skip to main content
research-article

Comparative Study of HMD-based Virtual and Augmented Realities for Immersive Museums: User Acceptance, Medium, and Learning

Published:23 February 2024Publication History
Skip Abstract Section

Abstract

Technologies like Head Mounted Display (HMD)-based Virtual Reality (VR) and Augmented Reality (AR) have made HMD-based immersive museums possible. To investigate the user acceptance, medium, and interaction experience for HMD-based immersive museums, an app entitled The Extended Journey has been designed, developed, and deployed on both VR headsets and AR headsets. Subsequently, a between-subjects design experiment with 62 participants was conducted to measure the user experience and learning outcome in HMD VR and HMD AR conditions. Quantitative results revealed that HMD VR museums had statistically significantly better immersion and empathy compared to HMD AR museums. Qualitative data indicated HMD-based immersive museums were embraced by most young participants while HMD VR had better user acceptance than HMD AR for immersive museums. The interview also demonstrated that the advantage of the HMD-based immersive museum over the traditional online museum is not only the sensory immersion from the medium itself but also the interactive narrative experience that the HMD medium facilitates, especially the natural interaction with the CG characters and the environment in the story.

REFERENCES

  1. [1] Tišliar P.. 2017. The development of informal learning and museum pedagogy in museums. Eur. J. Contemp. Edu. 6, 3 (2017), 586592.Google ScholarGoogle Scholar
  2. [2] Vyotsky L.. 1978. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press, Cambridge, MA.Google ScholarGoogle Scholar
  3. [3] Jonassen D. H. and Rohrer-Murphy L.. 1999. Activity theory as a framework for designing constructivist learning environments. Edu. Technol. Res. Dev. 47, 1 (1999), 6179.Google ScholarGoogle ScholarCross RefCross Ref
  4. [4] Biedermann B.. 2021. Virtual museums as an extended museum experience: Challenges and impacts for museology, digital humanities, museums, and visitors in times of (Coronavirus) crisis. Dig. Human. Quart. 15, 3 (2021).Google ScholarGoogle Scholar
  5. [5] Kidd J.. 2018. “Immersive” heritage encounters. Museum Rev. 3, 1 (2018).Google ScholarGoogle Scholar
  6. [6] Spierling U. and Kampa A.. 2014. Structuring location-aware interactive narratives for mobile augmented reality. In Proceedings of the International Conference on Interactive Digital Storytelling. Springer.Google ScholarGoogle ScholarCross RefCross Ref
  7. [7] Wojciechowski R. et al. 2004. Building Virtual and Augmented Reality museum exhibitions. In Proceedings of the 9th International Conference on 3D Web Technology. Association for Computing Machinery, 135144.Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. [8] Giangreco I. et al. 2019. VIRTUE: A virtual reality museum Experience. In Proceedings of the 24th International Conference on Intelligent User Interfaces. Association for Computing Machinery, 119120.Google ScholarGoogle Scholar
  9. [9] Barbieri L., Bruno F., and Muzzupappa M.. 2018. User-centered design of a virtual reality exhibit for archaeological museums. Int. J. Interact. Design Manufact. 12, 2 (2018), 561571.Google ScholarGoogle ScholarCross RefCross Ref
  10. [10] Huang Y.-C. and Han S. R.. 2014. An Immersive Virtual Reality Museum via Second Life. Springer International Publishing, Cham.Google ScholarGoogle ScholarCross RefCross Ref
  11. [11] Schofield G. et al. 2018. Viking VR: Designing a virtual reality experience for a museum. In Proceedings of the Designing Interactive Systems Conference. Association for Computing Machinery, 805815.Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. [12] Museum T.. 2022. Modigliani VR: The Ochre Atelier. Retrieved from https://www.tate.org.uk/whats-on/tate-modern/modigliani/modigliani-vr-ochre-atelierGoogle ScholarGoogle Scholar
  13. [13] Entertainment F. F.. 2019. Anne Frank House VR. Retrieved from https://annefrankhousevr.com/Google ScholarGoogle Scholar
  14. [14] Bruno F. et al. 2010. From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. J. Cultur. Herit. 11, 1 (2010), 4249.Google ScholarGoogle ScholarCross RefCross Ref
  15. [15] Carrozzino M. and Bergamasco M.. 2010. Beyond virtual museums: Experiencing immersive virtual reality in real museums. J. Cultur. Herit. 11, 4 (2010), 452458.Google ScholarGoogle ScholarCross RefCross Ref
  16. [16] Beale K.. 2011. Museums at Play: Games, Interaction and Learning. Museums Etc.Google ScholarGoogle Scholar
  17. [17] Sylaiou S. et al. 2009. Virtual museums, a survey on methods and tools. J. Cultur. Herit. 10, 4 (2009) 520528.Google ScholarGoogle ScholarCross RefCross Ref
  18. [18] Ryan M. L.. 2001. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press.Google ScholarGoogle Scholar
  19. [19] McBride H., Haas B., and Berson M.. 2014. Teaching the Holocaust at a distance: Reflections from the field. Ohio Soc. Stud. Rev. 51, 1 (2014), 1830.Google ScholarGoogle Scholar
  20. [20] Endacott J. L.. 2014. Negotiating the process of historical empathy. Theory Res. Soc. Edu. 42, 1 (2014) 434.Google ScholarGoogle ScholarCross RefCross Ref
  21. [21] Hoffman M. L.. 1984. Interaction of affect and cognition in empathy.  In Emotions, Cognition, and Behavior, C. E. Izard, J. Kagan, and R. B. Zajonc (Eds.). Cambridge University Press, 103131.Google ScholarGoogle Scholar
  22. [22] Saarni C. and Crowley M.. 1990. The development of emotion regulation: Effects on emotional state and expression. Emotions and Family: For Better or for Worse. Routledge, 5373.Google ScholarGoogle Scholar
  23. [23] Jin Y. et al. 2017. Games for mental and moral development of youth: A review of empirical studies. In Proceedings of the Joint International Conference on Serious Games. Springer.Google ScholarGoogle ScholarCross RefCross Ref
  24. [24] Shen L.. 2010. On a scale of state empathy during message processing. West. J. Commun. 74, 5 (2010), 504524.Google ScholarGoogle ScholarCross RefCross Ref
  25. [25] Cohen J.. 2001. Defining identification: A theoretical look at the identification of audiences with media characters. Mass Commun. Soc. 4, 3 (2001), 245264.Google ScholarGoogle ScholarCross RefCross Ref
  26. [26] Onega S. and Landa J. A. G.. 2014. Narratology: An Introduction. Routledge.Google ScholarGoogle ScholarCross RefCross Ref
  27. [27] Varela F. J., Thompson E., and Rosch E.. 2017. The Embodied Mind, Revised Edition: Cognitive Science and Human Experience. MIT Press.Google ScholarGoogle ScholarCross RefCross Ref
  28. [28] Herrera F. et al. 2018. Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. PloS One 13, 10 (2018), e0204494.Google ScholarGoogle ScholarCross RefCross Ref
  29. [29] Fonseca D. and Kraus M.. 2016. A comparison of head-mounted and hand-held displays for 360 videos with focus on attitude and behavior change. In Proceedings of the 20th International Academic Mindtrek Conference.Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. [30] Schutte N. S. and Stilinović E. J.. 2017. Facilitating empathy through virtual reality. Motivat. Emot. 41, 6 (2017), 708712.Google ScholarGoogle ScholarCross RefCross Ref
  31. [31] Ch'Ng E. et al. 2020. The effects of VR environments on the acceptance, experience, and expectations of cultural heritage learning. J. Comput. Cult. Herit. 13, 1 (2020), 121.Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. [32] Han D.-I., tom Dieck M. C., and Jung T.. 2018. User experience model for augmented reality applications in urban heritage tourism. J. Herit. Tour. 13, 1 (2018), 4661.Google ScholarGoogle ScholarCross RefCross Ref
  33. [33] tom Dieck M. C. and Jung T.. 2018. A theoretical model of mobile augmented reality acceptance in urban heritage tourism. Curr. Iss. Tour. 21, 2 (2018), 154174.Google ScholarGoogle ScholarCross RefCross Ref
  34. [34] Trunfio M. and Campana S.. 2020. A visitors’ experience model for mixed reality in the museum. Curr. Iss. Tour. 23, 9 (2020), 10531058.Google ScholarGoogle ScholarCross RefCross Ref
  35. [35] Jin Y., Ma M., and Zhu Y.. 2022. A comparison of natural user interface and graphical user interface for narrative in HMD-based augmented reality. Multimedia Tools Appl. 81, 4 (2022), 57955826.Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. [36] Bowman D. A. and McMahan R. P.. 2007. Virtual reality: How much immersion is enough? Computer 40, 7 (2007), 3643.Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. [37] Slater M.. 2003. A note on presence terminology. Presence Connect 3, 3 (2003), 15.Google ScholarGoogle Scholar
  38. [38] Donnelly M. B.. 2006. Educating students about the Holocaust: A survey of teaching practices. Soc. Edu. 70, 1 (2006), 5155.Google ScholarGoogle Scholar
  39. [39] Mosaker L.. 2001. Visualising historical knowledge using virtual reality technology. Dig. Creat. 12, 1 (2001), 1525.Google ScholarGoogle ScholarCross RefCross Ref
  40. [40] Witmer B. G. and Singer M. J.. 1998. Measuring presence in virtual environments: A presence questionnaire. Presence: Teleop. Virtual Environ. 7, 3 (1998), 225240.Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. [41] Cole M. S., Harris S. G., and Feild H. S.. 2004. Stages of learning motivation: Development and validation of a measure 1. J. Appl. Soc. Psychol. 34, 7 (2004), 14211456.Google ScholarGoogle ScholarCross RefCross Ref
  42. [42] Qin H., Patrick Rau P. L., and Salvendy G.. 2009. Measuring player immersion in the computer game narrative. Int. J. Hum.-Comput. Interact. 25, 2 (2009), 107133.Google ScholarGoogle ScholarCross RefCross Ref
  43. [43] Bartsch A.. 2012. Emotional gratification in entertainment experience. Why viewers of movies and television series find it rewarding to experience emotions. Media Psychol. 15, 3 (2012), 267302.Google ScholarGoogle ScholarCross RefCross Ref
  44. [44] Saldaña J.. 2015. The Coding Manual for Qualitative Researchers. Sage.Google ScholarGoogle Scholar
  45. [45] Freeth M., Foulsham T., and Kingstone A.. 2013. What affects social attention? Social presence, eye contact, and autistic traits. PloS One 8, 1 (2013), e53286.Google ScholarGoogle ScholarCross RefCross Ref
  46. [46] Yuan M. L. et al. 2010. Eye contact with a virtual character using a vision-based head tracker. In Lecture Notes in Electrical Engineering.Google ScholarGoogle Scholar
  47. [47] Hodhod R.. 2010. Interactive Narrative for Adaptive Educational Games: Architecture and an Application to Character Education. University of York.Google ScholarGoogle Scholar
  48. [48] Tancred N. et al. 2018. Player choices, game endings, and the design of moral dilemmas in games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI-PLAY’18). 2018.Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. [49] Game E.. 2022. Unreal 5 Overview. Retrieved from https://www.unrealengine.com/en-US/unreal-engine-5Google ScholarGoogle Scholar
  50. [50] Makransky G. and Lilleholt L.. 2018. A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Edu. Technol. Res. Dev. 66, 5 (2018), 11411164.Google ScholarGoogle ScholarCross RefCross Ref
  51. [51] Vishwakarma P., Mukherjee S., and Datta B.. 2020. Antecedents of adoption of virtual reality in experiencing destination: A study on the Indian consumers. Tour. Rec. Res. 45, 1 (2020), 4256.Google ScholarGoogle Scholar
  52. [52] News 9. 2022. Mark Zuckerberg reveals Meta's next-gen VR display prototypes—Hollowcake 2 and Mirror Lake. Retrieved from https://www.news9live.com/technology/gadgets/mark-zuckerberg-reveals-hollowcake-2-mirrorlake-metas-next-gen-vr-display-prototypes-177682Google ScholarGoogle Scholar
  53. [53] Challenor J. and Ma M.. 2019. Augmented Reality in Holocaust Museums and Memorials. Multimodal Technol. Interact. (2019).Google ScholarGoogle Scholar

Index Terms

  1. Comparative Study of HMD-based Virtual and Augmented Realities for Immersive Museums: User Acceptance, Medium, and Learning

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image Journal on Computing and Cultural Heritage
          Journal on Computing and Cultural Heritage   Volume 17, Issue 1
          March 2024
          312 pages
          ISSN:1556-4673
          EISSN:1556-4711
          DOI:10.1145/3613493
          • Editor:
          • Franco Niccolucci
          Issue’s Table of Contents

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 23 February 2024
          • Online AM: 6 November 2023
          • Accepted: 2 July 2023
          • Revised: 4 May 2023
          • Received: 17 July 2022
          Published in jocch Volume 17, Issue 1

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article
        • Article Metrics

          • Downloads (Last 12 months)285
          • Downloads (Last 6 weeks)82

          Other Metrics

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        Full Text

        View this article in Full Text.

        View Full Text