{"title":"Augmenting outdated museum exhibits with embodied and tangible interactions for prolonged use and learning enhancement","authors":"Dajin Lee, Daehyeon Nam, Seungmoon Choi","doi":"10.1016/j.ijhcs.2025.103470","DOIUrl":null,"url":null,"abstract":"<div><div>Exhibits in science museums must be capable of attracting and holding visitors’ attention, but some exhibits are always neglected by visitors. In this study, we propose a <em>virtual companion</em>, an independent yet collaborative system that augments the original exhibit in both pre-use and in-use stages, based on embodied interaction. The virtual companion attracts visitors and builds prior experience for them to interact with the original exhibit more effectively in the pre-use stage. For that, we conducted a design study with one of the unpopular physical exhibits in a local science museum. We established main design goals based on a focus group interview with educational experts at the museum and visitors’ opinions. Then, digital augmentation strategies were designed and evaluated at the museum in an iterative manner. Field studies showed that the capture rate of the augmented exhibit increased by 9.54 times while significantly improving holding time, learning experiences, engaging behaviors, and positive emotions. Moreover, the results demonstrated the significant impact of prior knowledge and positive emotions, formed in the pre-use stage, on the prolonged use and enhanced engagement with the original exhibit. We expect that our experiences shared in this paper would help enhance the educational values and visitor experiences of many outdated physical exhibits in informal learning environments.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"198 ","pages":"Article 103470"},"PeriodicalIF":5.3000,"publicationDate":"2025-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581925000278","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Exhibits in science museums must be capable of attracting and holding visitors’ attention, but some exhibits are always neglected by visitors. In this study, we propose a virtual companion, an independent yet collaborative system that augments the original exhibit in both pre-use and in-use stages, based on embodied interaction. The virtual companion attracts visitors and builds prior experience for them to interact with the original exhibit more effectively in the pre-use stage. For that, we conducted a design study with one of the unpopular physical exhibits in a local science museum. We established main design goals based on a focus group interview with educational experts at the museum and visitors’ opinions. Then, digital augmentation strategies were designed and evaluated at the museum in an iterative manner. Field studies showed that the capture rate of the augmented exhibit increased by 9.54 times while significantly improving holding time, learning experiences, engaging behaviors, and positive emotions. Moreover, the results demonstrated the significant impact of prior knowledge and positive emotions, formed in the pre-use stage, on the prolonged use and enhanced engagement with the original exhibit. We expect that our experiences shared in this paper would help enhance the educational values and visitor experiences of many outdated physical exhibits in informal learning environments.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
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