Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
}
TY - CHAP
T1 - User Engagement Continuum
T2 - Art Engagement and Exploration with Augmented Reality
AU - Kljun, Matjaz
AU - Čopič Pucihar, Klen
AU - Coulton, Paul
PY - 2018
Y1 - 2018
N2 - The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. Yet, passive consumptions hinders users’ potential for exploration, creation and expression by not allowing to build upon existing artworks. Novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. However, novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. In a similar way that web enabled users to become active participants in, for example, commenting, sharing views, rating and deciding on the course of television shows in real time, AR could act as a medium to leave digital augmentation of artworks in real physical spaces. In this chapter, several AR ideas and solutions are presented with a common theme: each allows users to engage with art or cultural heritage in different ways. The chapter finishes with a presentation of user engagement continuum based on how AR solutions support engagement with artwork consumption and creation, and concludes with implications such AR solution would present.
AB - The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. Yet, passive consumptions hinders users’ potential for exploration, creation and expression by not allowing to build upon existing artworks. Novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. However, novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. In a similar way that web enabled users to become active participants in, for example, commenting, sharing views, rating and deciding on the course of television shows in real time, AR could act as a medium to leave digital augmentation of artworks in real physical spaces. In this chapter, several AR ideas and solutions are presented with a common theme: each allows users to engage with art or cultural heritage in different ways. The chapter finishes with a presentation of user engagement continuum based on how AR solutions support engagement with artwork consumption and creation, and concludes with implications such AR solution would present.
KW - Augmented reality
KW - Mobile computing
KW - exhibition
U2 - 10.1007/978-3-319-69932-5_18
DO - 10.1007/978-3-319-69932-5_18
M3 - Chapter
SN - 9783319699318
T3 - Springer Series on Cultural Computing
SP - 329
EP - 342
BT - Augmented Reality Art
A2 - Geroimenko, Vladimir
PB - Springer
CY - Cham
ER -