Comparison of Wearable Optical See-through and Handheld Devices as Platform for an Augmented Reality Museum Guide

Sule Serubugo, Denisa Škantárová, Lasse Kjærsgård Nielsen, Martin Kraus

2017

Abstract

Self-service guides are a common way of providing information about artworks exhibited in museums. Modern advances in handheld mobile applications and wearable optical see-through devices that use augmented reality offer new ways of designing museum guides that are more engaging and interactive than traditional self-service guides such as written descriptions or audio guides. In this study we compare wearable (smart glasses) and handheld (smartphone) devices as a platform for an augmented reality museum guide. We have developed a museum guide for both a smartphone and smart glasses that can identify artwork, direct the visitors’ attention to specific details in it, as well as engage them through a game. The platforms are compared based on participants’ preference feedback and game performance, and are also evaluated by a coordinator from a collaborating museum. We conclude with a discussion of potentials of these platforms as augmented reality museum guides and suggest promising future work.

References

  1. Baraldi, L., Paci, F., Serra, G., Benini, L., and Cucchiara, R. (2015). Gesture recognition using wearable vision sensors to enhance visitors' museum experiences. Sensors Journal, IEEE, 15(5):2705-2714.
  2. Bimber, O. and Raskar, R. (2006). Modern approaches to augmented reality. In ACM SIGGRAPH 2006 Courses, SIGGRAPH 7806, New York, NY, USA. ACM.
  3. Bower, M. and Sturman, D. (2015). What are the educational affordances of wearable technologies? Computers & Education, 88:343 - 353.
  4. Chang, K.-E., Chang, C.-T., Hou, H.-T., Sung, Y.-T., Chao, H.-L., and Lee, C.-M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71:185 - 197.
  5. Dalens, T., Sivic, J., Laptev, I., and Campedel, M. (2014). Painting recognition from wearable cameras. [Contract].
  6. Damala, A., Cubaud, P., Bationo, A., Houlier, P., and Marchal, I. (2008). Bridging the gap between the digital and the physical: Design and evaluation of a mobile augmented reality guide for the museum visit. In Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 7808, pages 120-127, New York, NY, USA.
  7. Lombardo, V. and Damiano, R. (2012). Storytelling on mobile devices for cultural heritage. New Review of Hypermedia and Multimedia, 18(1-2):11-35.
  8. Othman, M. K., Petrie, H., and Power, C. (2011). Engaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience. In Human-Computer Interaction - INTERACT 2011: 13th IFIP TC 13 International Conference, Lisbon, Portugal, September 5-9, 2011, Proceedings, Part IV, pages 92 - 99. Springer Berlin Heidelberg.
  9. Othman, M. K., Petrie, H., and Power, C. (2013). Measuring the usability of a smartphone delivered museum guide. Procedia - Social and Behavioral Sciences, 97:629 - 637.
  10. Rubino, I., Barberis, C., Xhembulla, J., and Malnati, G. (2015). Integrating a location-based mobile game in the museum visit: Evaluating visitors' behaviour and learning. J. Comput. Cult. Herit., 8(3):15:1-15:18.
  11. Ryan, M.-L. (2001). Narrative As Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, Baltimore, MD, USA.
  12. Schmalstieg, D. and Wagner, D. (2007). Experiences with handheld augmented reality. In Mixed and Augmented Reality, 2007. ISMAR 2007. 6th IEEE and ACM International Symposium on, pages 3-18.
  13. Tillon, A., Marchand, E., Laneurit, J., Servant, F., Marchal, I., and Houlier, P. (2010). A day at the museum: An augmented fine-art exhibit. In Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH), 2010 IEEE International Symposium On, pages 69-70.
Download


Paper Citation


in Harvard Style

Serubugo S., Škantárová D., Kjærsgård Nielsen L. and Kraus M. (2017). Comparison of Wearable Optical See-through and Handheld Devices as Platform for an Augmented Reality Museum Guide . In Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2017) ISBN 978-989-758-224-0, pages 179-186. DOI: 10.5220/0006093901790186


in Bibtex Style

@conference{grapp17,
author={Sule Serubugo and Denisa Škantárová and Lasse Kjærsgård Nielsen and Martin Kraus},
title={Comparison of Wearable Optical See-through and Handheld Devices as Platform for an Augmented Reality Museum Guide},
booktitle={Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2017)},
year={2017},
pages={179-186},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006093901790186},
isbn={978-989-758-224-0},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2017)
TI - Comparison of Wearable Optical See-through and Handheld Devices as Platform for an Augmented Reality Museum Guide
SN - 978-989-758-224-0
AU - Serubugo S.
AU - Škantárová D.
AU - Kjærsgård Nielsen L.
AU - Kraus M.
PY - 2017
SP - 179
EP - 186
DO - 10.5220/0006093901790186