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dc.contributor.authorRodriguez Echavarria, Karinaen_US
dc.contributor.authorSamaroudi, Myrsinien_US
dc.contributor.authorLLoyd, Jacken_US
dc.contributor.authorWeyrich, Timen_US
dc.contributor.editorHulusic, Vedad and Chalmers, Alanen_US
dc.date.accessioned2021-11-02T08:55:37Z
dc.date.available2021-11-02T08:55:37Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-141-0
dc.identifier.issn2312-6124
dc.identifier.urihttps://doi.org/10.2312/gch.20211403
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20211403
dc.description.abstractThe need for online 3D interactive experiences was evidenced during the COVID-19 lockdowns, as audiences across the world have been unable to visit museums, physically interact with their collections on site or digitally interact with technologies and digital media situated within such settings. As a response, this research addresses gaps identified in a review of the digital offerings from UK and US museums during the 2020 lockdowns, highlighting the limited number and nature of 3D interactive offerings provided, despite the wide efforts on 3D digitisation over the last decade. Thus, the research investigates the development and testing of an online 3D interactive activity, resembling a physical activity situated in the archaeological gallery of Brighton Museum and Art Gallery (UK). Through a pilot user survey, the research aims to understand what is the impact of such online offerings to better contextualise heritage collections; enhance cultural heritage learning and appreciation; and complement physical activities of similar nature. The analysis of audiences’' opinions about these interactions can be of great importance, as such activities have the power to enable active access to cultural heritage resources regardless of the physical location of users and transform heritage experiences in the long term. Our research indicates that, while the physical experience might offer advantages as far as it concerns the familiarity with the tactile nature of interaction, the digital counterpart has potential to allow for the experience of assembling the puzzle to achieve a wider reach.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectApplied computing
dc.subjectArts and humanities
dc.subjectComputing methodologies
dc.subjectMesh geometry models
dc.subjectHuman centered computing
dc.subjectEmpirical studies in interaction design
dc.titleInteractive 3D Artefact Puzzles to Support Engagement Beyond the Museum Environmenten_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersEngaging with Cultural Heritage
dc.identifier.doi10.2312/gch.20211403
dc.identifier.pages31-40


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