Spatial Augmented Reality (SAR), as implemented with projection mapping, is part of mixed-reality technology with numerous applications in the cultural domain. In museums, interactive projection mapping has been exploited to superimpose virtual content on exhibited artefacts, offering users various hybrid ways to interact with the artefacts’ physical and digital content. For this reason, it has been widely used in the context of architectural heritage to promote culture and raise awareness about historical buildings or landscapes by visualizing significant elements they convey. This paper presents the design, development, and iterative user evaluation of an interactive projection mapping installation for the Mastic Museum on Chios island in Greece that promotes UNESCO’s intangible cultural heritage. The installation affords tangible interaction to activate the video projections presented in a storytelling manner on a 3D-printed scale model of a representative historic settlement exhibited inside the museum. The concept of this installation aims to connect the tangible and intangible cultural heritage of mastic and the related villages with narration and vivid illustrations. Three evaluation phases took place during the development at the lab and the museum, informing UX, learning, and design considerations.
The research project “Mouseion Topos” (in English: “Museums Place”), focusing on traditional local settlements situated at three Aegean islands, aims to contribute to the promotion of their physiognomy and intangible cultural heritage by connecting regional museums with each settlement. The present article, part of the project’s initial phase, via the application of the HERMeS methodology (version 1 and 2) and the development of the associate digital documentation tools, identifies and records the architectural and urban elements influenced by each settlement’s intangible cultural heritage as listed by UNESCO and presented by their corresponding museums. The research findings revealed connections between the museums’ content and the documented tangible heritage based on the formulated conceptual and heatmaps, which can be used at the early design stages of the current project’s interactive applications, especially in mobile tours. Finally, the research findings verify that despite the limitations and issues for further research, the introduced HERMeS methodology and digital tools are reliable and contribute to the respective field’s theory. The paper also provides beneficial deliberation on digital architectural heritage documentation methods and interactive technologies, highlighting points and areas of interest that the tourist industry, technology designers, museum curators, and architects can employ.
Interactive installations in museums usually adopt hybrid technologies that combine physical elements with digital content, and studies so far show that this approach enhances the interest and engagement of visitors compared to non-interactive media or purely digital environments. However, the design of such systems is complicated, as it involves a large number of stakeholders and specialists. Additionally, the functional components need to be carefully orchestrated to deliver a rich user experience. Thus, there is a need for further research on tools and methods that facilitate the process. In this paper we present the design and development of a mixed reality installation for the Museum of Marble Crafts in Tinos island in Greece, which places visitors in the role of the crane operator and they have to complete challenges in a gamified version of the old quarry. The system lets users operate a tangible controller and their actions are executed by digital workers in a rich 3D environment. Our design approach involved iterative prototyping, research and co-design activities. The creative process has been supported by a series of organized workshops. The evaluation results indicate that mixed reality can be a promising medium for rich interactive experiences in museums that combine tangible and intangible heritage.
Over the last few years, an increasing number of cultural sites, including museums, archaeological places, and historic cities, have adopted a wide range of interactive technologies to enhance the visitor (user) experience. This chapter presents a review of interactive systems for cultural heritage, selected from a total of 83 publications in 2012-2019, from the perspective of the methods employed for their empirical evaluation (i.e., the degree to which the system satisfies user goals and expectations). The review reports on several characteristics of interactive systems of CH including purpose, technology, content, and location of the interaction, and then emphasizes methods of empirical evaluation. The chapter provides discussion comparing to the results of the previous report, and outlook on particular challenges of interaction design and evaluation for CH.
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.