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Augmented Reality (AR)
Perils and Opportunity: Going Virtual, Mobile, and Toying with Reality.
Creating strategies and opportunities for storytelling and sharing in an increasingly networked, mobile, and interactive social and built environment, is a complex challenge facing museums of all sizes.
Can moderate-priced technology extend the museum experience successfully?
Museums of Korea have a rapid development since 1910 because of peculiar historical background. In other words, Korean museums should have keep pace with the times as the Japanese colonial period (1910~1945), industrialization period (1970s~1980s), period of rapid expansion of IT industries (1990s~2000s).
How to Win an Art Prize Without Making a Thing: QR codes, Classifications, and Controversy
A growing number of museums have begun to seize upon the possibilities of Quick Response (QR) codes linked to electronic records and multimedia as a way to augment in-gallery information. QR codes seem to provide museums with a simple and accessible way of providing additional in situ information about objects. However, access does not necessarily lead to engagement.
Radically Open Cultural Heritage Data on the Web
What happens when hundreds of thousands of archival photos are shared with open licenses, then mashed up with geolocation data and current photos? Or when app developers can freely utilize information and images from millions of books?
Science LinX: the NeXt Level in Augmenting Science Center Xperiences
Ingeborg Veldman, Tanja van der Woude and Bart van de Laar, University of Groningen, the Netherlands
Abstract
Science LinX uses Augmented Reality (AR) in order to communicate and visualize complex science – from nanotechnology to research on black holes – in an informal way for secondary school pupils. With the exhibit 'MIGHT-y' it's possible to connect varying scientists with their 3D research objects in order to 'MATCH' and score your personal 'meet and greet' with the scientist, scaled down to only 4 inches, just at your fingertips on your desktop. Flexible programming makes updating with current research findings possible, and varied possibilities for setup of the new exhibits make it possible to connect not only to High Techs, but also to Non Techs.
Keywords: Augmented Reality (AR), science communication, nanotechnology, secondary school pupils, exhibit user experience
