SurfaceLens: near-surface spatial interaction with science museum exhibits

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2022-01-02 DOI:10.1080/14626268.2022.2039208
Hyeon-Beom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee
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Abstract

ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity, location on the surface, and orientation of the device while a visitor moves it along the surface of exhibits like using a magnifying glass. It provides an information space and audio-haptic feedback reflecting its location and orientation so that the visitor can feel like seeing-through the exhibit. We compared this near-surface spatial interaction with on-screen touch interaction to investigate their effect on visitor experience and behaviour. The results indicate that SurfaceLens provided a more intuitive and transparent understanding of the content when used as an observation tool. Moreover, narrowing down the distance between visitors and exhibits promotes exploratory behaviours.
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SurfaceLens:与科学博物馆展品的近地表空间交互作用
智能手机应用程序已经成为博物馆必不可少的工具,因为它们对游客体验产生了积极的影响。然而,智能手机可能会分散参观者的注意力,削弱亲身体验。在这项研究中,我们提出了SurfaceLens,这是一种基于智能手机的外围设备,可以与展品进行近地表空间交互。当参观者像使用放大镜一样在展品表面移动设备时,SurfaceLens可以检测设备的接近程度、表面位置和方向。它提供了一个信息空间和反映其位置和方向的听觉触觉反馈,使参观者可以有看穿展品的感觉。我们将这种近表面的空间交互与屏幕上的触摸交互进行了比较,以研究它们对游客体验和行为的影响。结果表明,当使用SurfaceLens作为观察工具时,可以提供更直观和透明的内容理解。此外,缩小参观者与展品之间的距离可以促进探索行为。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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