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Keywords
Augmented Reality, Learning, Museum, Cultural Heritage, Mobile, Apple iPhone
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CONTENTS
Recapitulation 26
Abstract 2
Keywords 2
Deployment of the ARS:CI 27
Framework 27
Introduction 4 Platform (Apple iPhone) 27
How to Read 5 Augmented Reality Techniques 28
Methodology 5 Marker Tracking 28
Personal Motivation 6 QR Barcodes 29
The ARS:CI 7 Software Libraries 29
Description of the ARS:CI 7 ARToolkit Professional for iPhone Beta 2.0 29
Application 1: Authart 8 ZXing 1.5 30
Description 8 Deployment 30
Audience 8 Reflection 31
Importance 9 Feedback on the ARS:CI 31
Application 2: Unscene 9 Authart 32
Description 9 Unscene 32
Audience 9 Artour 32
Importance 10 Future Work 33
Application 3: Artour 10
Description 10
Bibliography 34
Audience 11
Importance 11
Recapitulation 12
Augmented Reality 13
Definition 13
Terminology 14
Emergence of the Augmented Reality 14
Augmented Reality Systems 15
Mobile Augmented Reality Systems 16
Recapitulation 17
Augmented Reality for Museums 18
Overview 18
Remarkable Augmented Reality projects for Museums 19
2001 – The Virtual Dig 20
2005 – Virtual Showcase 21
2007 – Mixed Reality Museum for the Antikythera Mechanism 22
2008 – An Augmented Reality Museum Guide 23
2009 – Mixed Reality at the National History Museum 25
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1 The first audio tour was Stedelijk Museumʼs Short-Wave Ambulatory
INTRODUCTION Lectures invented in 1952. The audio stream was delivered through a
closed-circuit short-wave radio broadcasting system, in which the
amplified audio output of an analog playback tape recorder served as
a broadcast station, and transmition was via loop aerial fixed around
The first visitor electronic technology used in a museum was a handheld device the gallery or galleries (Tallon and Walker, 2009).
invented in 19521. The developers then, like the developers today, were drawn by its
potential to mediate an experience individually controllable by each visitor which
content was rich and personal to them, available at any time and suited to learning
styles not served by a catalogue, text panel or label. The Stedelijk Museumʼs Short-
Wave Ambulatory Lectures (Picture 1), though, barely delivered its potential, as the
analogue technologies of the 1950s did not have the capacity to fulfill this vision.
Developments in hardware, content creation, and functionality have since enabled
ever more powerful handheld guides to deliver better on the mediumʼs unique
potential. From its origin, as an analogue radio tour at the Stedelijk Museum, through
its use by over three million North Americans as a Sony Walkman-style taped tour of
the eight-stop “Treasures of Tutankhamen” exhibitions2 in the late 1970s, to its
incorporation as a direct-access digital guide to the Louvreʼs permanent collection in
19933, handheld technology is today an established companion of the modern Picture 1 Stedelijk Museumʼs Short-Wave Ambulatory Lectures
(Source: Loic Talon www.flickr.com/LoicT)
museum either as an audio or a multimedia tour-guide (Tallon and Walker, 2009).
2 The Treasures of Tutankhamun exhibition tour featured artefacts
At the same time, the emergence of the Augmented Reality in recent years, a from Tutankhamunʼs tomb and ran from 1972 to 1979. This exhibition
technology that achieves the augmentation of digital information on the real world was first shown in London at the British Museum from March 30 until
environment, combined with the progress made in the field of mobile computing, led September 30, 1972. The exhibition moved on to many other
to the development of mobile Augmented Reality systems. When used for an countries, including the USA, USSR, Japan, France, Canada, and
West Germany. The Metropolitan Museum of Art organized the U.S.
exhibition, such systems can be the ideal handheld companion for the museum
exhibition, which ran from November 17, 1976, through April 15, 1979.
visitor. They allow the user to see the real-world environment of the museum More than eight million attended (Wikipedia, 2010).
augmented with additional information, which could be either two or three-
dimensional graphics, enhancing the learning experience without dragging the userʼs 3 In 1993 Acoustiguide company revolutionized the medium, with the
attention from the actual exhibit to nearby illustrations or screen media. Specialised introduction of the world's first digital wand player at the Louvre, in
Paris. It allowed 'random access' tours for the first time. No longer did
as it sounds, a complete mobile Augmented Reality system is as common as the
listeners have to follow a linear tour along a predetermined route. Now
Apple iPhone; hence Augmented Reality nowadays is much closer than everyone they could pick and choose the objects they wanted to learn about,
thought. This document is an extended research on Augmented Reality that led to the and go at their own pace. (Acoustiguide Audio Tour, 2010)
design and implementation of a cost-effective Augmented Reality handheld
companion, which enhances the learning process in the museum context.
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How to Read
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Regarding the development process of the ARS:CI, user testing was involved as 1 The iPhone Development Forum can be accessed only by
well as interviews with professional interface designers to improve the user- Registered Apple Developers. It is available at:
https://devforums.apple.com/community/iphone
interaction of the software. In addition during the software development, the Apple
iPhone SDK Forum1 was essential, as it is for every other Objective-C
programmer. 2 2009 BSc Diploma Computer Science, Informatics dept. of
University of Piraeus, Greece
Personal Motivation
3 An intelligent tutoring system (ITS) is any computer system that
provides direct customized instruction or feedback to students, i.e.
New media is a powerful tool able to offer compelling experiences; hence it is without the intervention of human beings, whilst performing a task,
successfully appropriated from a plethora of industries, such as entertainment and thus ITS implements the theory of learning by doing (Wikipedia,
advertising. New media has also been used for more moral goals, such as education, 2010).
and that was the main drive that inspired me to work on the subject of learning-
focused new media applications for museums. A folk quote says, “Education is our
wealth” and growing up myself in a traditional education system I found it hard to gain
knowledge, to earn my wealth. Later when studying Computer Science2 I learnt for
the Intelligent Tutoring Systems3, which main purpose is to take advantage of
Informatics to achieve learning in more interesting and less stressful ways compared
to the traditional education system. In my masters studies I focused more on the field
of design and on subjects such as Interaction Design, a study that aims to design the
behaviour of a system so that is attractive to its users, offering an engaging
experience (Wikipedia, 2010). After some research on new media for museums, I
realised a well-designed learning experience can be as fun as a game (Picture 1). I
felt that this was the subject I should follow, once I realised that if I made good use of Picture 1 “the learning experience can be as fun as a game” Clues to
the power of the new media I was able to ease, make more attractive and less boring be gathered, mysteries to be solved and rewards to be shared, in the
something as important as the learning process in a cultural heritage institution. Apart learning-focused game “Ghosts of a Chance” which ran in the
from my studies, museums were spaces that have always filled me with awe, Smithsonian American Art Museum from July 18 through October 25,
because of their aesthetical adequacy I would realise later. 2008. The related publication for that game is available at:
http://www.archimuse.com/mw2009/papers/goodlander/goodlander.ht
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The subject of my thesis for the MA Interactive Digital Media course in Ravensbourne Fo
College 2009-2010 connected the dots for me, combining my technical background
from my bachelors studies, my interest in design, which I developed in my masters,
my immanent interest in museums and a moral goal to work towards.
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More information at:
www.valeonti.com