This paper presents a case study of an Augmented and Virtual Reality application implemented in the Ara Pacis Museum of Rome (Italy). A qualitative research was performed to investigate how the technology can help in reaching the museum's mission and enhancing the visitor experience. The research adopts a holistic approach perspective that covers the human, the technological and the contextual dimensions that affect the visit experience. The results are discussed in order to highlight some relevant insights which can be used to design (or even re-design) augmented and virtual reality applications for the promotion of the cultural heritage.

Promoting the heritage through AR and VR: the Ara Pacis as it was / Recupero, A.; Talamo, A.; Appetiti, L.; Gobbo, A.. - In: Journal of Immersive Education. - ELETTRONICO. - (In corso di stampa). (Intervento presentato al convegno Immersive Italy 2017 tenutosi a Lucca; Italia).

Promoting the heritage through AR and VR: the Ara Pacis as it was

A. Recupero;A. Talamo;
In corso di stampa

Abstract

This paper presents a case study of an Augmented and Virtual Reality application implemented in the Ara Pacis Museum of Rome (Italy). A qualitative research was performed to investigate how the technology can help in reaching the museum's mission and enhancing the visitor experience. The research adopts a holistic approach perspective that covers the human, the technological and the contextual dimensions that affect the visit experience. The results are discussed in order to highlight some relevant insights which can be used to design (or even re-design) augmented and virtual reality applications for the promotion of the cultural heritage.
9999
Immersive Italy 2017
cultural heritage; visitor experience; augmented reality; virtual reality; service design thinking;
04 Pubblicazione in atti di convegno::04c Atto di convegno in rivista
Promoting the heritage through AR and VR: the Ara Pacis as it was / Recupero, A.; Talamo, A.; Appetiti, L.; Gobbo, A.. - In: Journal of Immersive Education. - ELETTRONICO. - (In corso di stampa). (Intervento presentato al convegno Immersive Italy 2017 tenutosi a Lucca; Italia).
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1121729
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