Guidelines for Mixed Reality Applications for Culture and Learning Experiences

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Guidelines for Mixed Reality Applications for Culture and Learning Experiences MIRACLE HANDBOOK GUIDELINES FOR MIXED REALITY APPLICATIONS FOR CULTURE AND LEARNING EXPERIENCES EDITORS Seppo Helle | Teijo Lehtonen | Charles Woodward | Markku Turunen | Hannu Salmi CONTRIBUTORS © 2017 University of Turku University of Turku University of Tampere Department of Future Technologies Faculty of Communication Sciences Editors: Seppo Helle, Teijo Lehtonen, Charles Teijo Lehtonen Markku Turunen Woodward, Markku Turunen, Hannu Salmi Olli I. Heimo Jaakko Hakulinen Seppo Helle Silvia Rubio Hernandez ISBN: 978-951-29-6884-8 Lauri Härkänen Jobin James Layout: Lauri Järvenpää, Seppo Helle Sami Jokela Tuuli Keskinen Tuomas Jokioja Ville Mäkelä Lauri Järvenpää Santeri Saarinen Timo Korkalainen Erika Tanhua-Piiroinen Jussi Latvala Tuomas Mäkilä University of Helsinki Juho Pääkylä Faculty of Educational Sciences Kaapo Seppälä Hannu Salmi Finnish History Jani Koivula Kirsi Vainio-Korhonen Timo Mäkimattila Lauri Viinikkala Timo Suvanto Laura Yli-Seppälä Helena Thuneberg Mari-Pauliina Vainikainen VTT Charles Woodward Mika Hakkarainen Tatu Harviainen Petri Honkamaa Kari Rainio CONTENTS 1. Introduction .............................................................................................................. 1 4. Cases ......................................................................................................................... 51 4.1 Luostarinmäki Adventure ...........................................................................52 2. Mixed Reality in Touristic and Educational Use ................................................ 5 4.2 Sanan seppä / Wordsmith ..........................................................................58 2.1 What is Mixed Reality? ................................................................................... 6 4.3 Museum Explorer ......................................................................................... 61 2.2 Examples of Existing MR Applications ..................................................... 10 4.4 Häme Castle ...................................................................................................63 2.3 Museums and Other Touristic and Educational Sites .......................... 11 4.5 House Casagrande .......................................................................................65 2.4 Mixed Reality in Pedagogical Use ............................................................. 17 4.6 Case Mobilia I — the Road Grader Simulator .........................................67 2.5 Business Aspects of Culture-Oriented Mixed Reality ............................ 21 4.7 Case Mobilia II — the 360° Rally Simulator .............................................70 2.6 Co-operation in multidisciplinary field ...................................................24 4.8 Case Vapriikki — the Optical Telegraph ...................................................72 4.9 Amos Anderson .............................................................................................75 3. Production Guidelines ..........................................................................................27 4.10 Maritime Centre Vellamo / SelfieWall ....................................................77 3.1 Software and Hardware Platforms...........................................................28 4.11 Museum of Technology / Augmented Radio Waves ...........................79 3.2 Tracking ..........................................................................................................32 4.12 Ilmailumuseo / How to Fly ........................................................................ 81 3.3 Storytelling .....................................................................................................34 4.13 Molecule Movements .................................................................................83 3.4 Content Creation ..........................................................................................35 3.5 User Experience and Usability ...................................................................46 5. Summary .................................................................................................................85 3.6 Observations of Narrative AR Application Used in Real Learning Situations .....................................................................49 6. Toolkit .......................................................................................................................89 Glossary .......................................................................................................................93 1. INTRODUCTION 1. INTRODUCTION The purpose of this Handbook is to summarize the knowledge collected in the MIRACLE research project, and deliver application design guidelines based on the project results, all in one compact document. The Handbook provides a summary about possibilities of applying augmented and virtual reality technologies in cultural travel and education. It includes • Guidelines for designing and building successful Augmented Reality applications • Advice for experts in one profession about working with people of another profession • Toolkit: a list of software components, tools and methods for developing augmented reality applications serving cultural travel 1 1. INTRODUCTION INTENDED AUDIENCE MIRACLE PROJECT cost for applications are decreas- Research topics in the project ing. included The Handbook is aimed at support- MIRACLE — Mixed Reality Appli- • The project’s intention was to de- • Developing cost-efficient tools ing museums and other cultural cations for Culture and Learning velop ways for multidisciplinary and processes. This includes cre- sites with historical and/or cultural Experiences — was a research pro- team to create attractive, engag- ating pilot apps for varying cases, value and interested in attracting ject that was run between 1/2015 ing mixed reality applications for mainly museums and memory general audience by augmented re- and 4/2017. It was an extension to cultural travel, to create knowl- organizations, and developing ality offerings. It helps the person- the preceding Futuristic History edge clusters connecting profes- improved AR technologies for nel of such organizations in choos- project[1] of 2013–2014. The moti- sionals with different expertise these uses. ing what kind of experiences would vation for this research was based areas, and to collect knowledge • Studying learning experiences suit the particular case, and what on the following facts: into a Handbook and a Toolkit by AR applications. Learning resources are needed to make and • Museums need new attractions that would be distributed openly. is moving out of the classroom, maintain it. as the competition of people’s A central objective in applying and research shows that interac- Companies creating augmented time and interest is getting more mixed reality technologies to tour- tive learning methods are often reality/virtual reality (AR/VR) ap- and more fierce. Augmented re- istic and educational use is to make more efficient than traditional plications and content for cultur- ality can enrich cultural experi- the facts visible and help the visi- teaching methods. al organizations are also potential ences and is therefore a potential tor to understand them more eas- • Seamless connection with social audience for the Handbook. They means of attracting people to ily and deeply than by traditional media. Sharing experiences is should gain practical information places that could otherwise be methods used in museums. Besides important to people, and crowd- about tools and methods that have losing visitors. that, the project was also focused sourcing can be used for collect- been tried in the MIRACLE project. • Interactive applications have on human factors — engagement of ing valuable knowledge about Yet another target group are re- educational potential, so gener- the audience, entertainment factors culture. searchers (especially historians) in- al education could also benefit and social interaction. • Business models. Finding suita- terested in using AR/VR technolo- from the approach. ble business models for different gy as a tool in academic work. • Tourists routinely carry smart- kinds of cases was a target. phones and tablets that can run • Creating a network of potential the applications. There’s not nec- actors in Finland. essarily a need for major invest- ment in new equipment at the site. • Development tools are becom- ing easier and more affordable, meaning that the production 2 1. INTRODUCTION Project duration was from 1/2015 to 4/2017. The research units that The project was financed mainly by Tekes — the Finnish Funding Agency for participated in it were Innovation. Other participating organizations were • University of Turku: Department of Future Technologies (formerly • Amos Anderson Art Museum, Helsinki Technology Research Center) and Finnish History. • KOy Casagrandentalo, Turku • VTT Technical Research Centre of Finland • The Chemical Industry Federation of Finland • University of Tampere, Faculty of Communication Sciences (formerly • EnkeliGroup Oy, Raisio School of Information Sciences) • Evangelical Lutheran Church of Finland, Helsinki • University of Helsinki, Faculty of Educational Sciences • Finnish Aviation Museum, Vantaa • Kilt Oy, Tampere • Maritime Centre Vellamo / Museum of Kymenlaakso, Kotka • Automobile and road museum Mobilia, Kangasala • The Museum Centre of Turku • Museum of Technology, Helsinki • Muuritutkimus Ky, Kaarina • National Board of Antiquities, Helsinki
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