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Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability./
Author:
Sargsyan, Nikolay.
Description:
1 online resource (235 pages)
Notes:
Source: Dissertations Abstracts International, Volume: 84-03, Section: B.
Contained By:
Dissertations Abstracts International84-03B.
Subject:
Augmented reality. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29288730click for full text (PQDT)
ISBN:
9798845453204
Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
Sargsyan, Nikolay.
Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
- 1 online resource (235 pages)
Source: Dissertations Abstracts International, Volume: 84-03, Section: B.
Thesis (Ph.D.)--Auburn University, 2022.
Includes bibliographical references
Augmented and Virtual Reality are relatively novel technologies that have gained popularity during the past decade. Virtual Reality allows one to be immersed in virtual worlds, while Augmented Reality combines virtual and real worlds in a see through device, e.g. a camera-enabled smartphone. Today Augmented and Virtual Reality technologies are widely researched and applied in various fields, including non-conventional and informal educational settings.Museums are locations renowned for informal education. Keeping a museum up-to-date with the advancement of multimedia technologies is beneficial for both museums and visitors. Improved interactivity and better informational systems installed at a museum can improve visitor experience and learning. As such, visitor attendance may be increased and on-site behaviour affected positively, growing museum sustainability.This research discusses the effect of gamified Augmented and Virtual Reality museum experiences on museum sustainability via a case study at the Moundville Archaeological Park. The prospects of monetizing gamified Augmented and Virtual Reality museum experiences are explored. The effects of gamified Augmented and Virtual Reality museum experiences on visitors' educational, entertainment, esthetic, and recreational experiences are explored. The perception of of gamified Augmented and Virtual Reality museum experiences by the museum internal and external stakeholders is explored.Additionally, this research discusses a case study at the Jule Collins Museum of Fine Art illustrating the applicability of utilizing Augmented Reality headset camera to analyze museum visitor experience as a substitute to more conventional but significantly more expensive specialized eye-tracking headsets.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798845453204Subjects--Topical Terms:
1620831
Augmented reality.
Index Terms--Genre/Form:
542853
Electronic books.
Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
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Applications of Augmented and Virtual Reality at Museums and Archaeological Parks to Improve Sustainability.
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Source: Dissertations Abstracts International, Volume: 84-03, Section: B.
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Advisor: Seals, Cheryl D. ; Alexander, Benitez ; H., John ; Watson, Gail.
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Thesis (Ph.D.)--Auburn University, 2022.
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Includes bibliographical references
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Augmented and Virtual Reality are relatively novel technologies that have gained popularity during the past decade. Virtual Reality allows one to be immersed in virtual worlds, while Augmented Reality combines virtual and real worlds in a see through device, e.g. a camera-enabled smartphone. Today Augmented and Virtual Reality technologies are widely researched and applied in various fields, including non-conventional and informal educational settings.Museums are locations renowned for informal education. Keeping a museum up-to-date with the advancement of multimedia technologies is beneficial for both museums and visitors. Improved interactivity and better informational systems installed at a museum can improve visitor experience and learning. As such, visitor attendance may be increased and on-site behaviour affected positively, growing museum sustainability.This research discusses the effect of gamified Augmented and Virtual Reality museum experiences on museum sustainability via a case study at the Moundville Archaeological Park. The prospects of monetizing gamified Augmented and Virtual Reality museum experiences are explored. The effects of gamified Augmented and Virtual Reality museum experiences on visitors' educational, entertainment, esthetic, and recreational experiences are explored. The perception of of gamified Augmented and Virtual Reality museum experiences by the museum internal and external stakeholders is explored.Additionally, this research discusses a case study at the Jule Collins Museum of Fine Art illustrating the applicability of utilizing Augmented Reality headset camera to analyze museum visitor experience as a substitute to more conventional but significantly more expensive specialized eye-tracking headsets.
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click for full text (PQDT)
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