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PD/BD/114142/2015
Madeira Interactive Technologies Institute
M-ITI
BEANSTALK – Research Team
• Beanstalk is a multidisciplinary project team working at the
M-ITI, in partnership with the Associação de Promoção da
Madeira (AP Madeira).
• Our goal is to design and deliver research on the wide topics
of tourism and new marketing trends.
Creating innovative experiences for tourists
in Madeira Islands
ure 1 - The Bluetooth activates an electronic circuit and the profile of the landscape appears
Figure
the clothes (Left); The interface: at any moment, visitor can look at the map and 6 – Ilustrative
choose to images of the project “Who Killed Hanne Holmgaard?”
listen one of the five characters (Right).
From this project we learned the importance of coupling location clues of where the
m the HU project we learned that users particularly appreciate
user isaccounts of the
situated with a story element delivered through the mobile experience in order
l characters in the form of stories, how Easter Eggs are a powerful
to createtoola to reward
fuzzy boundary between reality and fiction. Furthermore, from the
audience for their exploration efforts and how real locationaudience
coupled point
with virtual
of view, the experience of the story as a pair can be exploited has
3D virtual geology field trip Google Expeditions MVR GEs during physical
to Skiddaw mountain (GE) use interactive field trips.
The Open University, UK 360º videos for Minocha et al.
immersive virtual
journeys
MVR has the potential to offer this to tourists a way to enhance
the experience while visiting a location.
Research Opportunity
• VR hasn’t been used as a medium in
LAMS.
• Study MVR “in the outside world
context”
• Explore the entertainment potential of MVR,
and how it can be used to enhance the
cultural heritage sites by using it within
location aware multimedia stories (LAMS).
SO …
HOW ARE WE INCORPORATING
MVR & LAMS?
Goal of the work presented today
Figure 2. Differences between C1Screen and C2HMD in terms of the user experience
C2HMD
Yes… we know that:
• ….. they are not tourists ( the intended target
audience)
• …test location isn’t the setting that he experience
was designed for
in “Walk button”
Mobile
Object Selection: Recipe
Phone Screen
Touch input on virtual
object
Mobile Phone Walk: Continuous
Screen Pressing in Cardboard Recipe
C2HMD
+ Button +
Google Object Selection: target Google
Cardboard virtual object and press Cardboard
HMD the Cardboard Button
Table 1. Summary of differences between conditions C1Screen
and C2HMD
Participants
• Randomly assigned between the conditions
Total
13 11
24
C1Screen C2HMD
Procedure and Data Collected
Introduction
Quantitative data
to the •5m – Shadowing
experiment
– Semi-structured interviews
MV LAMS
• ~20m Qualitative data
Tour
– Flow Short Scale
Post- – User Experience
Experience Questionnaire (UXQ)
• ~ 20 m – Game Experience
Questionnaire (GEQ)
RESULTS
QUANTITATIVE
RESULTS
FoL LAMS: Overall User experience
Experience was very well perceived by all users with above average
median scores for all components from the UXQ
Comparing Mediums: C1Screen VS
C2HMD
C1
C2