Enhancing the visitor experience in museums with Augmented Reality

Detalhes bibliográficos
Autor(a) principal: Alexandra Gkatsou
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/114275
Resumo: The so-called "one-size-fits-all" experiences do not apply to most of the museum visitors and this research addresses the compelling need of customized experiences in museums contexts. One of the audience groups that is often ignored by museums is the age group of teenagers since the segmentation is usually made between children and adults and there is little customization for the teens' generation. At the same time, studies have shown that this age group appears to be disinterested in what museums might offer. This project aims to ameliorate this problem by providing guidelines to museum practitioners of how the interest of teenagers towards museums could be increased through the integration of AR and QR Code Technology. The investigation took place in the Customs Exhibition of the Alfandega Transports and Communications Museum. A non-linear technology-mediated experience was developed to reinvigorate the exhibition. This experience integrated mobile Augmented Reality and QR Code technology with storytelling and gamification elements, specifically customized for the age group of teenagers. Regarding the development of this experience, the first prototype of the experience was assessed by experts in experience design, visitor studies, gaming, storytelling and design and then was re-designed according to the guidelines given by them. So, alongside with a validated customized experience, there are developed some guidelines that refer to how mobile AR and QR Code Technology can be used in a museum context to enhance the experience of the age group of teenagers. Thus, this research will contribute in lessening the gap that exists for empirical studies in museum literature in the area of visitor experience and specifically for the target group of teenagers.
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spelling Enhancing the visitor experience in museums with Augmented RealityOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe so-called "one-size-fits-all" experiences do not apply to most of the museum visitors and this research addresses the compelling need of customized experiences in museums contexts. One of the audience groups that is often ignored by museums is the age group of teenagers since the segmentation is usually made between children and adults and there is little customization for the teens' generation. At the same time, studies have shown that this age group appears to be disinterested in what museums might offer. This project aims to ameliorate this problem by providing guidelines to museum practitioners of how the interest of teenagers towards museums could be increased through the integration of AR and QR Code Technology. The investigation took place in the Customs Exhibition of the Alfandega Transports and Communications Museum. A non-linear technology-mediated experience was developed to reinvigorate the exhibition. This experience integrated mobile Augmented Reality and QR Code technology with storytelling and gamification elements, specifically customized for the age group of teenagers. Regarding the development of this experience, the first prototype of the experience was assessed by experts in experience design, visitor studies, gaming, storytelling and design and then was re-designed according to the guidelines given by them. So, alongside with a validated customized experience, there are developed some guidelines that refer to how mobile AR and QR Code Technology can be used in a museum context to enhance the experience of the age group of teenagers. Thus, this research will contribute in lessening the gap that exists for empirical studies in museum literature in the area of visitor experience and specifically for the target group of teenagers.2018-07-232018-07-23T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/114275TID:202111911engAlexandra Gkatsouinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T12:38:07Zoai:repositorio-aberto.up.pt:10216/114275Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:23:50.596731Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Enhancing the visitor experience in museums with Augmented Reality
title Enhancing the visitor experience in museums with Augmented Reality
spellingShingle Enhancing the visitor experience in museums with Augmented Reality
Alexandra Gkatsou
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Enhancing the visitor experience in museums with Augmented Reality
title_full Enhancing the visitor experience in museums with Augmented Reality
title_fullStr Enhancing the visitor experience in museums with Augmented Reality
title_full_unstemmed Enhancing the visitor experience in museums with Augmented Reality
title_sort Enhancing the visitor experience in museums with Augmented Reality
author Alexandra Gkatsou
author_facet Alexandra Gkatsou
author_role author
dc.contributor.author.fl_str_mv Alexandra Gkatsou
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The so-called "one-size-fits-all" experiences do not apply to most of the museum visitors and this research addresses the compelling need of customized experiences in museums contexts. One of the audience groups that is often ignored by museums is the age group of teenagers since the segmentation is usually made between children and adults and there is little customization for the teens' generation. At the same time, studies have shown that this age group appears to be disinterested in what museums might offer. This project aims to ameliorate this problem by providing guidelines to museum practitioners of how the interest of teenagers towards museums could be increased through the integration of AR and QR Code Technology. The investigation took place in the Customs Exhibition of the Alfandega Transports and Communications Museum. A non-linear technology-mediated experience was developed to reinvigorate the exhibition. This experience integrated mobile Augmented Reality and QR Code technology with storytelling and gamification elements, specifically customized for the age group of teenagers. Regarding the development of this experience, the first prototype of the experience was assessed by experts in experience design, visitor studies, gaming, storytelling and design and then was re-designed according to the guidelines given by them. So, alongside with a validated customized experience, there are developed some guidelines that refer to how mobile AR and QR Code Technology can be used in a museum context to enhance the experience of the age group of teenagers. Thus, this research will contribute in lessening the gap that exists for empirical studies in museum literature in the area of visitor experience and specifically for the target group of teenagers.
publishDate 2018
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