ABSTRACT
Museums are essential to make culture accessible to the mass audience. Human museum guides are important to explain the presented artifacts to the visitors. Recently, museums started to experiment with enhancing exhibitions through mixed reality. It enables cultural exhibitors to provide each visitor with an individualized virtual guide that adapts to the visitor's interests. The effect of the presence and appearance of a virtual museum guide is, however, unclear. In this paper, we compare a real-world guide with a realistic, an abstract, and an audio-only representation of the virtual guide. Participants followed four multimodal presentations while we investigated the effect on comprehension and perceived co-presence. We found that a realistic representation of a virtual guide increases the perceived co-presence and does not adversely affect the comprehension of learning content in mixed reality exhibitions. Insights from our study inform the design of virtual guides for real-world exhibitions.
- Jeremy N Bailenson, Andrew C Beall, and Jim Blascovich. 2002. Gaze and task performance in shared virtual environments. The journal of visualization and computer animation 13, 5 (2002), 313--320.Google Scholar
- Jeremy N Bailenson, Nick Yee, Dan Merget, and Ralph Schroeder. 2006. The effect of behavioral realism and form realism of real-time avatar faces on verbal disclosure, nonverbal disclosure, emotion recognition, and copresence in dyadic interaction. Presence: Teleoperators and Virtual Environments 15, 4 (2006), 359--372.Google ScholarDigital Library
- Amy L Baylor. 2009. Promoting motivation with virtual agents and avatars: role of visual presence and appearance. Philosophical Transactions of the Royal Society B: Biological Sciences 364, 1535 (2009), 3559--3565.Google ScholarCross Ref
- Amy L Baylor. 2011. The design of motivational agents and avatars. Educational Technology Research and Development 59, 2 (2011), 291--300.Google ScholarCross Ref
- Justine Cassell, Joseph Sullivan, Elizabeth Churchill, and Scott Prevost. 2000. Embodied conversational agents. MIT press.Google ScholarDigital Library
- Tony Hall, Luigina Ciolfi, Liam Bannon, Mike Fraser, Steve Benford, John Bowers, Chris Greenhalgh, Sten-Olof Hellström, Shahram Izadi, Holger Schnädelbach, and Martin Flintham. 2001. The Visitor As Virtual Archaeologist: Explorations in Mixed Reality Technology to Enhance Educational and Social Interaction in the Museum. In Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage (VAST'01). ACM, New York, NY, USA, 91--96. DOI: http://dx.doi.org/10.1145/584993.585008Google ScholarDigital Library
- Jeff Hansen. 2018. "MR Museum in Kyoto" provides unique insight into centuries-old Japanese artwork. https://blogs.windows.com/devices/2018/02/22/mr-museum-kyoto-provides-unique-insight-centuries-old-japanese-artwork. (22 02 2018). Accessed: 2019-07-09.Google Scholar
- Lucinda Kerawalla, Rosemary Luckin, Simon Seljeflot, and Adrian Woolard. 2006. "Making it real": exploring the potential of augmented reality for teaching primary school science. Virtual reality 10, 3-4 (2006), 163--174.Google Scholar
- Tomotsugu Kondo, Makoto Manabe, Hiroyuki Arita-Kikutani, and Yuko Mishima. 2009. Practical uses of mixed reality exhibition at the national museum of nature and science in tokyo. In Joint Virtual Reality Conference of EGVE-ICAT-EuroVR.Google Scholar
- Jean-Luc Lugrin, Johanna Latt, and Marc Erich Latoschik. 2015. Anthropomorphism and Illusion of Virtual Body Ownership. In Proceedings of the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments (ICAT - EGVE '15). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 1--8. DOI:http://dx.doi.org/10.2312/egve.20151303Google Scholar
- Paulette M McManus. 1987. It's the company you keep...: The social determination of learning-related behaviour in a science museum. Museum Management and Curatorship 6, 3 (1987), 263--270.Google ScholarCross Ref
- Gyata Mehta and Varsha Mokhasi. 2014. Item analysis of multiple choice questions-an assessment of the assessment tool. Int J Health Sci Res 4, 7(2014), 197--202.Google Scholar
- Clifford Nass, Jonathan Steuer, and Ellen R Tauber. 1994. Computers are social actors. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 72--78.Google ScholarDigital Library
- Zhigeng Pan, Adrian David Cheok, Hongwei Yang, Jiejie Zhu, and Jiaoying Shi. 2006. Virtual reality and mixed reality for virtual learning environments. Computers & graphics 30, 1 (2006), 20--28.Google Scholar
- Sandra Poeschl-Guenther and Nicola Doering. 2015. Measuring Co-Presence and Social Presence in Virtual Environments - Psychometric Construction of a German Scale for a Fear of Public Speaking Scenario. Annual Review of CyberTherapy and Telemedicine 13 (01 2015), 58--63. DOI: http://dx.doi.org/10.3233/978-1-61499-595-1-58Google Scholar
- W Boyd Rayward and Michael B Twidale. 1999. From Docent to Cyberdocent: Education and Guidance in the Virtual Museum. Archives and Museum Informatics 13, 1 (1999), 23--53.Google ScholarCross Ref
- Elisa Rubegni, Nicoletta Di Blas, Paolo Paolini, and Amalia Sabiescu. 2010. A Format to Design Narrative Multimedia Applications for Cultural Heritage Communication. In Proceedings of the 2010 ACM Symposium on Applied Computing (SAC '10). ACM, New York, NY, USA, 1238--1239. DOI: http://dx.doi.org/10.1145/1774088.1774350Google ScholarDigital Library
- Beth Rubin, Ron Fernandes, Maria D Avgerinou, and James Moore. 2010. The effect of learning management systems on student and faculty outcomes. The Internet and Higher Education 13, 1-2 (2010), 82--83.Google ScholarCross Ref
- Maria V Sanchez-Vives and Mel Slater. 2005. From presence to consciousness through virtual reality. Nature Reviews Neuroscience 6, 4 (2005), 332.Google ScholarCross Ref
- Laura Valenzeno, Martha W Alibali, and Roberta Klatzky. 2003. Teachers' gestures facilitate students' learning: A lesson in symmetry. Contemporary Educational Psychology 28, 2 (2003), 187--204.Google ScholarCross Ref
- Steue Whittaker. 2003. Theories and Methods in Mediated Communication: Steve Whittaker. In Handbook of discourse processes. Routledge, 246--289.Google Scholar
Recommendations
The Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions
MuC '19: Proceedings of Mensch und Computer 2019Virtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and ...
It's Not Always Better When We're Together: Effects of Being Accompanied in Virtual Reality
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsVirtual reality (VR) enables immersive applications that make rich content available independent of time and space. By replacing or supplementing physical face-to-face meetings, VR could also radically change how we socially interact with others. Despite ...
Stepping off a ledge in an HMD-based immersive virtual environment
SAP '13: Proceedings of the ACM Symposium on Applied PerceptionWe explore whether a gender-matched, calibrated self-avatar affects the perception of the affordance of stepping off of a ledge, or visual cliff, in an immersive virtual environment. Visual cliffs form demonstrations in many immersive virtual ...
Comments