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User Engagement Continuum: Art Engagement and Exploration with Augmented Reality

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User Engagement Continuum : Art Engagement and Exploration with Augmented Reality. / Kljun, Matjaz; Čopič Pucihar, Klen; Coulton, Paul.

Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium. ed. / Vladimir Geroimenko. Cham : Springer, 2018. p. 329-342 (Springer Series on Cultural Computing).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Kljun, M, Čopič Pucihar, K & Coulton, P 2018, User Engagement Continuum: Art Engagement and Exploration with Augmented Reality. in V Geroimenko (ed.), Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium. Springer Series on Cultural Computing, Springer, Cham, pp. 329-342. https://doi.org/10.1007/978-3-319-69932-5_18

APA

Kljun, M., Čopič Pucihar, K., & Coulton, P. (2018). User Engagement Continuum: Art Engagement and Exploration with Augmented Reality. In V. Geroimenko (Ed.), Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (pp. 329-342). (Springer Series on Cultural Computing). Springer. https://doi.org/10.1007/978-3-319-69932-5_18

Vancouver

Kljun M, Čopič Pucihar K, Coulton P. User Engagement Continuum: Art Engagement and Exploration with Augmented Reality. In Geroimenko V, editor, Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium. Cham: Springer. 2018. p. 329-342. (Springer Series on Cultural Computing). https://doi.org/10.1007/978-3-319-69932-5_18

Author

Kljun, Matjaz ; Čopič Pucihar, Klen ; Coulton, Paul. / User Engagement Continuum : Art Engagement and Exploration with Augmented Reality. Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium. editor / Vladimir Geroimenko. Cham : Springer, 2018. pp. 329-342 (Springer Series on Cultural Computing).

Bibtex

@inbook{0008cf0850fb4c3b9d32035e1b8466d1,
title = "User Engagement Continuum: Art Engagement and Exploration with Augmented Reality",
abstract = "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{\textquoteright} 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{\textquoteright} 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{\textquoteright} 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.",
keywords = "Augmented reality, Mobile computing, exhibition",
author = "Matjaz Kljun and {{\v C}opi{\v c} Pucihar}, Klen and Paul Coulton",
year = "2018",
doi = "10.1007/978-3-319-69932-5_18",
language = "English",
isbn = "9783319699318",
series = "Springer Series on Cultural Computing",
publisher = "Springer",
pages = "329--342",
editor = "Vladimir Geroimenko",
booktitle = "Augmented Reality Art",

}

RIS

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 -