The enhancement of cultural heritage experiences using technology has, by now, a long tradition. New immersive technologies, like augmented reality, further widened the plethora of possible public interactions with works of art and more, modifying the traditional visiting experience. In addition to the use of technology, gamification strategies have been also implemented, in some cases, to further support public involvement during museum visits. This scientific paper explores the landscape of innovative technologies and gamification strategies employed in the museum domain for enhancing visitor engagement and cultural heritage appreciation. The scope of this work is twofold: on one side it aims at identifying the main design trends involving gamification and immersive technologies, while, at the same time, it aims at identifying the main design aspects that can be improved. To do so, a comprehensive literature review was conducted, focusing on museum-related projects utilizing these technologies. The search covered the period from 2018 onward, considering only projects tested within museum exhibitions and leveraging cutting-edge technologies. The predominant platform for engagement was found to be mobile devices, with 13 out of 19 projects integrating mobile applications. The paper delves into detailed case studies, including interactive projections and augmented reality experiences, and insights are drawn regarding user involvement, ease of use, and the duration of experiences within museum settings. The analysis of augmented reality experiences underscores the potential of these technologies in enhancing visitor satisfaction, learning, and narrative engagement. The paper also examines user involvement, challenges faced in implementation, and the delicate balance between entertainment and educational aspects. The findings reveal positive attitudes toward augmented reality applications, with a focus on user engagement and cognitive involvement. However, challenges related to user attention and the potential overshadowing of real exhibits by digital components are acknowledged. The importance of user-friendly interfaces, effective storytelling, and addressing technological limitations is emphasized. The study provides valuable insights for the design and implementation of technology-driven museum experiences, with considerations for improving user interaction, educational outcomes, and overall visitor satisfaction.
Innovative Technologies in Museums. A Review of Gamified Augmented Reality Experiences / Botte, Brunella; Marinensi, Giada; Malakuczi, Viktor; Vitaletti, Walter. - (2024). (Intervento presentato al convegno 18th International Technology, Education and Development Conference tenutosi a Valencia) [10.21125/inted.2024.1121].
Innovative Technologies in Museums. A Review of Gamified Augmented Reality Experiences
Malakuczi, Viktor;
2024
Abstract
The enhancement of cultural heritage experiences using technology has, by now, a long tradition. New immersive technologies, like augmented reality, further widened the plethora of possible public interactions with works of art and more, modifying the traditional visiting experience. In addition to the use of technology, gamification strategies have been also implemented, in some cases, to further support public involvement during museum visits. This scientific paper explores the landscape of innovative technologies and gamification strategies employed in the museum domain for enhancing visitor engagement and cultural heritage appreciation. The scope of this work is twofold: on one side it aims at identifying the main design trends involving gamification and immersive technologies, while, at the same time, it aims at identifying the main design aspects that can be improved. To do so, a comprehensive literature review was conducted, focusing on museum-related projects utilizing these technologies. The search covered the period from 2018 onward, considering only projects tested within museum exhibitions and leveraging cutting-edge technologies. The predominant platform for engagement was found to be mobile devices, with 13 out of 19 projects integrating mobile applications. The paper delves into detailed case studies, including interactive projections and augmented reality experiences, and insights are drawn regarding user involvement, ease of use, and the duration of experiences within museum settings. The analysis of augmented reality experiences underscores the potential of these technologies in enhancing visitor satisfaction, learning, and narrative engagement. The paper also examines user involvement, challenges faced in implementation, and the delicate balance between entertainment and educational aspects. The findings reveal positive attitudes toward augmented reality applications, with a focus on user engagement and cognitive involvement. However, challenges related to user attention and the potential overshadowing of real exhibits by digital components are acknowledged. The importance of user-friendly interfaces, effective storytelling, and addressing technological limitations is emphasized. The study provides valuable insights for the design and implementation of technology-driven museum experiences, with considerations for improving user interaction, educational outcomes, and overall visitor satisfaction.File | Dimensione | Formato | |
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