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Augmented Reality and Gamification in Heritage Museums

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9894))

Abstract

Augmented Reality (AR) technology is one of the fastest growing areas in the computing field and it has pervaded many applications in the market including museums. However, there is a need for a survey exploring the effectiveness of augmented reality as a communication medium in museums. This paper reviews the development of Augmented Reality as a mass communication [1] tool in museums. We introduce a communication model which would work as a roadmap building AR guidance system with ensuring this system will be a successful method of communication with users. Besides, we propose a novel way to enhance the visitors’ experience and learning by combining AR with games in museums.

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Acknowledgment

We would like to thank Helwan University in Egypt, Egyptian Museum in Cairo and the funder of this project, the Newton-Mosharafa program.

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Correspondence to Ramy Hammady .

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© 2016 Springer International Publishing AG

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Hammady, R., Ma, M., Temple, N. (2016). Augmented Reality and Gamification in Heritage Museums. In: Marsh, T., Ma, M., Oliveira, M., Baalsrud Hauge, J., Göbel, S. (eds) Serious Games. JCSG 2016. Lecture Notes in Computer Science(), vol 9894. Springer, Cham. https://doi.org/10.1007/978-3-319-45841-0_17

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  • DOI: https://doi.org/10.1007/978-3-319-45841-0_17

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-45840-3

  • Online ISBN: 978-3-319-45841-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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