Augmented reality and gamification in heritage museums

Research output: Chapter in Book/Report/Conference proceedingConference contribution

  • 6 Citations

Abstract

Augmented Reality (AR) technology is one of the fastest growing areas in the computing field and it has pervaded many applications in the market including museums. However, there is a need for a survey exploring the effectiveness of augmented reality as a communication medium in museums. This paper reviews the development of Augmented Reality as a mass communication [1] tool in museums. We introduce a communication model which would work as a roadmap building AR guidance system with ensuring this system will be a successful method of communication with users. Besides, we propose a novel way to enhance the visitors’ experience and learning by combining AR with games in museums.

LanguageEnglish
Title of host publicationSerious Games - 2nd Joint International Conference, JCSG 2016, Proceedings
PublisherSpringer Verlag
Pages181-187
Number of pages7
Volume9894 LNCS
ISBN (Print)9783319458403
DOIs
StatePublished - 2016
Event2nd International Joint Conference on Serious Games - The Edge, Brisbane, Australia
Duration: 26 Sep 201627 Sep 2016
Conference number: 2
http://jcsg2016.org/ (Link to Conference Website)

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9894 LNCS
ISSN (Print)03029743
ISSN (Electronic)16113349

Conference

Conference2nd International Joint Conference on Serious Games
Abbreviated titleJCSG 2016
CountryAustralia
CityBrisbane
Period26/09/1627/09/16
Internet address

Fingerprint

Augmented reality
Augmented Reality
Museums
Communication
Guidance
Game
Computing

Cite this

Hammady, R., Ma, M., & Temple, N. (2016). Augmented reality and gamification in heritage museums. In Serious Games - 2nd Joint International Conference, JCSG 2016, Proceedings (Vol. 9894 LNCS, pp. 181-187). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 9894 LNCS). Springer Verlag. DOI: 10.1007/978-3-319-45841-0_17
Hammady, Ramy ; Ma, Minhua ; Temple, Nicholas. / Augmented reality and gamification in heritage museums. Serious Games - 2nd Joint International Conference, JCSG 2016, Proceedings. Vol. 9894 LNCS Springer Verlag, 2016. pp. 181-187 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
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Hammady, R, Ma, M & Temple, N 2016, Augmented reality and gamification in heritage museums. in Serious Games - 2nd Joint International Conference, JCSG 2016, Proceedings. vol. 9894 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 9894 LNCS, Springer Verlag, pp. 181-187, 2nd International Joint Conference on Serious Games, Brisbane, Australia, 26/09/16. DOI: 10.1007/978-3-319-45841-0_17

Augmented reality and gamification in heritage museums. / Hammady, Ramy; Ma, Minhua; Temple, Nicholas.

Serious Games - 2nd Joint International Conference, JCSG 2016, Proceedings. Vol. 9894 LNCS Springer Verlag, 2016. p. 181-187 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 9894 LNCS).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Hammady R, Ma M, Temple N. Augmented reality and gamification in heritage museums. In Serious Games - 2nd Joint International Conference, JCSG 2016, Proceedings. Vol. 9894 LNCS. Springer Verlag. 2016. p. 181-187. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). Available from, DOI: 10.1007/978-3-319-45841-0_17