The use of eXtended Reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR), has become increasingly popular in museums to enhance the visitor experience. However, the impact of XR technologies on Learning Performance in the context of archeological museums needs to be better understood. This study aims to investigate the relationships between Usability, Presence and Learning Performance by developing XR experiences showcasing archeological artefacts and conducting user testing to evaluate their effectiveness. A laboratory test is conducted to compare a VR application with a mobile AR one, presenting the digital models of five archeological findings. Descriptive statistics are used to compare the two case studies, providing valuable insights into the impact of XR technologies on the visitor experience from a learning perspective. The study confirms that Usability has a more significant effect on learning than Presence and can help designers and museum managers better understand the factors contributing to a successful XR experience. The findings suggest that while Presence is an important factor in improving visitors’ experience, Usability should be the priority when designing XR experiences for museums.

A Method and Experimentation to Benchmark XR Technologies Enhancing Archeological Museum Experience / Agostinelli, T.; Generosi, A.; Ceccacci, S.; Pretaroli, R.; Mengoni, M.. - ELETTRONICO. - 14021:(2023), pp. 3-16. (Intervento presentato al convegno 17th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2023, held as part of the 25th International Conference on Human-Computer Interaction, HCII 2023 tenutosi a Copenhagen, Danimark nel 2023) [10.1007/978-3-031-35897-5_1].

A Method and Experimentation to Benchmark XR Technologies Enhancing Archeological Museum Experience

Agostinelli T.;Generosi A.;Ceccacci S.;Mengoni M.
2023-01-01

Abstract

The use of eXtended Reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR), has become increasingly popular in museums to enhance the visitor experience. However, the impact of XR technologies on Learning Performance in the context of archeological museums needs to be better understood. This study aims to investigate the relationships between Usability, Presence and Learning Performance by developing XR experiences showcasing archeological artefacts and conducting user testing to evaluate their effectiveness. A laboratory test is conducted to compare a VR application with a mobile AR one, presenting the digital models of five archeological findings. Descriptive statistics are used to compare the two case studies, providing valuable insights into the impact of XR technologies on the visitor experience from a learning perspective. The study confirms that Usability has a more significant effect on learning than Presence and can help designers and museum managers better understand the factors contributing to a successful XR experience. The findings suggest that while Presence is an important factor in improving visitors’ experience, Usability should be the priority when designing XR experiences for museums.
2023
978-3-031-35896-8
978-3-031-35897-5
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11566/324371
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