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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Concept for Augmented Learning in Museums</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dr. Kasra Seirafi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Florian Wiencek</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fluxguide Vienna</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Austria kasra@fluxguide.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>florian@fluxguide.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Virtual</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Reality</institution>
          ,
          <addr-line>cultural</addr-line>
        </aff>
      </contrib-group>
      <fpage>53</fpage>
      <lpage>57</lpage>
      <abstract>
        <p>Providing accessible ways to our cultural heritage is a key responsibility for modern societies. This paper outlines ideas for using new Augmented and Virtual Reality technologies at museums. First, we will give a short introduction on the latest developments of AR/VR technology and their inherent potentials for museums. Secondly, the ongoing R&amp;D project “HoloMuse” will be introduced which aims at developing new forms of Augmented Learning for cultural heritage venues. HoloMuse is a collaborative effort of technology partners, academic institutions, and worldwide renowned museums to make the next steps towards real innovative and meaningful museum visitor experiences based on AR/VR technologies and cutting-edge learning theories. We will outline several deployment scenarios of AR/VR in museums giving a prospective on the future of cultural learning.</p>
      </abstract>
      <kwd-group>
        <kwd>Augmented learning</kwd>
        <kwd>museum</kwd>
        <kwd>exhibition</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION AND RELATED WORK</title>
      <p>
        Cultural heritage institutions are not only responsible for
preserving but also for mediating the abundant treasure of
worldwide art, architecture, history, and technology. Visiting a
museum should be an inspiring experience. It should enable us
to go beyond our own horizon, to foster creativity and new ideas.
Thus, one main challenge is to provide ways for non-expert
visitors to gain a deeper understanding of museum exhibitions.
This is the field of „museum interpretation“, which for a long
time was narrowed down to wall labels and museum tours, later
on extended by „audio guides“. In recent past, mobile
technologies like smartphones, tablets, and mobile apps came up
offering richer content, explaining museum exhibits with
multimedia such as text, images, audios, etc. However, the
traditional concept of museum interpretation remained, i.e. to
conceptualize the visitor as a learner which has to be „fed“ with
information. This passive understanding of learning has
massively been refuted by learning theory and educational
sciences (see e.g. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]). Sustainable museum experiences
cannot be accomplished via an information transfer from a
curator to a passive visitor. True knowledge about topics of an
exhibition cannot be mediated to visitors by mere information
transfer, be it via an audio guide or smartphone app. Therefore,
1 It expands for example AR with an extended understanding of the physical
space around the user and therewith enables the user to physically move
through space and explore for example a virtual 3D scene.
2 From early works in CAVE and other immersive environments such as
“World Skin” by Jean-Baptiste Barrière &amp; Maurice Benayoun to current
reception processes are essential in order for an exhibition item
to unfold its full creative potential. Only active thinking and
doing enables museum visitors to create meaning and to dwell
into the richness of what museums all over the world have to
offer. This paper introduces ways in exploiting new technology
developments to provide active experience spaces improving the
way we experience our heritage.
      </p>
      <p>
        Augmented Reality (AR), Virtual Reality (VR) and Mixed
Reality (MR) offer unprecedented new possibilities for inspiring
experiences as well as learning from and with art and culture as
well as for curating and designing exhibitions [
        <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
        ]. AR is a
technology that generates an interactively augmented view of
reality in which the physical space can be enriched and overlaid
with digital elements. Or, as Lev Manovich states it: AR is a
physical space transformed into a dataspace by either “extracting
data from it […] or augmenting it with data” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. VR is a
computer-generated environment that either simulates the
physical reality and possible experiences within it, or has the
potential to go beyond it creating a fictive (other) reality with its
own rule-system. The visitor is immersively embedded in this
environment. MR is a mixture of both modalities, in which real
and virtual objects co-exist in a space and interact with each
other, where it is not clear if the physical or virtual environment
is the predominant one [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]1. Therefore, these technologies show
high potential for mediation of art and culture that works via an
emotional, visual and haptic layer. They enable explicit
information mediation, which gives visitors not only access to
information but also a better understanding of situations and
processes [8].
      </p>
      <p>With more affordable VR devices such as Oculus Rift,
Samsung VR or Google Cardboard VR immersive experiences
are on the rise as well as massively adapted in current media art2.
Museums are starting to take up this technology in order to give
their audience more immersive experiences and learning
opportunities3. Where for VR dedicated devices are used for
providing the experience, currently most AR applications are
geared towards smartphones and tablets as end devices. But the
computer animation works) and for editorial content (e.g. “Zero Days VR” by
Scatter or “Out of Exile” by Nonny de la Peña / Emblematic Group)
3 see [9]; e.g. “We are like vapours” by Jeffrey Shaw, Sarah Kenderdine &amp;
Cédric Maridet or experiences designed by Woofbert VR
really interesting jump in technology is the introduction of
ARglasswear. Big manufacturers such as Vuzix or Epson already
have been working on the development of market-ready AR
devices that are currently mainly used in industry. The most
advanced AR-glasswear at the moment is Microsoft Hololens.
The breakthrough of more market-ready devices for mass
market is expected in the upcoming years and will lead to broad
usage of AR head mounted applications.</p>
      <p>The following questions drive the R&amp;D project
“HoloMuse”: How can AR and VR be employed for individual
guiding and mediation, for cultural learning, as well as for
personal mediation? How can these modes enable co-creative
knowledge generation of and with visitors? How can it support
group activities, for example of researchers and students
involving physical items, cultural data as well as research data?
And how to keep the focus in the gallery on the exhibited items
and their context and not on a technological device? What kind
of novel experiences with and of cultural data can be created that
foster sustainable cultural learning? These questions led to the
proposal of several use cases and innovative mediation modes
for co-creative knowledge generation and cultural learning.</p>
      <p>
        The R&amp;D project HoloMuse will be carried out by Fluxguide
(http://www.fluxguide.com/) and several partners4. Fluxguide
already put many efforts in developing inspiring learning
environments to activate visitors, to interact and reconstruct art,
science and knowledge worldwide [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. By expanding the
Fluxguide© Museum Solution [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] with the “HoloMuse”
module (see Fig. 1), museums and cultural institutions will be
able not only to offer mobile mediation via smartphones and
tablets but also to implement mediation as AR/VR applications.
The aim is to develop a software solution for realizing
HoloMuse mediation experiences (“HoloMuse.APP” runnable
on mobiles as well as AR and VR devices). It will be
accompanied by a didactically and scientifically sound
mediation and learning concept (“HoloMuse.TOOLBOX”) for
cultural learning which enables institutions worldwide to
effectively and meaningfully conceptualize and employ AR and
VR in their mediation processes.
      </p>
      <p>HoloMuse expands the experience inside and outside of
museums with alternative and other realities (in time and place),
and with visions for the future or fictive realities. The solution
will also be able to integrate research data from the Digital
Humanities directly into the mediation process.</p>
    </sec>
    <sec id="sec-2">
      <title>III. HOLOMUSE LEARNING MODES – IDEASKETCHES</title>
      <p>The following paragraphs will outline concepts of the main
HoloMuse “Modes” and give an overview of possibilities
provided by AR/VR based museum mediation.
4 Renowned museums like Albertina or Deutsches Technikmuseum,
technology partners like Microsoft, and scientific partners like the University
of Applied Arts Vienna.</p>
      <p>The mode HoloMuse.immersive.spaces provides users with
engaging, immersive experiences inside and outside of the
museum. By using digital and immersive storytelling – so-called
explicit information mediation [8] – not only a transfer of
information takes place. The physical space is augmented with
virtual elements and visitors are sent on a journey into “another
world” – for example through a reconstruction of historic places,
a living vision for the future, or via bringing alive the fictive
world of paintings or literature.</p>
      <p>Thus, this mode allows to transform every possible existing
location into a learning space, augmenting the physical location
with new and old knowledge, stories, possible histories,
presences and futures. HoloMuse allows to immerse into the
depicted fictive world of an artwork. For example, a character of
a painting could step out into the gallery space and act as
copresent gallery guide introducing the (hi)story of the artwork and
context of the depicted scene. The fictive character becomes an
„authentic“ authority to give interactive and contextual
information and to represent the artistic idea (see Fig. 2).
Moreover, one can take a virtual fieldtrip in the physical
world and explore, for example, a virtual reconstruction of a
monument that has become merely a ruin in present times (see
Fig. 3). This allows immersive experiences of a possible past.
Also, future scenarios can be experienced: one could for
example visualize the transformation of an existing landscape
due to climate change 100 years from now, and therewith
illustrate the meaning and specific interpretations of research
data. Therefore, this mode can also be useful for science
communication and vividly mediating research data. The
experience of the visitor’s physical environment is altered and
formed.</p>
      <sec id="sec-2-1">
        <title>C. HoloMuse.tour</title>
        <p>
          Humans learn from humans. Therefore, HoloMuse will be
integrated with human mediation and guided tours. During a
guided tour through the physical museum space a guide may
pass around virtual objects to individuals or a group. This
enables visitor interaction e.g. with closer explanations of fragile
museum artefacts which otherwise could not be touched in a
museum environment (see Fig. 5; a similar feature was also
presented by [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]). Additional information or media content can
be augmented and discussed directly in relation to the object.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>B. HoloMuse.exploration</title>
        <p>This mode allows museum visitors to explore exhibitions
with an end device like smartphone or glass wear. Users receive
interactive, 3D-multimedia information about key objects and
navigate within the exhibition space by gestures. An example
could be enabling visitors to read hieroglyphs and provide
translations to them in relation to old Egypt objects. Virtual
content-pins on objects reveal detail information and therewith
foster personal interpretation. This may prompt the visitor to fill
mental gaps, to ask questions by engaging with the exhibited
object or trigger associations and memories related to visual
hooks or entry points (see Fig. 4). A learning mode enables to
trigger interactive challenges and explorative task while directly
engaging the visitor with the original physical or a digitized
virtual object (see Fig. 6).</p>
        <p>The inclusion of interactive exercises in interaction with the
virtual or physical object fosters learning processes for groups
and individuals (see Fig. 6). It also offers promising
opportunities for the important area of education mediation, e.g.
for museum school class visits. Visitors could join the tour in the
museum but also in virtual co-presence.</p>
      </sec>
      <sec id="sec-2-3">
        <title>D. HoloMuse.virtual.laboratory</title>
        <p>
          Especially for science communication, science centers and
technology museums, a virtual laboratory enables to conduct
interactive experiments in VR as well as AR. Simulations of
complex processes could be observed and tested in physical or
virtual co-presence in an exhibition space, a museum laboratory,
a university or at home. Instructed or independently. This opens
up a whole range of possibilities for interlinking digital
humanities research directly with museums, their collections,
exhibitions as well as informal cultural learning. Latest research
becomes interactively available to life-long learners, involving
the visitors in co-creative knowledge generation processes
around the data on multiple devices (see also [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]). This offers
benefits for both museums and researchers, binding back the
research to the museum as trusted information source.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>E. HoloMuse.curating.room</title>
        <p>In HoloMuse.curating.room users design their own
exhibitions on basis of digitized cultural data from the museum
collection or favorites collected during the museum visit on a
mobile (see Fig. 7).</p>
        <p>One scenario could be preceded by a real museum visit
where users mark their favorite objects on a mobile museum
guide. At the end of the exhibition the visitor receives AR
glasses, e.g. a Microsoft HoloLens, and places objects in a
“curating room” – also in collaboration with others. For visitors,
the design of such a personal exhibition increases the active
engagement with cultural artifacts. It could also be taken home
as memory of a museum visit which can be displayed on smart
devices as well as AR and VR devices and shared with friends
and family.</p>
        <p>For museum professionals, this “curating.room” tool
addresses the issue that it is very hard to design an exhibition at
a specific venue, taking into account the specific spatial situation
of a gallery space as well as relations between objects and
conservatory prerequisites. Even if exhibition designers are
onsite for the design process, it takes huge efforts to do iterative
positioning of artworks and other exhibition items. Smart use of
new technologies may help here as well.</p>
        <p>
          At the same time a virtual exhibition can also enable a
reexperience of historic exhibition settings [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] as well as the
meta-experience [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] of endangered (also natively digital)
media artworks, that otherwise cannot be shown physically due
to technological obsolescence. This creates a unique experience
for the museum visitor. For the museum the digital
reconstruction, documentation and meta-experience additionally
acts as preservation of these artworks [
          <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>IV. CONCLUSION</title>
      <p>The scenarios above only outline a first glimpse of
possibilities, opportunities, but also challenges, of utilizing
AR/VR technology for cultural interpretation. The concepts are
based on the assumption that AR devices will be widely adopted
by the mass market in near future outside of purely industrial
applications. This is necessary to go beyond mobile devices as
end-devices for AR applications and therewith enable a more
immersive and seamless experience. First results show that it
will be crucial to use those technologies to enhance cultural
exhibitions, not to substitute them. That is why especially AR
technology seems very promising. This is intertwined with the
challenge that interactive AR/VR content really should give
added value and new learning possibilities, and therefore should
be integrated and backed in sound didactical and learning
concepts. Thus, the project HoloMuse will go on focusing on
both technological and conceptual challenges, together with
museum professionals and technology partners.</p>
    </sec>
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