Abstract
With the arrival of the experienced economy and the intervention of virtual technology, museums pay more and more attention to people’s sensory experiences in the space. The theory of embodied cognition emphasizes that human cognition and emotion come from the interaction between the body and the environment, which can provide theoretical references for the research of interaction design in museum environments.
The research content of this paper is as follows: 1. Explain the development of embodied cognition and analysis of the current situation of the museum interaction; 2. Combine with specific case studies to analyze the application of multisensory (vision, touch, hearing, smell) interaction design in the museum field, analyze the combinations and interactions between the human body and sensory experiences, and explore the potential impact and significance of multisensory experience interaction design on the audience’s cognition, memory, and emotion, etc. 3. To propose a methodology for constructing multisensory experience interaction design at the theoretical and practical levels. At the theoretical level, the body is the crucial variable of cognitive and experiential activities in museums. Under the perspective of embodied cognition, multisensory experiences in the museum field can create infinite possibilities for simultaneously influencing the viewer’s perception of his or her own body and, through the body, of the surrounding environment. At the same time, at the practical level, we can create a multifaceted experience mode in museums through the innovation of interactive forms of user experience, the application of embodied cognition in conjunction with multisensory experiences, and the combination of emerging technologies. At the practical level, through innovative interactive forms of user experience, the combination of embodied cognition and multisensory application, and the combination of emerging technologies to provide multiple experience modes, we can create vivid and compelling body and sensory experiences in the museum.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Bakker, S., Antle, A.N., Van Den Hoven, E.: Embodied metaphors in tangible interaction design. Pers. Ubiquit. Comput. 16, 433–449 (2012)
Shaby, N., Vedder-Weiss, D.: Embodied interactions in a science museum. Sci. Educ. 105(5), 938–960 (2021)
Lewis, A.L., Dietrich, E.: Merleau-Ponty, embodied cognition, and the problem of intentionality. Cybern. Syst. 28(5), 345–358 (1997)
Shapiro, L.A.: Flesh matters: the body in cognition. Mind Lang. 34(1), 3–20 (2019)
Dourish, P.: Where the Action is: The Foundations of Embodied Interaction. MIT Press, Cambridge (2001)
Weir, G.R.: Meaningful interaction in complex man-machine systems. Reliab. Eng. Syst. Saf. 38(1–2), 151–156 (1992)
Zhuang, Q., Xu, W., Yang, D., Wei, N.: Multimedia analysis of digital museum user interface based on goal-oriented theory and information fusion and intelligent sensing. J. Sens. 2022 (2022)
Kim, K., Kwon, O., Yu, J.: Evaluation of an HMD-based multisensory virtual museum experience for enhancing sense of presence. IEEE Access (2023)
Varnava, C.: MORI Building DIGITAL ART MUSEUM: teamLab Borderless (2019)
Chen, S.X., Wu, H.C., Huang, X.: Immersive experiences in digital exhibitions: the application and extension of the service theater model. J. Hosp. Tour. Manag. 54, 128–138 (2023)
Pawluk, D.T., Adams, R.J., Kitada, R.: Designing haptic assistive technology for individuals who are blind or visually impaired. IEEE Trans. Haptics 8(3), 258–278 (2015)
Spence, C.: Scenting the anosmic cube: on the use of ambient scent in the context of the art gallery or museum. i-Perception 11(6), 2041669520966628 (2020)
Vi, C.T., Ablart, D., Gatti, E., Velasco, C., Obrist, M.: Not just seeing, but also feeling art: mid-air haptic experiences integrated in a multisensory art exhibition. Int. J. Hum. Comput. Stud. 108, 1–14 (2017)
Wang, S.: Museum as a sensory space: a discussion of communication effect of multi-senses in Taizhou Museum. Sustainability 12(7), 3061 (2020)
Rechardt, P.: The phenomenal hyperspace: a study of the dimensional and spatio-temporal structures of phenomenal space and binding. J. Conscious. Stud. 30(3–4), 106–131 (2023)
Marto, A., Gonçalves, A., Melo, M., Bessa, M.: A survey of multisensory VR and AR applications for cultural heritage. Comput. Graph. 102, 426–440 (2022)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Lin, L., Lu, L. (2024). Research on the Design of Multisensory Interactive Experiences in Museums Based on Embodied Cognition. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2024 Posters. HCII 2024. Communications in Computer and Information Science, vol 2119. Springer, Cham. https://doi.org/10.1007/978-3-031-61966-3_23
Download citation
DOI: https://doi.org/10.1007/978-3-031-61966-3_23
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-61965-6
Online ISBN: 978-3-031-61966-3
eBook Packages: Computer ScienceComputer Science (R0)