Augmenting outdated museum exhibits with embodied and tangible interactions for prolonged use and learning enhancement

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2025-04-01 Epub Date: 2025-02-20 DOI:10.1016/j.ijhcs.2025.103470
Dajin Lee, Daehyeon Nam, Seungmoon Choi
{"title":"Augmenting outdated museum exhibits with embodied and tangible interactions for prolonged use and learning enhancement","authors":"Dajin Lee,&nbsp;Daehyeon Nam,&nbsp;Seungmoon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that our experiences shared in this paper would help enhance the educational values and visitor experiences of many outdated physical exhibits in informal learning environments.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":5.1000,"publicationDate":"2025-04-01","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":"2025/2/20 0:00:00","PubModel":"Epub","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.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
通过具体化和有形的互动来增强过时的博物馆展品,以延长使用时间和提高学习效果
科技博物馆的展品必须能够吸引和保持参观者的注意力,但有些展品往往被参观者忽视。在这项研究中,我们提出了一个虚拟伴侣,一个独立但协作的系统,在使用前和使用中都增强了原始展览,基于具身交互。虚拟伙伴吸引参观者,并建立先前的经验,让他们在使用前阶段更有效地与原始展品互动。为此,我们对当地科学博物馆中一个不受欢迎的实物展品进行了设计研究。我们根据与博物馆教育专家的焦点小组访谈和参观者的意见确定了主要的设计目标。然后,以迭代的方式设计和评估了博物馆的数字增强策略。实地研究表明,增强展品的捕获率提高了9.54倍,同时显著改善了持有时间、学习体验、参与行为和积极情绪。此外,研究结果还表明,在使用前阶段形成的先验知识和积极情绪对延长使用时间和增强对原始展品的参与有显著影响。我们希望我们在本文中分享的经验可以帮助提高许多过时的实物展览在非正式学习环境中的教育价值和参观者体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
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 ...
期刊最新文献
Editorial Board The privacy triad: Understanding the influence of perceived social agency on privacy attitudes Is AI a good fit? The impact of personality on generative AI collaboration and enjoyment Cognitive and emotional engagement design factors in text-based pedagogical conversational agents: Impacts on student learning and motivation What we chose to (Not) share: Unpacking how HCI researchers self-disclose in interactions with participants with stigmatised identities
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1