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How Augmented Reality Affects the Learning Experience at a Museum
KTH, School of Computer Science and Communication (CSC).
2017 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Hur Förstärkt Verklighet Påverkar Inlärningsupplevelsen på ett Museum (Swedish)
Abstract [en]

It is well documented that Augmented Reality (AR) enhances and supports learning. Earlier research compares AR applications with existing methods. Published research typically focuses on one AR in general. Nevertheless, there are different ways of using AR. This paper gives further insight into how to use AR as a learning tool as part of a museum experience. It focuses on AR through smartphones, where the world is measured through the phone’s sensors and the virtual content is displayed on the device’s screen. This thesis presents the results of a comparative study between two types of AR: In-world space and On-screen space. In-world space AR renders the virtual content registered onto the physical exhibition. On-screen space AR renders the virtual content on the screen of the phone and uses the physical space of the exhibition as an index retrieval point. The discussion emerging from this study aims to aid the development and design of AR applications at museum settings, by giving curators better understanding of design options in AR spaces. Qualitative results suggest that In-world space benefits learning.

Abstract [sv]

Det är väldokumenterat att Augmented Reality (AR) förbättrar inlärning. Tidigare forskning jämför AR mot andra existerande metoder. Publicerad forskning fokuserar generellt på AR i allmänhet trots att det finns flera olika typer av AR. Den här rapporten ger vidare insikt i hur AR bör användas med ändamålet att vara ett inlärningsverktyg som en del av en museum-upplevelse. Den fokuserar på AR genom smartphones, där omvärlden beräknas med mobilens sensorer och virtuellt material renderas i relation till omvärlden på mobilens skärm. Den här studien presenterar resultat från en jämförelsestudie mellan två typer av AR: In-world space och On-screen space. In-world space AR renderar det virtuella materialet ovanpå och i relation till den fysiska utställningen. On-screen space AR renderar det virtuella materialet på mobilens skärm utan relation till omvärlden, men använder istället den fysiska omvärlden för att placera ut virtuella indexpunkter. Diskussionen från den här studien ger förhoppningsvis riktlinjer för utveckling och design av AR-applikationer på ett museum, genom att ge kuratorer och museum en bättre förståelse gällande designmöjligheter i en AR-miljö. Kvalitativa result tyder på att In-world space förbättrar inlärning mer än On-screen space.

Place, publisher, year, edition, pages
2017. , p. 15
Keywords [en]
Augmented Reality, Google Tango, In-world space, On-screen space, learning, short-term memory, interaction, museum, localization, smartphone
Keywords [sv]
Förstärkt Verklighet, Google Tango, In-world space, On-screen space, Inlärning, Korttidsminne, Interaktion, Museum, Lokalisering, Smartphone
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-209455OAI: oai:DiVA.org:kth-209455DiVA, id: diva2:1112283
External cooperation
Mixed Reality Stockholm
Subject / course
Human - Computer Interaction
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2017-09-13 Created: 2017-06-20 Last updated: 2022-06-27Bibliographically approved

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CiteExportLink to record
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Citation style
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Output format
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