Exploring the relationship between presence and enjoyment in a virtual museum
By Stella Sylaiou, K. Mania, A. Karoulis, M. White. Int. J. Hum. Comput. Stud., 2010
313 citations recorded by the source corpus.
The Augmented Representation of Cultural Objects (ARCO) system, developed as a part of an EU ICT project, provides museum curators with software and interface tools to develop web-based virtual museum exhibitions by integrating augmented reality (AR) and 3D computer graphics. ARCO technologies could also be deployed in order to implement educational kiosks placed in real-world museums. The main purpose of the system is to offer an entertaining, informative and enjoyable experience to virtual museum visitors. This paper presents a formal usability study that has been undertaken in order to explore participants' perceived 'sense of being there' and enjoyment while exposed to a virtual museum exhibition in relation to real-world visits. The virtual museum implemented was based on an existing gallery in the Victoria and Albert Museum, London, UK. It is of interest to determine whether a high level of presence results in enhanced enjoyment. After exposure to the system, participants completed standardized presence questionnaires related to the perceived realism of cultural artifacts referred to as AR objects' presence, as well as to participants' generic perceived presence in the virtual museum referred to as VR presence. The studies conducted indicate that previous experience with ICTs (Information and Communication Technologies) did not correlate with perceived AR objects' presence or VR presence while exposed to a virtual heritage environment. Enjoyment and both AR objects' presence and VR presence were found to be positively correlated. Therefore, a high level of perceived presence could be closely associated with satisfaction and gratification which contribute towards an appealing experience while interacting with a museum simulation system.
Subfields: Computer Vision and Pattern Recognition, Geology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/2ceb7c378b4c193fc0783324fa6b320872a7d1b2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
In Geology
In Human-Computer Interaction
Citations in the corpus
- Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation (2014, background): “In [102], users can tour a room converted into a virtual museum wherein the artefacts on display are virtual.”
- 360° Video Journalism: Experimental Study on the Effect of Immersion on News Experience and Distant Suffering (2019, result): “…subjective involvement, and distant suffering) and mediates the effect of immersion on enjoyment, as an indirect effect was found for the cardboard and head-mounted VR device, a finding that is in line with other studies that link presence to enjoyment (e.g. Rand et al. 2005; Sylaiou et al. 2010).”