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Ambient Information Visualisation and Visitors' Technology Acceptance of Mixed Reality in Museums

Hammady, Ramy, Ma, Minhua and Strathearn, Carl (2020) Ambient Information Visualisation and Visitors' Technology Acceptance of Mixed Reality in Museums. Journal on Computing and Cultural Heritage, 12. ISSN 1556-4673

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Abstract or description

The visualisation of historical information and storytelling in museums is a crucial process for transferring
knowledge by directly and simplistically engaging the museum audience. Until recently, technological
limitations meant museums were limited to 2D and 3D screen-based information displays. However,
advancements in Mixed reality (MR) devices permit the propagation of a virtual overlay that amalgamates
both real-world and virtual environments into a single spectrum. These holographical devices project a 3D
space around the user which can be augmented with virtual artefacts, thus potentially changing the
traditional museum visitor experience. Few research studies focus on utilising this virtual space to generate
objects that do not visually inhibit or distract the operator. Therefore, this paper aims to introduce the
Ambient Information Visualisation Concept (AIVC) as a new form of storytelling, which can enhance the
communication and interactivity between museum visitors and exhibits by measuring and sustaining an
optimum spatial environment around the user.
Furthermore, this paper investigates the perceptual influences of AIVC on the users’ level of engagement in
the museum. This research paper utilises the Microsoft HoloLens, which is one of the most cutting-edge
imagining technologies available to date, in order to deploy the AIVC in a historical storytelling scene ‘The
Battle’ in the Egyptian department at The Manchester Museum. This research further seeks to measure the
user acceptance of the MR prototype by adopting the Technology Acceptance Model (TAM). The operational
approaches investigated in this study include; personal innovativeness (PI), enjoyment (ENJ), usefulness
(USF), ease of use (EOU) and willingness of future use (WFU). The population sampling methodology utilised
47 participants from the museum’s daily visitors. Results of this research indicate that the willingness of
future usage construct is the primary outcome of this study, followed by the usefulness factor. Further
findings conclude that the majority of users found this technology highly engaging and easy to use. The
combination of the proposed system and AIVC in museum storytelling has extensive applications in
museums, galleries and cultural heritage places to enhance the visitor experience.

Keywords: Mixed Reality; Storytelling; Visitor Acceptance; Museum; HMDs; Ambient information visualisation; Microsoft HoloLens

Item Type: Article
Faculty: School of Computing and Digital Technologies > Games and Visual Effects
Depositing User: Eunice MA
Date Deposited: 11 Nov 2019 13:47
Last Modified: 24 Feb 2023 13:57

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