese poetry. Journal on Computing and Cultural Heritage (JOCCH), 13(1), 1-20.

Zidianakis, E., Partarakis, N., Kontaki, E., Kopidaki, S., Xhako, A., Pervolarakis, Z., ... & Stephanidis, C. (2022, June). Web-Based Authoring Tool for Virtual Exhibitions. In International Conference on Human-Computer Interaction (pp. 378-385). Cham: Springer Nature Switzerland.

Zhu, C., Fong, L. H. N., & Gan, M. (2023). Rethinking the consequences of postmodern authenticity: The case of a World Cultural Heritage in Augmented Reality. Current Issues in Tourism, 26(4), 617-631.
Published
2024-09-18
How to Cite
SHI, Yunzhen; ABDUL GHAFAR, Maszura; FAIZ YAHAYA, Mohd. Augmented Reality for interactive experiences in museums: A review. Idealogy Journal, [S.l.], v. 9, n. 2, sep. 2024. ISSN 2550-214X. Available at: <https://idealogyjournal.com/ojs/index.php/idealogy/article/view/551>. Date accessed: 21 nov. 2024. doi: https://doi.org/10.24191/idealogy.v9i2.551.