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dc.contributor.authorHulusic, Vedaden_US
dc.contributor.authorGusia, Lindaen_US
dc.contributor.authorLuci, Nitaen_US
dc.contributor.authorSmith, Michaelen_US
dc.contributor.editorHulusic, Vedad and Chalmers, Alanen_US
dc.date.accessioned2021-11-02T08:55:38Z
dc.date.available2021-11-02T08:55:38Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-141-0
dc.identifier.issn2312-6124
dc.identifier.urihttps://doi.org/10.2312/gch.20211404
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20211404
dc.description.abstractVirtual museums are an important medium for the preservation and dissemination of tangible and intangible cultural heritage as well as for education and public engagement. This is even more important now that focus is being shifted from museum exhibits to the visitors' experience and the increased attention given to their mobility, and the plurality of voices and perspectives represented. To enhance experience and participation new techniques are being developed and multiple senses stimulated. This paper offers venues to unpack the potentials of VR as a pedagogic vehicle when creative and cross-disciplinary experimentation is employed in and around digital museums. Grounded in a particular site of memory, and co-produced with a 'post-memory generation', the School House Virtual Museum is associated with private and silenced memories of past civic resistance in Kosovo. Using written and orally narrated stories, images, videos and immersion within a virtually reconstructed physical space, the experience offers a means to explore spaces, narratives, and technologies relevant to a particular cultural memory and heritage. The main aim of the user study, with 37 participants presented in this work, was to investigate the design of the system, focusing on three aspects: usability, User Experience (UX) and education, and the effect of the tangible interface provided to one user group. The results are overall very positive and confirm that the UX holds potential as a learning and education tool whether in museums, schools, or when used independently.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman centered computing
dc.subjectVirtual reality
dc.subjectHCI design and evaluation methods
dc.subjectApplied computing
dc.subjectEducation
dc.titleTangible Interfaces for VR Cultural Heritage Application - School House Virtual Museumen_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersVirtual Museums
dc.identifier.doi10.2312/gch.20211404
dc.identifier.pages41-50


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