Mixed reality (MR) is a cutting-edge technology at the forefront of many new applications in the tourism and cultural heritage sector. This study aims to reshape the museum experience by creating a highly engaging and immersive museum experience for visitors combing real-time visual, audio information and computer-generated images with museum artefacts and customer displays. This research introduces a theoretical framework that assesses the potential of MR guidance system in usefulness, ease of use, enjoyment, interactivity, touring and future applications. The evaluation introduces the MuseumEye MR application in the Egyptian Museum, Cairo using mixed method surveys and a sample of 171 participants. The results of the questionnaire highlighted the importance of the mediating the role of the tour guide in enhancing the relationship between perceived usefulness, ease of use, multimedia, UI design, interactivity and the intention of use. Furthermore, the results of this study revealed the potential future use of MR in museums and ensured sustainability and engagement past the traditional visitor museum experience, which heightens the economic state of museums and cultural heritage sectors.
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.
In recent years the applications of Mixed Reality (MR) processing has become highly apparent in academia and the manufacturing industry with the release of innovative technologies such as the Microsoft HoloLens. However, crucial design issues with the HoloLens' restricted Field Of View (FOV) to a narrow window of 34 degrees inhibited the user's natural peripheral vision (Kress & Cummings, 2017). This visual limitation results in a loss of pre-set functions and projected visualisations in the AR application window. This paper presents an innovative methodology in designing a spatial User Interface (UI), to minimise the adverse effects associated with the HoloLens' narrow FOV. The spatial UI is a crucial element towards developing a museum-based MR system, which was evaluated by nine experts in Human-Computer interaction (HCI), visual communication and museum studies. Results of this study indicate a positive user reaction towards the accessibility of the spatial UI system and enhancing the user experience. This approach can help current and future HoloLens developers to extend their application functions without visual restrictions and missing content.
This study employs a novel 3D engineered robotic eye system with dielectric elastomer actuator (DEA) pupils and a 3D sculpted and colourised gelatin iris membrane to replicate the appearance and materiality of the human eye. A camera system for facial expression analysis (FEA) was installed in the left eye, and a photo-resistor for measuring light frequencies in the right. Unlike previous prototypes, this configuration permits the robotic eyes to respond to both light and emotion proximal to a human eye. A series of experiments were undertaken using a pupil tracking headset to monitor test subjects when observing positive and negative video stimuli. A second test measured pupil dilation ranges to high and low light frequencies using a high-powered artificial light. This data was converted into a series of algorithms for servomotor triangulation to control the photosensitive and emotive pupil dilation sequences. The robotic eyes were evaluated against the pupillometric data and video feeds of the human eyes to determine operational accuracy. Finally, the dilating robotic eye system was installed in a realistic humanoid robot (RHR) and comparatively evaluated in a human-robot interaction (HRI) experiment. The results of this study show that the robotic eyes can emulate the average pupil reflex of the human eye under typical light conditions and to positive and negative emotive stimuli. However, the results of the HRI experiment indicate that replicating natural eye contact behaviour was more significant than emulating pupil dilation.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.