This study investigates the impact of Augmented Reality and Virtual Reality technologies on User Immersion and Learning Performance in museum settings. A quasi-experimental study, conducted in the context of an archaeological virtual museum, compares the effects of AR and VR interfaces on User Immersion and Learning Performance. Participants (n = 176) interacted with digital replicas of archaeological artefacts via AR and VR interfaces, followed by assessments using the Augmented Reality Immersion (ARI) questionnaire and knowledge-based multiple-choice tests. The use of the ARI questionnaire made possible a comprehensive investigation of the effect of User Immersion (and not only some of its aspects, e.g., Presence or Flow) on Learning Performance in the context of Cultural Heritage. The results revealed that AR users achieved higher Learning Performance, while VR users experienced a greater immersive experience. Significant correlations were found between higher User Immersion levels and lower Learning Performance. These findings highlight the importance for Museum curators to find a balance between exploiting technology to entertain and maintaining the educational integrity of the exhibits.

Comparing Virtual and Augmented Reality Applications for Museums: User Immersion and Learning Performance / Agostinelli, T., Ceccacci, S., Generosi, A., Mengoni, M.. - In: ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE. - ISSN 1556-4673. - ELETTRONICO. - 19:2(2026). [10.1145/3811814]

Comparing Virtual and Augmented Reality Applications for Museums: User Immersion and Learning Performance

Agostinelli T.
;
Ceccacci S.;Generosi A.;Mengoni M.
2026-01-01

Abstract

This study investigates the impact of Augmented Reality and Virtual Reality technologies on User Immersion and Learning Performance in museum settings. A quasi-experimental study, conducted in the context of an archaeological virtual museum, compares the effects of AR and VR interfaces on User Immersion and Learning Performance. Participants (n = 176) interacted with digital replicas of archaeological artefacts via AR and VR interfaces, followed by assessments using the Augmented Reality Immersion (ARI) questionnaire and knowledge-based multiple-choice tests. The use of the ARI questionnaire made possible a comprehensive investigation of the effect of User Immersion (and not only some of its aspects, e.g., Presence or Flow) on Learning Performance in the context of Cultural Heritage. The results revealed that AR users achieved higher Learning Performance, while VR users experienced a greater immersive experience. Significant correlations were found between higher User Immersion levels and lower Learning Performance. These findings highlight the importance for Museum curators to find a balance between exploiting technology to entertain and maintaining the educational integrity of the exhibits.
2026
Augmented Reality; Immersion; Learning Performance; Virtual Reality
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11566/360634
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