Augmented Reality Development for Supporting Cultural Education Role in SMB II Museum During Covid-19 Pandemic

Shinta Puspasari, N. Suhandi, Jaya Nur Iman
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引用次数: 4

Abstract

The Covid-19 pandemic has changed normal life including the learning process. Computer-assisted learning is a method applied when it is not possible to do it face-to-face, one of which is cultural learning at the SMB II Museum. The museum was closed during the Covid-19 pandemic. This study developed the AR application to support the education role of the SMB II museum. Through the AR application, users can view the museum's virtual collection and learn about the culture related to the collection without having to come to the museum. The museum collection is presented virtually reconstructed in the Vuforia, Unity, and Blender 3D development environment that blends real and virtual environments. The testing results show that the AR application has a good performance with the results of the SUS user survey showing a score> 70 and effectively supports the education role of the museum as measured by an improvement knowledge about Palembang culture after using the AR application of the SMB II museum. It is also found that there was different usability on a user with age> 30. Millennial generation having no difficulty in using the AR for their experience in using mobile apps and devices.
Covid-19大流行期间中小企业博物馆增强现实支持文化教育作用的开发
新冠肺炎大流行改变了包括学习过程在内的正常生活。计算机辅助学习是在无法面对面学习时应用的一种方法,SMB II博物馆的文化学习就是其中之一。该博物馆在新冠肺炎大流行期间关闭。本研究开发AR应用程式以支援SMB II博物馆的教育角色。通过AR应用程序,用户无需来到博物馆,就可以查看博物馆的虚拟藏品,并了解与藏品相关的文化。博物馆藏品是在Vuforia, Unity和Blender 3D开发环境中虚拟重建的,混合了真实和虚拟环境。测试结果表明,AR应用程序具有良好的性能,SUS用户调查结果显示得分> 70,并且在使用SMB II博物馆的AR应用程序后,对巨港文化的了解有所改善,有效地支持了博物馆的教育作用。研究还发现,年龄大于30岁的用户的可用性存在差异。千禧一代在使用移动应用程序和设备方面没有任何困难。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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