Applied Sciences (Nov 2020)

A Gamified Augmented Reality Application for Digital Heritage and Tourism

  • Ioannis Paliokas,
  • Athanasios T. Patenidis,
  • Eirini E. Mitsopoulou,
  • Christina Tsita,
  • George Pehlivanides,
  • Elli Karyati,
  • Spyros Tsafaras,
  • Evangelos A. Stathopoulos,
  • Alexandros Kokkalas,
  • Sotiris Diplaris,
  • Georgios Meditskos,
  • Stefanos Vrochidis,
  • Eleana Tasiopoulou,
  • Christodoulos Riggas,
  • Konstantinos Votis,
  • Ioannis Kompatsiaris,
  • Dimitrios Tzovaras

DOI
https://doi.org/10.3390/app10217868
Journal volume & issue
Vol. 10, no. 21
p. 7868

Abstract

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Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.

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