How Augmented Reality Affects the Learning Experience at a Museum

Detta är en Master-uppsats från KTH/Skolan för datavetenskap och kommunikation (CSC)

Sammanfattning: It is well documented that Augmented Reality (AR) enhances and supports learning. Earlier research compares AR applications with existing methods. Published research typically focuses on one AR in general. Nevertheless, there are different ways of using AR. This paper gives further insight into how to use AR as a learning tool as part of a museum experience. It focuses on AR through smartphones, where the world is measured through the phone’s sensors and the virtual content is displayed on the device’s screen. This thesis presents the results of a comparative study between two types of AR: In-world space and On-screen space. In-world space AR renders the virtual content registered onto the physical exhibition. On-screen space AR renders the virtual content on the screen of the phone and uses the physical space of the exhibition as an index retrieval point. The discussion emerging from this study aims to aid the development and design of AR applications at museum settings, by giving curators better understanding of design options in AR spaces. Qualitative results suggest that In-world space benefits learning.

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