Evaluating User Experience in the Context of Cultural Heritage Dissemination Using Extended Reality: A Case Study of the Dacian Bronze Matrix with Hollow Design

IF 2.1 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ACM Journal on Computing and Cultural Heritage Pub Date : 2024-01-09 DOI:10.1145/3639933
Călin Neamțu, Radu Comes, Dorin-Mircea Popovici, Elena Băutu, Mateescu-Suciu Liliana, Adrien Syrotnik, Matei-Ioan Popovici
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Abstract

Cultural institutions are increasingly prioritizing the utilization of diverse mixed reality technologies to enrich the visitor experience during their physical exhibitions. These institutions are actively integrating virtual assets to enhance interactivity and facilitate immersive storytelling experiences. The use of extended reality technologies in cultural heritage dissemination has become a common solution to improve the perception on cultural heritage of their visitors. The objective of the proposed research is to conduct a comparative analysis of three distinct extended reality applications used in cultural heritage experiences. The proposed workflow integrates advanced 3D scanning technology and additive manufacturing techniques to produce tangible replicas which are further enhanced using extended reality technologies, such as Augmented Reality, Desktop Virtual Reality, and Immersive Virtual Reality. To evaluate the developed extended reality applications, we have conducted various System Usability Scale tools to assess applications’ usability while also trying to identify the most appropriate application that can be integrated within the museum exhibition. From a utility point of view we found no notable differences in the user perceptions between proposed solutions, while from a usability and satisfaction point of view, the most preferred solution was the Augmented Reality one. The workflow is presented in sufficient detail to ensure the replication of the results.

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利用扩展现实技术评估文化遗产传播中的用户体验:带中空设计的达契亚青铜矩阵案例研究
文化机构越来越重视利用各种混合现实技术来丰富游客在实体展览中的体验。这些机构正在积极整合虚拟资产,以增强互动性,促进身临其境的故事体验。在文化遗产传播中使用扩展现实技术已成为一种常见的解决方案,以改善参观者对文化遗产的感知。拟议研究的目的是对文化遗产体验中使用的三种不同的扩展现实应用进行比较分析。拟议的工作流程整合了先进的三维扫描技术和增材制造技术,以制作有形复制品,并利用增强现实、桌面虚拟现实和沉浸式虚拟现实等扩展现实技术进一步增强这些复制品。为了评估所开发的扩展现实应用程序,我们使用了各种系统可用性量表工具来评估应用程序的可用性,同时还试图找出最适合集成到博物馆展览中的应用程序。从实用性的角度来看,我们发现用户对拟议解决方案的看法没有明显差异,而从可用性和满意度的角度来看,用户最喜欢的解决方案是增强现实解决方案。我们对工作流程进行了详细介绍,以确保结果的可复制性。
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来源期刊
ACM Journal on Computing and Cultural Heritage
ACM Journal on Computing and Cultural Heritage Arts and Humanities-Conservation
CiteScore
4.60
自引率
8.30%
发文量
90
期刊介绍: ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.
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