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Volumetric Video in Augmented Reality Applications for Museological Narratives: A User Study for the Long Room in the Library of Trinity College Dublin

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including...

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Bibliographic Details
Published in:Journal on computing and cultural heritage 2021-06, Vol.14 (2), p.1-20
Main Authors: O’dwyer, Néill, Zerman, Emin, Young, Gareth W., Smolic, Aljosa, Dunne, Siobhán, Shenton, Helen
Format: Article
Language:English
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Summary:Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.
ISSN:1556-4673
1556-4711
DOI:10.1145/3425400