Augmented Reality applications in Cultural Heritage: Technology or Content?

Stavroula Tzima, Georgios D. Styliaras, Athanasios Bassounas
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引用次数: 3

Abstract

New technologies have changed the way we live, work, have fun and mobile phones are now one of the essential tools of work, communication and entertainment. Augmented Reality technology and the rapid spreading of mobile devices in everyday life are shaping new conditions in the culture field as well. Many studies focus on key questions of usability and technical issues without going into further analysis. In order to understand users/visitors needs and expectations as well as the role of technology in depth, the current study will try to answer an important question "what does impress users more, technology or content?". It is an important and a difficult question to be answered due to the diverse user’s profiles, the AR applications and sometimes the indistinct boundaries between the concepts of “like” and “impress”. The current research incorporates an AR app of cultural routes that could be found in every city/site and includes participants representing all ages and the associated categories (technology, theme, general) in order to approach the question in a balanced way. A qualitative research and results showed that more than the half select “both technology and content”, fewer users select only “content” and even less select only “technology”. Therefore, the AR technology continues to have a positive effect on users, content plays a significant key role but the way content and technology are combined emerges as the most important factor. Also, it is highlighted, that as users become more familiar with technology, they are becoming more demanding and more selective in using technology, making the creation of an AR app and generally the technology use more difficult to cover their increasing needs. In addition to, users’ view on the use of technology should not be ignored in order to avoid a negative attitude towards technology and more emphasis should be given on content and on applications that really have something innovative to add both to users and to cultural assets value.
增强现实在文化遗产中的应用:技术还是内容?
新技术已经改变了我们生活、工作和娱乐的方式,手机现在是工作、交流和娱乐的基本工具之一。增强现实技术和移动设备在日常生活中的迅速普及也在文化领域形成了新的状况。许多研究集中在可用性和技术问题的关键问题上,而没有深入分析。为了深入了解用户/访问者的需求和期望以及技术的作用,本研究将尝试回答一个重要的问题:“技术和内容,哪个更能打动用户?”这是一个重要而又难以回答的问题,因为用户的个人资料、AR应用程序各不相同,有时“喜欢”和“印象”的概念之间的界限也很模糊。目前的研究结合了一个可以在每个城市/地点找到的文化路线的AR应用程序,包括代表所有年龄和相关类别(技术,主题,一般)的参与者,以便以平衡的方式处理这个问题。一项定性研究和结果表明,超过一半的用户选择“技术和内容”,更少的用户选择“内容”,更少的用户选择“技术”。因此,AR技术继续对用户产生积极的影响,内容扮演着重要的关键角色,但内容与技术的结合方式成为最重要的因素。此外,值得强调的是,随着用户对技术越来越熟悉,他们在使用技术方面的要求越来越高,也越来越有选择性,这使得创建AR应用程序和通常使用的技术更难以满足他们日益增长的需求。此外,不应忽视用户对技术使用的看法,以避免对技术的消极态度,而应更多地重视内容和应用,真正有创新的东西可以为用户和文化资产增加价值。
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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