通过博物馆中的生物标记和认知测试分析用户体验(现场与虚拟现实):Museo Cristo de la Sangre(西班牙穆尔西亚)案例

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-26 DOI:10.1007/s10055-023-00928-3
Rafael Melendreras Ruiz, Paloma SánchezAllegue, María Teresa MarínTorres, Manuel PardoRíos, José Joaquín Cerón Madrigal, Damián Escribano Tortosa
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引用次数: 0

摘要

数字技术几乎改变了我们生活的方方面面,包括我们获取遗产的方式。随着 COVID-19 的流行和近年来技术的发展,博物馆和机构等改变了展示藏品的方式,对新技术、新平台和数字软件产生了更大的兴趣。虚拟现实(VR)和 Metaverse 在博物馆领域的应用是这一技术热潮的最大转变。本文展示了 VR/Metaverse 在博物馆展厅中的具体影响,该展厅之前曾通过不同技术实现了数字化。随后,还测量了 VR 场景与现场参观对用户体验的影响。与此同时,为了测量唾液中的α-淀粉酶,还进行了认知测试和可用性测试(SUS),以确定学习能力和在穆尔西亚(西班牙)桑格博物馆房间体验的满意度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Analysis of the user experience (On site vs. Virtual Reality) through biological markers and cognitive tests in museums: the case of Museo Cristo de la Sangre (Murcia, Spain)

Digital technologies have changed almost every aspect of our lives, including the way we access heritage. Following the pandemic caused by COVID-19 and the technological evolution of recent years, museums and institutions, among others, have changed the way they display their collections, taking a greater interest in new technologies, platforms and digital software. This technological boom finds its greatest transformation with the implementation of Virtual Reality (VR) and Metaverse in the museum sector. This article shows the concrete influence of VR/Metaverse in a museum room previously digitised through different techniques. Subsequently, the impact over user experience in the VR scenario versus on-site visit has been measured. In parallel, to measure the enzyme alpha-amylase in saliva, a cognitive test and usability test (SUS) were carried out to determine the learning capacity and degree of satisfaction obtained with experience alongside the room of the Museo de la Sangre in Murcia (Spain).

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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