| Literature DB >> 36035838 |
Chong Wang1,2, Ye Zhu1.
Abstract
Museums are the important places of education for preservation and dissemination of human material and intangible heritage. Nowadays, there are many problems in museums such as single display mode and fixed interaction style of collections, which makes cognitive load higher and visiting experience poorer for tourists. Mobile Augmented Reality is a technology that seamlessly integrates virtual information with real environment based on mobile devices. Museum applications based on Mobile Augmented Reality can improve the display richness and meet new visiting needs of the public in the digital era. Firstly, this article introduces the key technologies of Mobile Augmented Reality and its use in museums. Secondly, according to different application functions, classifiable explanations for Mobile Augmented Reality application examples are given. Thirdly, based on the progress in the application of Mobile Augmented Reality in museums at home and abroad, from three dimensions of content, guide, and interaction, designing thought regarding the application of Mobile Augmented Reality for museums is summarized.Entities:
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Year: 2022 PMID: 36035838 PMCID: PMC9402349 DOI: 10.1155/2022/2926241
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1System architecture of Mobile Augmented Reality.
Figure 2Classification of Augmented Reality tracking registration technology.
Figure 3“Talking Celts” markers (a) and recognition effects (b) [10].
Natural feature-based tracking registration method and its realization principle [11].
| Natural feature-based tracking registration method | Realization principle |
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| Edge detection | Project 3D model onto a 2D image, matching with the features of the corresponding edge, and calculate 3D camera motion between frames based on 2D displacement of the corresponding feature, to realize pose tracking [ |
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| Point of interest tracking | Identify the features of target points from the image database, and then save the location and virtual information; extract feature points in the current view, and match them with the features in the database, to estimate the camera pose [ |
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| Template matching | Through recognizing the texture information in the camera view, match with the most relevant images in the image database, to estimate the camera pose [ |
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| Optical flow tracking | Under the premise of the constant spatial projection intensity, the physical point in video sequence can be tracked through measuring the speed of pixel position change in the path of projecting a 3D object onto a 2D plane, so as to complete pose tracking [ |
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| Depth imaging | Generate depth images with the reference pixel value of the distance between the camera view and the object, and integrate the depth images with RGB images for estimating the camera pose [ |
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| Model-free tracking | This method can realize tracking without a model or database; the reconstruct 3D structure of the images through tracking the focal length, the rotation matrix, and the translation vector of the camera, and perform triangulation between the corresponding points of each image, to calculate the camera pose [ |
Figure 4(a, b) The marking method based on markers; (c, d) the marking method based on natural features [20].
Figure 5Navigation interface (a) and beacon guide for each floor (b) [23].
Figure 6Freeze view menu bar (a) and auxiliary axis button (b) [27].
Support rate of MAR development tool, 2019 AWE AR expo and main functions realized by SDK.
| MAR development tool | Support rate (%) | Main functions |
|---|---|---|
| ARKit | 73 | 2D image recognition and tracking, 3D object recognition and tracking, environmental probe, character occlusion, motion capture, face detection and tracking, multiperson sharing, etc. |
| ARCore | 68 | Image recognition and tracking, motion tracking, light estimation, environment understanding, cloud anchor, etc. |
| Unity's AR foundation | 64 | It is the re-encapsulation of ARKit, ARCore and SenseAR, and supports the functions in the framework of ARKit, ARCore, and SenseAR |
| Vuforia | 40 | Image recognition and tracking, object recognition and tracking, VuMarks mark recognition and tracking, environment tracking, cylinder recognition, plane recognition, equipment tracking, cloud recognition, etc. |
| AR framework of unreal | 27 | Support the core functions in ARKit and ARCore framework |
| Facebook spark AR | 23 | Image recognition, face detection and tracking, multilevel recognition, multitarget tracking, compatibility with messenger communication applications, etc. |
| Amazon Sumerian | 20 | Support the core functions in ARKit and ARCore framework |
| Snap lens studio | 17 | Body tracking, multiobject detection, 3D body mesh, cloth simulation, social sharing, gesture recognition, voice machine learning, etc. |
| Adobe project aero | 17 | Display 2D/3D interactive art works in the real world |
| Wikitude | 14 | Micro AR Clouds, real-time tracking (unmarked SLAM function), image recognition and tracking, object recognition, AR function based on fixed location, etc. |
| EasyAR | 12 | Motion tracking (SLAM), 3D object tracking, screen recording, AR Cloud, image recognition and tracking, gesture recognition, etc. |
Figure 7Water observation site of The Old Summer Palace (a) and Augmented Reality effect (b) [32].
Figure 8Users can scan the fish bones to see the complete fish (image source: https://vr.poppur.com/AR/3462.html).
Figure 9Mask reconstruction based on digital technology [33].
Figure 10Card of terra-cotta figures of Tang dynasty in Shaanxi History Museum (this picture comes from the Internet).
Figure 11Watch and listen section (a) and active areas section (b) [35].
Figure 123D stereoscopic image of plankton (a) and Tyrannosaurus (b) [36].
Figure 13Navigation map (a) and Additional instructional information (b) [42].
Figure 14Associated knowledge graph of the “The Procession to Calvary” [43].
Figure 15Exhibition identification (a) and tour guide screen (b) of Mexico itinerary recommendation system [44].
Figure 16Newly visited tour route and the new recommended tour routes of hybrid recommendation [45].
Figure 17Scene of “The Battle” (a) and the participant (b) [46].
Figure 18MuseumEye—the MR virtual guide system and levels of interaction [47].
Figure 19“Horus” game interface [41].
Figure 20“Tunnel escape class” MAR application of telegraph museum [50].
Figure 21Typical quiz question (a) and AR question which makes tourists to find (b) [51].
Figure 22The pictures of the heritage engagement project “Skullduggery” [52].
Research on the application of augmented reality in museums.
| Research object | Museum/country | Main function | Main advances | Application disadvantages (if mentioned in the article) | Researchers |
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| Augmented Reality system of The Old Summer Palace | The Old Summer Palace/ China | The software uses augmented reality technology to digitally reconstruct the ruins of The Old Summer Palace, and uses visual effects to more vividly and intuitively restore the prosperous scene previously. | Three forms of fixed-point observation, handheld PDA, and wearable HMD are adopted to bring different outdoor display effects to users: | The display mode of the handheld PDA is limited by the display screen, image resolution of which is low, and the stereoscopic effect cannot be presented. In addition, the computing resources in this form are limited, and the system performance will be reduced in terms of image compression, transmission, and registration accuracy. | Wang et al. (2006) [ |
| a) When using the fixed-point observation form, the user can adjust the angle of view zoom, lens zoom, light intensity, and can play video and sound | |||||
| b) Tourists can use the PDA Augmented Reality system to view digitally reconstructed attractions from a distance and have a high degree of freedom. | |||||
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| Augmented Reality (AR) guide for religious museum | Museo Diocesano of Milan/ Italy | a) Explain the artwork and point out the relevant collections | The software contains explanation videos of relevant artworks, and the key parts are marked with virtual icons to help tourists understand the deep meaning of religious paintings in a more convenient and intuitive form. | Greci (2016) [ | |
| b) Provide visitors with 3D models of exhibits | |||||
| c) Provide online communication area for tourists | |||||
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| The app of Augmented Reality in education naturalistic museum (MAUS) | Museum of Environment, University of Salento/ Italy | The project presents visitors with 2D/3D images and sounds of natural creatures, bringing visual and auditory perceptual stimulation to them. | This research uses Augmented Reality and Virtual Reality technology to create 2D and 3D virtual images for natural creatures in museums and stimulates users' learning interest and learning ability by creating multisensory stimulation. | Invitto et al. (2014) [ | |
| The “Horus” AR game | Egyptian museum in Cairo/ Egypt | Let tourists understand the historical and cultural background of ancient Egypt through shooting games. | The study analyzes feedback factors in the communication model of the museum's AR software and introduces visitors to the history and culture of ancient Egypt in the form of an AR game. | Hammady et al. (2016) [ | |
| Augmented Reality-based guidance system | Art Museum/ Korea | The application provides visitors with guided paths for selective viewing and provides multimedia information on relevant exhibits. | a) Guide visitors to exhibits of interest by displaying relative directions, distances, and visual cues on the screen | Lee et al. (2007) [ | |
| b) Provide visitors with additional multimedia information about exhibits | |||||
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| Fruizione innovativa dei beni artistici e culturali (FIBAC) | Museum exposition related to Flemish paintings/ Italy | The project extends the knowledge network model of the exhibits to present multimedia resources to visitors in the form of Augmented Reality | This research combines augmented reality and semantic technology, constructs knowledge model network through cultural artefact modelling, knowledge deduction modelling, and multimedia modelling, and extends other cultural resources from the two dimensions of similarity and difference. | Capuano et al. (2016) [ | |
| Itinerary recommendation system | Museums in Mexico/ Mexico | The project provides tourists with the best indoor and outdoor tour routes by analyzing data such as user preferences, expert recommendations, public opinion, and tour experience. | The system uses information mining, beacon sensing, semantic processing, machine learning, and other technologies to design a hybrid method to provide users with intelligent tour decisions and improve user experience through multidimensional analysis. | Some behaviors of the users are not taken into account in this project, such as not all routes offer children's transport and some places do not offer activities for singles. | Torres-Ruiz et al. (2017) [ |
| AR mobile navigation system | The Mackay Memorial Museum/ China Taiwan | The AR mobile navigation system identifies the pictures of the exhibits according to the unmarked method and uses iBeacon indoor positioning to track the location of tourists. Visitors can choose four content recommendation mechanisms: interest recommendation, popular recommendation, mixed recommendation, and the expert recommendation for navigation, and can scan the pictures of the exhibits to browse related 3D virtual content and navigation information for exhibits. | a) This study proposes a positioning mechanism that adjusts the sensing value of iBeacon according to distance, which supports more stable and accurate indoor positioning function. | Wang (2018) [ | |
| b) This study proposes content recommendation services under four navigation recommendation mechanisms: interest recommendation, the hotspot recommendation, hybrid recommendation, and the expert recommendation. Among them, the hybrid recommendation method combines the explicit interests inferred from the information of user and the latent interests predicted by users' browsing behavior, and offer personalized navigation suggestions in real time according to the context. | |||||
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| MuseumEye MR application | Egyptian Museum/ Egypt | a) The virtual guide can speak to the visitor and provide various types of visual information such as videos, images, 3D visualisations of artefacts and spatial sound effects. | While most studies in this field use the AR guide system only as a tool to support the guided experience of museums, this study redesigned the functions of AR guide system by analyzing the background of museum experience, the function of guide role, and the different needs of users, and through multidimensional interactions, guided storytelling, and gameplay mechanics adds to the fun. At the same time, the system enhances the experience of traditional museums by replacing human tour guides with virtual models and emphasizes multilayer interaction, multimedia display, user interface design, and practicality in the museum scenarios to enhance the guidance of tourists. | a) Equipment level: glasses have narrow field of view, and glasses are too heavy | Hammady et al. (2021) [ |
| b) The game named “KnowledgeScale game” encourages visitors to discover hidden secrets and clues in the virtual relics. | b) Content level: more content needs to be displayed and the exhibit menu is needed set in the system. Furthermore, the model is slightly different from the real exhibit. | ||||
| c) Interaction level: the direction of the behavior is not clear, and the system needs more guidance UI or auxiliary instructions. | |||||
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| “Tunnel escape class” MAR application | Porthcurno Telegraph Museum/ England | Users wear HoloLens glasses in a real bulletproof tunnel, learn telegram passwords, repair communication cables from the perspective of telegraph recruits, and use gesture interaction to complete various tasks. | This research integrates the constructivist model of education into the museum field, introduces the elements of “escape room” games into the MAR application, and creates a mission-based and narrative-based museum education and entertainment tour experience for tourists. | Krzywinska et al. (2020) [ | |
| e-Tracer AR application | Silversmithing Museum/ Greece | a) Users scan images of cultural relics to get an introduction to the exhibits and can preview the 3D model of the cultural relics and zoom in and out of the cultural relics to study the details. | a) Compared with the audio guide system, the AR system is more suitable for tour experience and has a stronger sense of immersion and interaction. | a) Interaction level: the visual metaphor of the time bar is not clear. | Paliokas et al. (2020) [ |
| b) The quiz game is divided into “detection game” and “AR search game,” the latter of which will allow visitors to return to find and scan an item for points and token rewards. | b) Small cultural relics are inconvenient for tourists to view in all directions and at close range in the cabinet. This application uses the unmarked identification method instead of QRC identification and provides a 3D model that can be enlarged and solve the above problem. | b) Functional level: in the case of insufficient light, the system has errors in the positioning of the user's position and direction. | |||
| c) The AR Q&A system integrates AR experience, scavenger hunt game mechanics and self - assessment of new knowledge, allowing tourists to reobserve cultural relics and pay attention to details. AR games will stimulate more motivation for tourists to visit the exhibition | |||||
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| The heritage engagement project “Skullduggery” | Old Government House (intangible cultural heritage)/ Australia | “Games for Cultural heritage experience,” an AR application based on an adventure narrative game, takes the old government house intangible cultural heritage (ICH) as the game environment, and sets seven plot nodes to trigger in combination with the user journey. Visitors are provided with a cultural heritage-based narrative experiential game that addresses the “empty room” problem encountered in heritage sites such as historic buildings. | This study uses the real scene of the site as the spatial background of the adventure game and proposes a new AR display method for Intangible Cultural Heritage (ICH), which can well display “the spirit of a place” and solve the problem of “empty rooms,” which enhances the visitor's sense of history and presence. | Interaction level: limited triggers and mediocre navigation | Fazio et al. (2020) [ |