Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices

Article English OPEN
Alelis, Genevieve ; Bobrowicz, Ania ; Ang, Chee Siang (2015)

The availability of advanced software and less expensive hardware allows museums to preserve and share artefacts digitally. As a result, museums are frequently making their collections accessible online as interactive, 3D models. This could lead to the unique situation of viewing the digital artefact before the physical artefact. Experiencing artefacts digitally outside of the museum on personal devices may affect the user's ability to emotionally connect to the artefacts. This study examines how two target populations of young adults (18–21 years) and the elderly (65 years and older) responded to seeing cultural heritage artefacts in three different modalities: augmented reality on a tablet, 3D models on a laptop, and then physical artefacts. Specifically, the time spent, enjoyment, and emotional responses were analysed. Results revealed that regardless of age, the digital modalities were enjoyable and encouraged emotional responses. Seeing the physical artefacts after the digital ones did not lessen their enjoyment or emotions felt. These findings aim to provide an insight into the effectiveness of 3D artefacts viewed on personal devices and artefacts shown outside of the museum for encouraging emotional responses from older and younger people.
  • References (13)
    13 references, page 1 of 2

    Emotional Responses to Museum Artefacts. Design, User Experience, and Usability. User Experience in Novel Technological Environments. A. Marcus, Springer Berlin Heidelberg. 8014: 429-438.

    Bautista, S. S. (2013). Museums in the Digital Age: Changing Meanings of Place, Community, and Culture. Maryland, AltaMira Press.

    Broady, T., Chan, A. and Caputi, P. (2010). "Comparison of Older and Younger Adults' Attitudes Towards and Abilities with Computers: Implications for Training and Learning." British Journal of Educational Technology 41(3): 473-485.

    Bruno, F., Bruno, S., De Sensi, G., et al. (2010). "From 3D Reconstruction to Virtual Reality: A Complete Methodology for Digital Archaeological Exhibition." Journal of Cultural Heritage 11(1): 42-49.

    Cameron, F. (2007). Beyond the Cult of the Replicant: Museums and Historical Digital Objects Traditional Concerns, New Discourses. Theorizing Digital Cultural Heritage: A Critical Discourse. F. Cameron and S. Kenderdine. Cambridge, Massachusetts, The MIT Press: 49-75.

    Cardoso, B., Romão, T. and Correia, N. (2013). CAAT: A Discrete Approach to Emotion Assessment. Proceedings of the 31st International Conference on . Paris, France, ACM: 1047- 1052.

    Castro, M. d., Ruiz Mezcua, M. B., Sánchez-Pena, J. M., et al. (2011). Tablets Helping Elderly and Disabled People. Ambient Assisted Living Joint Programme Forum 2011, Lecce, Italy.

    Chang, K.-E., Chang, C.-T., Hou, H.-T., et al. (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(0): 185-197.

    Charters, E. (2003). "The Use of Think-Aloud Methods in Qualitative Research: An Introduction to Think-Aloud Methods." Brock Education Journal 12(2): 68-82.

    Chatterjee, H. J. and Noble, G. (2009). "Object Therapy: A Student-Selected Component Exploring the Potential of Museum Object Handling as an Enrichment Activity for Patients in Hospital." Global Journal of Health Science 1(2): 42-49.

  • Related Research Results (1)
    Inferred
    Mobile augmented reality (2010)
    40%
  • Metrics
    0
    views in OpenAIRE
    0
    views in local repository
    114
    downloads in local repository

    The information is available from the following content providers:

    From Number Of Views Number Of Downloads
    Kent Academic Repository - IRUS-UK 0 114
Share - Bookmark