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Master Thesis

discussion of the topic for the Master Thesis
by

Jekaterina Hitruhhina

on 3 March 2014

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Transcript of Master Thesis

Master Thesis
by Jekaterina Hitruhhina
Sphere of interest
Design and Interaction
the idea of
implementation
question is
how
possible research approach
case study
of the interactive media
into the different social fields
and public spaces
to accomplish design
for the effective interaction
growing interest in
creating the new
forms of participation
museums
examinig the
existing
interaction solution
interaction solution
design
endeavour
or
examining existing works:
literature review
Rethinking interactivity:
design for participation
in museums and galleries
King's College, London
an article
Designing Interactive Museum Exhibits: Enhancing visitor
curiosity through
augmented artefacts
an article
Interaction Design and Evaluation
of Mobile Guides for the Museum Visit:
a Case Study in Multimedia and
Mobile Augmented Reality
PhD Thesis
Interaction Design Center
Computer Science Building,
University of Limerick,Ireland
Conservatoire National Des Arts Et Métiers
how interaction influences
people's experience
very special form of interaction:
collective experience
researching the topic through
creating own installations
developing the novel
interactive exhibition:
the design issues
experience+
interaction+
exhibition design
need to be merged together
exploring the topic through creating
own installation in the museum: scenarios and storyboards
hypothesis: the use of mobile AR technologies can greatly facilitate the interaction and navigation
topic in
appertains
of HCI
testing hypothesis through existing
mobile museum guide
Research
Question

in search of the
studying the
existing
interactive exibitions
finding the ways to
develop
the examined approach
further
pros
cons
different
angle
application to

different

exibition type
for designing own platform:
issues to consider
driving questions
how to enrich user experience?
how the storytelling process becomes different when using IM?
what interactive tools can enable people to add to the exhibition content?
the aesthetic issues of "seamless" transition between the interactive environment and traditional exhibition
touch screen terminals
audio/mobile guides
limiting the user actions
imke 2012
can the interaction process tools be developed into the new form?
when designing interactive environment
the interactive exhibits and they
ways of operating them are not
always clear for the users
the digital content and user generated content should add to the exhibited content
museum AR
engagement
“It's not enough just to broadcast information now. Sharing and participating in discussions are becoming normal activities on the web, so I think people are coming to
expect it
. People want to engage with content they are really passionate about, and museums have a great opportunity to provide this for them. This helps to change the perception of the museum as a building with four closed walls to an organisation with personality and a human face.”
Victor Samra,
digital media marketing manager
at MoMA, New York
Research
Plan

2013
Summer!
2014
Summer!
http://mashable.com/2011/08/11/museums-digital/
digital museums
museums started flocking to social media in 2009. Museums initially used social media just to advertise events and exhibits, but quickly jumped into a world of interactive education and user generated content.
Ian Padgham,
former social media guru of
the San Francisco
Museum of Modern Art
mobilizing vizits
http://mashable.com/2011/08/11/museums-digital/
Most museum-goers aren’t going to turn off their phones during a visit. Rather than fight the tide, many museums are integrating mobile into their exhibits. Museums are adopting apps like
Sparkatour
to guide visitors instead of relying on chunky audio guide devices.
The app allows small to mid-sized museums to add audio to all of their video and visual content.
How can we involve the social networking into the museum visit?
what technology can enable the sharing of museum artifacts through social networks?
how to design an interactive
mobile application that would
provide an additional information about a museum exhibited items
enable the features of social networks
"like" "share" "recommend" "pin"to favourites
Research Question
With the help of
AR technology the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world
AR applications can enhance a user's experience by providing real time informational displays regarding an object and it's features, including comments made by previous visitors of the site.
http://en.wikipedia.org/wiki/Augmented_reality#Art
mobilization
+
socail media
=
engagement!
research proposal,
conducting pilot study of the field,
developing the design strategy,
creating prototypes,
sunbathing,
additional research
testing prototypes,
analysis of results,
additional research,
new prototypes,
testing, evaluation
Spring Semester
Winter Semester
pitching idea for museums
Winter Semester
Spring Semester
approaching final
design, implementation,
evaluation
reporting results
defence
timeline
strategy
ARKit Open-Source Augmented Reality library for iPhone.
mixare – Open-Source (GPLv3) Augmented Reality Engine for Android. It works as a completely autonomous application and is available as well for the development of own implementations.
NyARToolkit – an ARToolkit class library released for virtual machines, particularly those which host Java, C# and Android.
AndAR – A native port of ARToolkit to the Android platform.
mobile
Marker-based Tracking
http://valeonti.com/?p=331
http://valeonti.com/?p=331
http://valeonti.com/?p=331
Using a camera, the software recognises the position and orientation of the marker and according to that, it creates a 3D virtual world which Origin, i.e. the (0,0,0) point, is the center of the of the marker while the X and Y axes are parallel to the two sides of it and the Z axis is vertical to the plane shaped by the X-Y axes.
GPS/Compass Tracking
the software has some places of interest stored as if they were on a map (longitude and latitude values for each one of them) and considering that with the GPS and the compass the software is aware of the direction the user is looking at, if there are any stored places in that area in front of the user, then the information about each one of them is displayed.
Master Thesis
Research Proposal
Topic
Literature Review
Design and Interaction
Sphere of Interest
the implementation of interactive media in social spheres and public spaces
what interactive tools can enable people to add to the exhibition content?
museum space
what interactive tools can enable people to add to the exhibition content?
the AR applications
Purpose
Interaction Design and Evaluation of Mobile Guides for the Museum Visit: A Case Study in Multimedia and Mobile Augmented Reality.
PhD Thesis
Areti Damala
2009
Basing on the studies from the fields of HCI, AR, interaction design, museum and visitor studies and evaluations (p.31), the researcher developed an AR mobile application, using a user-centered approach, and tested it in the museum environment.
the AR “…has indeed the potential to be used as an intuitive and easy to understand alternative for geolocalization and orientation in the museum space and the mobile multimedia application, even by non-experienced IT users”. (p.255)

In addition to that, the AR simplifies the process of locating the information about the particular object of interest for the user, by overlaying the computer generated information onto the environment. (p.256)
The research results were collected through experimentations, with direct and indirect observations, semi-structured interviews and surveys.
concludes that...
Study Brief
Suggests to explore further
Futher development of interface design:
"less technocentric, more visitor oriented"
Finding the less-heavy mobile devices
Develop further understanding of the social character of the visit: the possibility of integration of communication services, edutainment activities or modules into the mobile devices.
Understanding Experience in Interactive Systems
Forlizzi, J., Battarbee,K.,
2004
Carnegie Mellon University, School of Computer Science
In this paper the necessity of understanding the experience is named as the crucial one when designing the interactive systems
Understanding emotions, experience and scalability will help in achieving the best designs.
The interaction centered framework focuses on interactions between individuals and products and the experiences, which result from these interactions.
interactions:
fluent
cognitive
expressive
Experiences:
experience
an experience
co-experience
This type of experience reveals how an experience that an individual has and the interpretations that are given to it are influenced by the presence of other individuals.

The co-experience is heavily supported by the interactive technologies, as the latter provide a great support for social interactions: the possibility to create, edit and share the content with the others.
co-experience
In the framework of my research, the paper gives a background to what issues the application design should deal with. It also gives room to discussing the integrated social networking tools within application in the key of co-experience.
Advancing human centered augmented reality research
Goldiez, B., Livingston, M., Dawson, J., Dennis,B. Hancock, P., Baiilot, Y., Simon, J.
The AT is positioned as inexpensive, occupying a small footprint and, comparing to the virtual reality, free from human performance issues related to simulator sickness. (p.1) Since the AR is tied into the real world its use is believed to be more natural and intuitive for a user.
introduction of technology
Besides, AR has a potential in reducing the user’s cognitive load by extending the human sensory system and information processing (Neumann and Majoros, 1998).(p.3) When thought about in the context of museum exhibitions, it is likely to lead to transforming the overall user experience of the visit.
today's directions is AR research
testing the usability of AR,
including the measurement of its effectiveness, efficiency and user satisfaction. It is suggested that “Efficiency can be measured by determining how easy it is to learn to use a system and how much of the learning is remembered. User satisfaction can be measured by surveys or observational studies.”
Conclusion
the covered literature gives a nice overview of what could be researched further and what possible focuses might be taken within the research.
I believe that through designing and implementing an application for the museum visit with the help of AR may lead for further understanding of AR usability, its influence on the user experience of using the AR applications, as well as provide a chance to bring in the aspects of social communication into the museum visit.
Thus, the purpose of my research is to address the problems of usability of AR applications on the example of a museum guides,
building the strategy basing on the previous findings in the fields of interaction design, AR research, HCI.
Research Questions
In what ways can the implementation of smartphones for running the AR museum guide applications change the user experience, reagrding the use of application and overall feeling of the museum visit?
What AR software solutions can be used for building an AR mobile museum guide?
what are the possible constraints that the interface design will meet when designing for AR application?
How does the implementation of social networking tools in the AR application changes the user experience?
Research Plan
February - April
developing the theoretical base for the research: examining the existing works on the topics of interaction design, HCI, curating exhibitions, AR
May - August
developing the design strategy
creating prototypes,
testing the prototypes,
evaluation (surveys, observations)
September - October
data analysis, re-designing the application basing on gathered feedback, additional literature research
Research Plan
October - November
testing the application,
gathering user feedback
December
gathered data analysis
January - March
reporting the results, analyzing the outcome, proposing the issues for further research
Full transcript