博物馆展览空间扩展现实应用的开发方法

Dayana Agudo, Christian Barreto Paredes, Otto Parra Gonzalez, Maria Fernanda Granda
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引用次数: 1

摘要

Web 2.0带来了社交网络的发展和新的交互元素,这些元素被整合到Web站点和支持它们的设备中。在博物馆领域,Web 2.0和Museum 2.0的出现使人们能够更好地获取有关艺术收藏的信息。由于COVID-19大流行,博物馆选择引入允许虚拟访问其藏品的技术。然而,许多应用程序是使用传统的开发过程开发的,没有考虑专用于扩展现实应用程序的方法。本文描述了一种将扩展现实应用于博物馆展览空间的方法。通过准实验,我们评估了所提出方法的数据收集阶段,以开发一个扩展现实应用程序来参观博物馆的展览空间。结果表明,所提出的方法对软件工程师/设计人员在扩展现实应用程序的开发过程中有所帮助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Methodology to Develop Extended Reality Applications for Exhibition Spaces in Museums
Web 2.0 brought the development of social networks and new elements of interaction that were incorporated into Web sites and devices that supported them. In the field of museums, the emergence of Web 2.0 and Museum 2.0 has made it possible to improve access to information regarding art collections. Due to the COVID-19 pandemic, museums have opted for the introduction of technology permitting virtual access to their collections. However, many applications were developed using traditional development process without considering a methodology dedicated to extended reality applications. This paper describes a methodology for the implementation of extended reality applications to exhibition spaces in museums. Using a quasi-experiment, we evaluate the data collection stage of the proposed methodology to develop an extended reality application to visit exhibition spaces in a museum. Results show that the proposed methodology helps to the software engineers/designers in the development process of extended reality applications.
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