Interactive 3D Artefact Puzzles to Support Engagement Beyond the Museum Environment
dc.contributor.author | Rodriguez Echavarria, Karina | en_US |
dc.contributor.author | Samaroudi, Myrsini | en_US |
dc.contributor.author | LLoyd, Jack | en_US |
dc.contributor.author | Weyrich, Tim | en_US |
dc.contributor.editor | Hulusic, Vedad and Chalmers, Alan | en_US |
dc.date.accessioned | 2021-11-02T08:55:37Z | |
dc.date.available | 2021-11-02T08:55:37Z | |
dc.date.issued | 2021 | |
dc.description.abstract | The 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.description.sectionheaders | Engaging with Cultural Heritage | |
dc.description.seriesinformation | Eurographics Workshop on Graphics and Cultural Heritage | |
dc.identifier.doi | 10.2312/gch.20211403 | |
dc.identifier.isbn | 978-3-03868-141-0 | |
dc.identifier.issn | 2312-6124 | |
dc.identifier.pages | 31-40 | |
dc.identifier.uri | https://doi.org/10.2312/gch.20211403 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/gch20211403 | |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Applied computing | |
dc.subject | Arts and humanities | |
dc.subject | Computing methodologies | |
dc.subject | Mesh geometry models | |
dc.subject | Human centered computing | |
dc.subject | Empirical studies in interaction design | |
dc.title | Interactive 3D Artefact Puzzles to Support Engagement Beyond the Museum Environment | en_US |
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