Abstract

Interactive installations in museums usually adopt hybrid technologies that combine physical elements with digital content, and studies so far show that this approach enhances the interest and engagement of visitors compared to non-interactive media or purely digital environments. However, the design of such systems is complicated, as it involves a large number of stakeholders and specialists. Additionally, the functional components need to be carefully orchestrated to deliver a rich user experience. Thus, there is a need for further research on tools and methods that facilitate the process. In this paper we present the design and development of a mixed reality installation for the Museum of Marble Crafts in Tinos island in Greece, which places visitors in the role of the crane operator and they have to complete challenges in a gamified version of the old quarry. The system lets users operate a tangible controller and their actions are executed by digital workers in a rich 3D environment. Our design approach involved iterative prototyping, research and co-design activities. The creative process has been supported by a series of organized workshops. The evaluation results indicate that mixed reality can be a promising medium for rich interactive experiences in museums that combine tangible and intangible heritage.

Highlights

  • Recent trends in museums point towards smart exhibits and installations that efficiently combine digital content with physical form [1]

  • The emphasis of the installation is on the user experience and the highlights for the users are the tangible interface and the kinesthetic interaction with the environment that mimics the real operation of the crane

  • We presented an interactive installation for the Museum of Marble Crafts in Tinos, Greece and the collaborative design and development process that we followed for its creation

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Summary

Introduction

Recent trends in museums point towards smart exhibits and installations that efficiently combine digital content with physical form [1]. Interactive media alone have the capacity to enrich a museum visit with tailored information and edutaining activities, but they often distract visitors from the actual content, and instead of focusing on the exhibits people spend time looking at computer screens. A prominent approach to combine the advantages of both realms, physical and digital, is the development of systems that effectively hide digital technology in the physical exhibition and augment the space and objects with interactive audio-visual content. These systems are often called ‘hybrid’ or ‘phygital’ and they usually afford natural interactions such as tangible, mid-air, voice, augmented reality, etc. These systems are often called ‘hybrid’ or ‘phygital’ and they usually afford natural interactions such as tangible, mid-air, voice, augmented reality, etc. [2]

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