Designing Cultural Heritage Experiences for Head-Worn Augmented Reality
dc.contributor.author | Gutkowski, Nicolas Joshua | en |
dc.contributor.committeechair | Bowman, Douglas A. | en |
dc.contributor.committeemember | Lee, Sang Won | en |
dc.contributor.committeemember | Ogle, J. Todd | en |
dc.contributor.department | Computer Science | en |
dc.date.accessioned | 2021-06-05T08:01:39Z | en |
dc.date.available | 2021-06-05T08:01:39Z | en |
dc.date.issued | 2021-05-27 | en |
dc.description.abstract | History education is important, as it provides context for current events today. Cultural heritage sites, such as historic buildings, ruins, or archaeological digs can provide a glimpse into the past. The use of different technologies, including augmented and virtual reality, to teach history has expanded. Augmented reality (AR) in particular can be used to enhance real artifacts and places to allow for deeper understanding. However, the experiences born out of these efforts primarily aim to enhance museum visits and are presented as handheld experiences on smartphones or tablets. The use of head-worn augmented reality for on-site history education is a gap. There is a need to examine how on-site historical experiences should be designed for AR headsets. This work aims to explore best practices of creating such experiences through a case study on the Solitude AR Tour. Additionally comparisons between designing for head-worn AR and handheld AR are presented. | en |
dc.description.abstractgeneral | There is a need for the general public to be informed on historical events which have shaped the present day. Informal education through museums or guided tours around historical sites provides an engaging method for people to become more knowledgeable on the details of a time period or a place's past. The use of augmented reality, which is the enhancement of the real-world through virtual content visible through some sort of display such as a smartphone, has been applied to history education in these settings. The educational apps created focus on adding onto museum exhibits, rather than historical locations such as buildings or other structures. Additionally they have focused on using smartphones or tablets as the medium for virtual content, rather than headsets, which involves wearing a display rather than holding one. This work aims to address the lack of headset-based, on-site history experiences by posing questions about what methods work best for designing such an app. Comparisons to handheld design are also made to provide information on how the approach differs. | en |
dc.description.degree | Master of Science | en |
dc.format.medium | ETD | en |
dc.identifier.other | vt_gsexam:31475 | en |
dc.identifier.uri | http://hdl.handle.net/10919/103619 | en |
dc.publisher | Virginia Tech | en |
dc.rights | In Copyright | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.subject | Augmented Reality | en |
dc.subject | Digital Cultural Heritage | en |
dc.subject | Informal Learning | en |
dc.subject | History | en |
dc.title | Designing Cultural Heritage Experiences for Head-Worn Augmented Reality | en |
dc.type | Thesis | en |
thesis.degree.discipline | Computer Science and Applications | en |
thesis.degree.grantor | Virginia Polytechnic Institute and State University | en |
thesis.degree.level | masters | en |
thesis.degree.name | Master of Science | en |
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