Augmented Reality and Gamification in Heritage Museums

Ramy Hammady, Minhua Ma

Research output: Chapter in Book/Report/Published conference proceedingChapter

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.
Original languageEnglish
Title of host publicationSerious Games -
PublisherSpringer, Cham
Pages181-187
Number of pages6
Volume9894
ISBN (Electronic)978-3-319-45841-0
ISBN (Print)978-3-319-45840-3
Publication statusPublished - 3 Sep 2016

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Augmented reality
Museums
Communication

Cite this

Hammady, R., & Ma, M. (2016). Augmented Reality and Gamification in Heritage Museums. In Serious Games - (Vol. 9894, pp. 181-187). Springer, Cham.
Hammady, Ramy ; Ma, Minhua . / Augmented Reality and Gamification in Heritage Museums. Serious Games - . Vol. 9894 Springer, Cham, 2016. pp. 181-187
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Hammady, R & Ma, M 2016, Augmented Reality and Gamification in Heritage Museums. in Serious Games - . vol. 9894, Springer, Cham, pp. 181-187.

Augmented Reality and Gamification in Heritage Museums. / Hammady, Ramy; Ma, Minhua .

Serious Games - . Vol. 9894 Springer, Cham, 2016. p. 181-187.

Research output: Chapter in Book/Report/Published conference proceedingChapter

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Hammady R, Ma M. Augmented Reality and Gamification in Heritage Museums. In Serious Games - . Vol. 9894. Springer, Cham. 2016. p. 181-187