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Evaluating Enhanced Reality Interfac...
~
Solko, David.
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Evaluating Enhanced Reality Interfaces and the Museum Experience.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Evaluating Enhanced Reality Interfaces and the Museum Experience./
Author:
Solko, David.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
32 p.
Notes:
Source: Masters Abstracts International, Volume: 58-02.
Contained By:
Masters Abstracts International58-02(E).
Subject:
Design. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=11005245
ISBN:
9780438589643
Evaluating Enhanced Reality Interfaces and the Museum Experience.
Solko, David.
Evaluating Enhanced Reality Interfaces and the Museum Experience.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 32 p.
Source: Masters Abstracts International, Volume: 58-02.
Thesis (M.Des.)--University of Cincinnati, 2018.
The Cleveland Museum of Art, San Francisco MOMA, and Cooper Hewitt's new applications and interactives exemplify best-practices for museum embracement of technology. A detailed analysis of their approaches reveals how the appropriate application of technology coupled with play theory can radically change the experience and information available to the museumgoer. Providing different views, of both object and opinion, and making inaccessible archives and objects freely available can increase community outreach and visitor numbers. This thesis will look at how play, gamification, augmented reality, and social media elements can build upon these implementations and by improving the visitor experience, education and reach.
ISBN: 9780438589643Subjects--Topical Terms:
518875
Design.
Evaluating Enhanced Reality Interfaces and the Museum Experience.
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The Cleveland Museum of Art, San Francisco MOMA, and Cooper Hewitt's new applications and interactives exemplify best-practices for museum embracement of technology. A detailed analysis of their approaches reveals how the appropriate application of technology coupled with play theory can radically change the experience and information available to the museumgoer. Providing different views, of both object and opinion, and making inaccessible archives and objects freely available can increase community outreach and visitor numbers. This thesis will look at how play, gamification, augmented reality, and social media elements can build upon these implementations and by improving the visitor experience, education and reach.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=11005245
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