A Study of the Design and Application of Museum Mate
DOI:
https://doi.org/10.61173/2bxy1h60Keywords:
Museum Mate, Personalization, Immersive AR experiences, Data-driven feedback, Museum digitalizationAbstract
This paper explores the challenges of enhancing visitor experience in museums during digital transformation, especially the lack of personalization and real-time interaction. To address this issue, this paper designs and applies a smart device ‘Museum Mate’, which integrates AR glasses, headset and physiological monitoring wristband. Through literature review, case studies and design optimization proposals, the study explores how smart devices and interactive design can enhance visitor experience and optimize exhibition management. The results show that ‘Museum Mate’ significantly enhances visitor engagement through three major innovations, firstly, personalized itinerary planning based on real-time behavioral data and physiological responses, which improves the dynamic adaptability of the exhibition; secondly, AR technology superimposes virtual information on physical exhibits, providing a platform for multi-dimensional information display; thirdly, the data-driven feedback mechanism enables real-time optimization of the visitor experience and exhibition management. The final conclusion is that ‘Museum Mate’ provides important support for museum digitization in terms of personalization, interactivity and data management, and provides valuable insights for future museum strategic planning.References
[1] P. F. Marty, “The changing nature of information work in museums,” J. Am. Soc. Inf. Sci. Technol., vol. 58, no. 1, pp. 97- 107, 2007.
[2] E. Hornecker and M. Stifter, “Learning from interactive museum installations about interaction design for public settings,” in Proc. 18th Australia Conf. Comput.-Human Interact.: Design: Activities, Artefacts and Environments, Nov. 2006, pp. 135-142.
[3] O. Grau, Virtual Art: From Illusion to Immersion, MIT Press, 2004.
[4] E. Champion, Critical Gaming: Interactive History and Virtual Heritage, Routledge, 2016.
[5] M. Poupard, F. Larrue, H. Sauzéon, and A. Tricot, “A systematic review of immersive technologies for education: Learning performance, cognitive load and intrinsic motivation,” Brit. J. Educ. Technol., 2024. [Online]. Available: https://doi. org/10.1111/bjet.13503
[6] Louvre Museum, “Mobile application as a case of digital transformation in museums: Features including audio guides, 3D models, and virtual exhibitions,” 2020. [Online]. Available: https://www.louvre.fr
[7] British Museum, “Virtual tours,” 2021. [Online]. Available: https://www.britishmuseum.org
[8] J. J. Cummings and J. N. Bailenson, “How immersive is enough? A meta-analysis of the effect of immersive technology on user presence,” Media Psychol., vol. 19, no. 2, pp. 272-309, 2016.
[9] Y. Yun, H. Dai, Y. Zhang, X. Shang, and Z. Li, “State-of-theart survey of personalized learning path recommendation,” J. Softw., p. 6518, 2021. [Online]. Available: https://jos.org.cn/jos/ article/pdf/6518?file_name=A8D77C701D04C881986C5895ED B6C339A3BE5400BD8857B227B735B2570E13BB9EA8A73C 981A3BF4&open_type=self
[10] M. Billinghurst, A. Clark, and G. Lee, “A survey of augmented reality,” Found. Trends Hum.-Comput. Interact., vol. 8, no. 2-3, pp. 73-272, 2015.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 by the authors.

This work is licensed under a Creative Commons Attribution 4.0 International License.
