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Ambient Information Visualisation and Visitors’ Technology Acceptance of Mixed Reality in Museums
ACM Journal on Computing and Cultural Heritage ( IF 2.4 ) Pub Date : 2020-06-16 , DOI: 10.1145/3359590
Ramy Hammady 1 , Minhua Ma 2 , Carl Strathearn 3
Affiliation  

The visualisation of historical information and storytelling in museums is a crucial process for transferring knowledge by directly and simplistically engaging the museum audience. Until recently, technological limitations meant museums were limited to 2D and 3D screen-based information displays. However, advancements in Mixed Reality (MR) devices permit the propagation of a virtual overlay that amalgamates both real-world and virtual environments into a single spectrum. These holographical devices project a 3D space around the user which can be augmented with virtual artefacts, thus potentially changing the traditional museum visitor experience. Few research studies focus on utilising this virtual space to generate objects that do not visually inhibit or distract the operator. Therefore, this article aims to introduce the Ambient Information Visualisation Concept (AIVC) as a new form of storytelling, which can enhance the communication and interactivity between museum visitors and exhibits by measuring and sustaining an optimum spatial environment around the user. Furthermore, this article investigates the perceptual influences of AIVC on the users’ level of engagement in the museum. This article utilises the Microsoft HoloLens, which is one of the most cutting-edge imagining technologies available to date, in order to deploy the AIVC in a historical storytelling scene “The Battle” in the Egyptian department at The Manchester Museum. This research further seeks to measure the user acceptance of the MR prototype by adopting the Technology Acceptance Model (TAM). The operational approaches investigated in this study include personal innovativeness (PI), enjoyment (ENJ), usefulness (USF), ease of use (EOU), and willingness of future use (WFU). The population sampling methodology utilised 47 participants from the museum's daily visitors. Results of this research indicate that the WFU construct is the primary outcome of this study, followed by the usefulness factor. Further findings conclude that the majority of users found this technology highly engaging and easy to use. The combination of the proposed system and AIVC in museum storytelling has extensive applications in museums, galleries, and cultural heritage places to enhance the visitor experience.

中文翻译:

博物馆混合现实环境信息可视化与参观者技术接受度

博物馆中历史信息的可视化和讲故事是通过直接和简单地吸引博物馆观众来传递知识的关键过程。直到最近,技术限制意味着博物馆仅限于基于 2D 和 3D 屏幕的信息显示。然而,混合现实 (MR) 设备的进步允许传播将现实世界和虚拟环境合并到单个频谱中的虚拟覆盖。这些全息设备在用户周围投射出一个 3D 空间,可以通过虚拟人工制品进行增强,从而有可能改变传统的博物馆参观体验。很少有研究专注于利用这个虚拟空间来生成不会在视觉上抑制或分散操作员的对象。因此,本文旨在介绍环境信息可视化概念(AIVC)作为一种新的讲故事形式,它可以通过测量和维持用户周围的最佳空间环境来增强博物馆参观者和展品之间的交流和互动。此外,本文还研究了 AIVC 对博物馆用户参与度的感知影响。本文利用 Microsoft HoloLens,这是迄今为止可用的最前沿的想象技术之一,以便在曼彻斯特博物馆埃及部门的历史叙事场景“战斗”中部署 AIVC。本研究进一步寻求通过采用技术接受模型 (TAM) 来衡量用户对 MR 原型的接受程度。本研究调查的操作方法包括个人创新(PI)、享受(ENJ)、有用性(USF)、易用性(EOU)、和未来使用意愿(WFU)。人口抽样方法利用了博物馆日常游客中的 47 名参与者。这项研究的结果表明,WFU 结构是本研究的主要结果,其次是有用性因素。进一步的调查结果表明,大多数用户认为这项技术具有很高的吸引力且易于使用。拟议的系统和 AIVC 在博物馆讲故事中的结合在博物馆、画廊和文化遗产场所具有广泛的应用,以增强游客体验。进一步的调查结果表明,大多数用户认为这项技术具有很高的吸引力且易于使用。拟议的系统和 AIVC 在博物馆讲故事中的结合在博物馆、画廊和文化遗产场所具有广泛的应用,以增强游客体验。进一步的调查结果表明,大多数用户认为这项技术具有很高的吸引力且易于使用。拟议的系统和 AIVC 在博物馆讲故事中的结合在博物馆、画廊和文化遗产场所具有广泛的应用,以增强游客体验。
更新日期:2020-06-16
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