ABSTRACT
With the veterans who fought in World War II gradually fading away, their stories and the memory associated with war events risk to be lost forever. To help prevent this from happening, Mobile Augmented Reality (MAR) applications were developed for 11 of the 75 personal life-changing war stories that had been selected as part of the Brabant Remembers project. This paper presents the results of a study to understand whether AR plays a role in providing emotional engagement and memorable experiences to visitors using these apps. It concerns a case study relative to the monument in Breda commemorating General Maczek, a Polish general whose army liberated the city and the southern part of the Netherlands in 1944. The results of this study help understand whether AR enables people to emotionally engage with these stories and have memorable experiences, what will allow to remember them longer.
- Tom Boellstorff and Johan Lindquist. 2004. Bodies of emotion: Rethinking culture and emotion through Southeast Asia. Ethnos, 69(4), 437–444. https://doi.org/10.1080/0014184042000302290Google ScholarCross Ref
- Licia Calvi. 2020. What do we know about AR Storytelling? GoodTechs '20: Proceedings of the 6th EAI International Conference on Smart Objects and Technologies for Social Good. Prandi, C. & Marquez-Barja, J. (eds.). New York: ACM, 278-280Google ScholarDigital Library
- Tamlin S. Conner and Lisa Feldman Barrett. 2012. Trends in Ambulatory Self-Report: The Role of Momentary Experience in Psychosomatic Medicine. Psychosomatic Medicine, 74(4), 327–337. https://doi.org/10.1097/PSY.0b013e3182546f18Google ScholarCross Ref
- Barbara L. Fredrickson. 2000. Extracting meaning from past affective experiences: The importance of peaks, ends, and specific emotions. Cognition & Emotion, 14(4), 577–606. https://doi.org/10.1080/026999300402808Google ScholarCross Ref
- Danny D-I Han, Jessika Weber, Marcel Bastiaansen, Ondrej Mitas, and Xander Lub. 2019. Blowing your mind: a conceptual framework of augmented reality and virtual reality enhanced cultural visitor experiences using EEG experience measures. International Journal of Technology Marketing, 14(1), 47-68. https://doi.org/10.1504/IJTMKT.2020.105118Google ScholarCross Ref
- Daniel Kahneman. 2011. Thinking, fast and slow. New York, NY, US: Farrar, Straus and Giroux.Google Scholar
- JongHyeong Kim, J. R. Brent Ritchie, and Bryan P. McCormick. 2012. Development of a Scale to Measure Memorable Tourism Experiences. Journal of Travel Research, 51(1), 12–25. https://doi.org/10.1177/0047287510385467Google ScholarCross Ref
- Chris D. Kounavis, Anna E, Kasimati, and Efpraxia D. Zamani. 2012. Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects. International Journal of Engineering Business Management, 4, 10. https://doi.org/10.5772/51644Google ScholarCross Ref
- Robyn Kromhout. 2019. Augmented reality. the mediator for emotional engagement and memorable experiences? BA thesis, Breda University of Applied Sciences.Google Scholar
- Ondrej Mitas and Marcel Bastiaansen. 2018. Novelty: A mechanism of tourists’ enjoyment. Annals of Tourism Research, 72, 98–108. https://doi.org/10.1016/j.annals.2018.07.002Google ScholarCross Ref
- Jeroen Nawijn, Rami K. Isaac, Konstantin Gridnevskiy, and Adriaan van Liempt. 2018. Holocaust concentration camp memorial sites: An exploratory study into expected emotional response. Current Issues in Tourism, 21(2), 175–190.Google ScholarCross Ref
- Netherlands Death Rate Crude Per 1 000 People. 2019. Retrieved June 19, 2019, from Trading Economics website: https://tradingeconomics.com/netherlands/death-rate-crude-per-1-000-people-wb-data.htmlGoogle Scholar
- Marina Puyuelo, José Luís Higón, Lola Merino, and Manuel Contero. 2013. Experiencing Augmented Reality as an Accessibility Resource in the UNESCO Heritage Site Called “La Lonja”, Valencia. Procedia Computer Science, 25, 171–178. https://doi.org/10.1016/j.procs.2013.11.021Google ScholarCross Ref
- Veteraneninstituut: Tweede Wereldoorlog. 2014. Retrieved June 5, 2019, from Veteraneninstituut website: https://www.veteraneninstituut.nl/missie/tweede-wereldoorlog/Google Scholar
- David Watson, Lee Anna Clark, and Auke Tellegen. 1988. Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology, 54(6), 1063.Google ScholarCross Ref
- Chris A.B. Zajchowski, Keri A. Schwab, and Daniel L. Dustin. 2017. The Experiencing Self and the Remembering Self: Implications for Leisure Science. Leisure Sciences, 39(6), 561–568. https://doi.org/10.1080/01490400.2016Google ScholarCross Ref
- Augmented Reality as a Mediator for Emotionally Engaging Stories: A case study for AR-based stories related to World War II
Recommendations
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Multimodal augmented reality: the norm rather than the exception
MVAR '16: Proceedings of the 2016 workshop on Multimodal Virtual and Augmented RealityAugmented reality (AR) is commonly seen as a technology that overlays virtual imagery onto a participant's view of the world. In line with this, most AR research is focused on what we see. In this paper, we challenge this focus on vision and make a case ...
Comments