The design of a smartphone-based AR application to support the experiential quality of life-like in a museum

In the perfect scenario, augmented reality (AR) is described to blend the physical world with virtual elements in such way that the user can’t differentiate them, having the potential to make the interactions with virtual objects in an AR experience feel life-like. With the latest advancements in AR...

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Bibliographic Details
Main Author: Dang, Sandra
Format: Others
Language:English
Published: KTH, Medieteknik och interaktionsdesign, MID 2018
Subjects:
AR
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231280
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spelling ndltd-UPSALLA1-oai-DiVA.org-kth-2312802018-07-09T20:11:07ZThe design of a smartphone-based AR application to support the experiential quality of life-like in a museumengUtformningen av en smartphone-baserad AR-applikationen för att stödja en levande upplevelse och interaktion på ett museumDang, SandraKTH, Medieteknik och interaktionsdesign, MID2018Augmented realityARMuseumExperiential qualitiesLife-like experienceMedia and Communication TechnologyMedieteknikIn the perfect scenario, augmented reality (AR) is described to blend the physical world with virtual elements in such way that the user can’t differentiate them, having the potential to make the interactions with virtual objects in an AR experience feel life-like. With the latest advancements in AR for mobile devices, applications that use this technology are increasing. Many cultural heritage sites and museums take advantage of integrating AR in their programs to create enriched environments and increased engagement from their audience. This study investigated how to design for a life-like experience in a museum environment, presenting animated virtual animals that represent the same preserved animals exhibited in the physical environment. The study was grounded in a Research through Design process where a smartphone application prototype was developed and tested to find important elements that create life-like interactions. The functionalities that were developed for the prototype were discussed by their experiential qualities and summarized into points that a designer should consider when designing for a similar life-like experience. Augmented reality (AR) beskrivs som en förstärkning av den fysiska världen genom tillägget av virtuellaelement. I det perfekta scenariot, görs tillägget på ett sådant sätt att användaren inte kan differentiera det verkliga från det virtuella och skapar på så sätt möjligheter för utvecklare och designers att utforma interaktioner med virtuella objekt som känns levande. Med de senaste framstegen inom AR för mobila enheter, har applikationer som använder denna teknik ökat. Många kulturarv och museer integrerar AR i sina program för att skapa berikade miljöer och ökat engagemang hos sina besökare. I denna studie undersöktes hur man utformar levande upplevelser på ett museum genom att representera de fysiskt bevarade djuren på ett museumet med animerade virtuella djur. Studien grundades i en designprocess där en AR-prototyp för smartphone-telefoner utvecklades och testades. Vidare diskuterades viktiga egenskaper och funktionaliteter i prototypen som bidrog till att interaktionen kändes levande för att sedan sammanfattas i punkter som andra designers kan överväga vid utformande av liknande upplevelser och interaktioner. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231280TRITA-EECS-EX ; 2018:355application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Augmented reality
AR
Museum
Experiential qualities
Life-like experience
Media and Communication Technology
Medieteknik
spellingShingle Augmented reality
AR
Museum
Experiential qualities
Life-like experience
Media and Communication Technology
Medieteknik
Dang, Sandra
The design of a smartphone-based AR application to support the experiential quality of life-like in a museum
description In the perfect scenario, augmented reality (AR) is described to blend the physical world with virtual elements in such way that the user can’t differentiate them, having the potential to make the interactions with virtual objects in an AR experience feel life-like. With the latest advancements in AR for mobile devices, applications that use this technology are increasing. Many cultural heritage sites and museums take advantage of integrating AR in their programs to create enriched environments and increased engagement from their audience. This study investigated how to design for a life-like experience in a museum environment, presenting animated virtual animals that represent the same preserved animals exhibited in the physical environment. The study was grounded in a Research through Design process where a smartphone application prototype was developed and tested to find important elements that create life-like interactions. The functionalities that were developed for the prototype were discussed by their experiential qualities and summarized into points that a designer should consider when designing for a similar life-like experience. === Augmented reality (AR) beskrivs som en förstärkning av den fysiska världen genom tillägget av virtuellaelement. I det perfekta scenariot, görs tillägget på ett sådant sätt att användaren inte kan differentiera det verkliga från det virtuella och skapar på så sätt möjligheter för utvecklare och designers att utforma interaktioner med virtuella objekt som känns levande. Med de senaste framstegen inom AR för mobila enheter, har applikationer som använder denna teknik ökat. Många kulturarv och museer integrerar AR i sina program för att skapa berikade miljöer och ökat engagemang hos sina besökare. I denna studie undersöktes hur man utformar levande upplevelser på ett museum genom att representera de fysiskt bevarade djuren på ett museumet med animerade virtuella djur. Studien grundades i en designprocess där en AR-prototyp för smartphone-telefoner utvecklades och testades. Vidare diskuterades viktiga egenskaper och funktionaliteter i prototypen som bidrog till att interaktionen kändes levande för att sedan sammanfattas i punkter som andra designers kan överväga vid utformande av liknande upplevelser och interaktioner.
author Dang, Sandra
author_facet Dang, Sandra
author_sort Dang, Sandra
title The design of a smartphone-based AR application to support the experiential quality of life-like in a museum
title_short The design of a smartphone-based AR application to support the experiential quality of life-like in a museum
title_full The design of a smartphone-based AR application to support the experiential quality of life-like in a museum
title_fullStr The design of a smartphone-based AR application to support the experiential quality of life-like in a museum
title_full_unstemmed The design of a smartphone-based AR application to support the experiential quality of life-like in a museum
title_sort design of a smartphone-based ar application to support the experiential quality of life-like in a museum
publisher KTH, Medieteknik och interaktionsdesign, MID
publishDate 2018
url http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231280
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