Professional Documents
Culture Documents
Augmented Reality
forCultural Heritage
John Krogstie and Anne-Cecilie Haugstvedt
CONTENTS
16.1 Introduction .................................................................................................. 411
16.2 Background on Mobile AR for Cultural Heritage ........................................ 412
16.3 Application Example: Historical Tour Guide ............................................... 416
16.3.1 Overview of Application................................................................... 418
16.3.2 Technical Details .............................................................................. 419
16.4 Evaluation of User Interest of the Application ............................................. 421
16.4.1 Results............................................................................................... 421
16.5 Conclusion .................................................................................................... 427
References.............................................................................................................. 429
16.1 INTRODUCTION
Cultural heritage is the legacy of physical artifacts and intangible attributes of a
group or society that are inherited from past generations and maintained in the pres-
ent for the benefit of current and future generations. An important societal challenge
is to both preserve and make cultural heritage artifacts accessible to the general
public in both short- and long-term time frames. One recent technology that is being
used to help preserve cultural heritage is augmented reality (henceforth AR).
To preserve cultural artifacts, several cultural heritage institutions have developed
their own mobile AR applications using cultural heritage resources. These applica-
tions combine AR technology with historical pictures and other cultural artifacts.
Aquestion investigated in this chapter is how effective is AR technology for present-
ing cultural heritage information, and how acceptable is the technology from a users
perspective? A number of studies have examined the acceptance of mobile applica-
tions and services (Gao etal. 2011, 2014, Ha etal. 2007, Kaasinen 2005, Liang and
Yeh 2010, Liu and Li 2011, van der Heijden etal. 2005, Verkasalo etal. 2010), in
some cases adding to the traditional technology acceptance model (TAM) based on
limitations of TAM for mobile applications (Gao etal. 2008, Wu and Wang 2005).
Further, while recent studies of mobile technology have examined user acceptance of
mobile tourist guides (Peres etal. 2011, Tsai 2011), we have found only one study that
has examined user acceptance of mobile AR (van Kleef etal. 2010). Therefore,user
411
412 Fundamentals of Wearable Computers and Augmented Reality
The cultural heritage application was built on top of the Layar platform and is avail-
able for both Android and iPhone devices. The system enables users to view historic
photographs of Philadelphia as overlays on the camera view of their smartphones.
The application contains almost 90,000 geo-positioned images, 500 of which can
be viewed in 3D, while a selection of 20 images contain additional explanatory text
developed by local scholars. The entire development process is thoroughly docu-
mented in a white paper and numerous blog posts covering technical and cultural
challenges that the designers confronted and overcome as they developed the system.
The Streetmuseum (ML 2014) cultural heritage system represents an AR appli-
cation for iPhone and was developed by the Museum of London. The application
contains over 200 images from sites across London. Users with an iPhone can view
these images in 3D as ghostly overlays on the present day scene; however, users
with a 3G phone cannot access the complete AR functionality, but are still able to
view the images in 2D. The Streetmuseum application is different from the applica-
tions built by other cultural institutions, mainly because the Museum of London was
able to tailor their system for their particular uses, rather than using an existing AR
browser not tailored to specific users. The result is an application that offers a far
better experience than Layar, but only works on a limited number of devices (Chan
2010). As a measure of its success, the system had more than 50,000 downloads in
the first 2 weeks of its use.
The Netherlands Architecture Institutes UAR application (NAI 2011) is a mobile
architecture device developed by the Netherlands Architecture Institute. The appli-
cation is built on top of Layar and is available for both Android and iPhone devices.
It uses AR to provide information about the built environment and is similar to the
Streetmuseum and the AR system developed by PhillyHistory.org. However, unlike
those systems, UAR also contains design drawings and 3D models of buildings that
were either never built, are under construction, or in the planning stage.
Another cultural heritage system, the Powerhouse Museums AR system
(Powerhouse 2014) allows visitors to use their mobile phones to visualize Sydney,
Australia as it appeared 100 years ago. The Powerhouse Museum system is not a
custom application, but is implemented as a channel in Layar. It is thus available on
all devices with a Layar browser. Their web page contains detailed instructions on
how to download Layar and search for the Powerhouse Museum channel.
Still another AR system designed to preserve cultural heritage was intelligent
tourism and cultural information through ubiquitous services (iTACITUS) (BMT
2011). This AR system was developed in connection to a European research proj-
ect that was completed in July 2009. While the project was ongoing, researchers
explored various ways of using AR to provide compelling experiences at cultural
heritage sites, with an additional aim to encourage cultural tourism. One of the sys-
tems developed under the iTACITUS program, was Zllner et al.s AR presenta-
tion system for remote cultural heritage sites (2009). This system has been used
to produce several installations, among them the 20years representing the Fall of
the Berlin Wall installation at CeBIT in 2009. In that installation, users used Ultra
Mobile PCs (UMPCs) to visualize images of Berlin superimposed on a satellite
image of the city laid out on the floor. By touching the screen, users were able to
navigate through visualizations of Berlin as it appeared in different decades, thus
Use of Mobile Augmented Reality forCultural Heritage 415
recognizing the historical geographical location and politics in Berlin before and
after World War II, followed by the construction of the Berlin Wall. The installation
also consisted of an outdoor component where interested users were able to take pho-
tos of a building and receive historical overlays from the server that corresponded to
the current view of the site.
In another example of mobile AR, the CityViewAR system (Billinghurst and
Dnser 2012) was developed to be used in a city. A particular goal of this AR
system was to support learning. With the system students used a mobile phone
application to see buildings in the city of Christchurch as they existed before the
2011 earthquakea natural event that resulted in much damage to the city. The
application was regarded to be user-friendly and thus designed to be used by any
citizen.
In Keil etal. (2011) a mobile app was designed to use AR technology to explain
the history and the architectural visual features at a real building viewed outdoors.
Inthe application, Explore! (Ardito etal. 2012), one can create an AR outdoor envi-
ronment based on 3D models of monuments, places, and objects of historical sites,
and also extend the cultural heritage experience with contextual sounds.
Finally a recent paper from the European project Tag Cloud (de los Ros etal.
2014) provides an overview of current trends in information technology that are most
relevant to cultural institutions. The project investigates how AR, storytelling, and
social media can improve a visitors experience of local culture. Following the over-
view of techniques for cultural heritage, members of the project note recent develop-
ments related to the use of AR in the field.
Lights of St. Etienne (Argon 2014) use the AR browser Argon to create an embod-
ied, location-based experience. Further, Historypin (2014) is a system that allows
community members to share images of the past. However, most of the applications
and research projects related to culture heritage are tourism oriented, and do not
consider the importance of engaging local community members about their own
cultural past.
In addition to these systems, there are many image recognitionbased AR appli-
cations available: one of the most popular is StickyBits and another is Holey and
Gaikwad (2014); both are in the process of becoming mature technologies with
the capability to show relevant information about any object in the users vicinity.
Vuforia (2014) is a Solution Development Kit (SDK) for AR image recognition sys-
tem that supports iOS, Android, and Unity 3D. These functionalities are only to a
limited degree being used in cultural heritage MAR applications. One use is culture
and nature travel (kulturog naturreise), which is a project whose goal is to pres-
ent cultural heritage and natural phenomena in Norway using mobile technology
(Kulturrdet 2011). The project is being done in collaboration with the Arts Council
Norway (Kulturrdet), the Directorate for Cultural Heritage (Riksantikvaren), the
Norwegian Directorate for Nature Management (Direktoratet for naturforvaltning),
and the Norwegian Mapping Authority (Statens kartverk). The first pilot experiment
in the project used AR and QR codes to present information from the historical river
district in Oslo, Norway. Future pilot projects will be conducted to identify what
information and technology is needed to present information from archives, muse-
ums, and databases on smartphones, tablets, and other mobile devices.
416 Fundamentals of Wearable Computers and Augmented Reality
The first research question deals with relationships between constructs discussed in
the TAM acceptance model. Van der Heijden (2004) showed that perceived enjoy-
ment and perceived ease of use were stronger predictors of intention to use a hedonic
system than perceived usefulness. Based on this observation, our goal was to dis-
cover whether the same finding held for mobile AR applications that presented his-
torical pictures and information. Information about user acceptance of technology
Use of Mobile Augmented Reality forCultural Heritage 417
and its hedonic qualities, pragmatically, can be used to find ways to make cultural
heritage information more acceptable to users.
The second and third question guiding the research dealt with a users interest
in using mobile AR technology for accessing cultural heritage. Here the research
aim was to discover whether there is an interest in the technology with respect to its
application for cultural heritage, and if so, whether this interest is dependent on the
specific application being used on a specific type of device. It was also of interest to
discover whether people wanted to use the application that was developed in their
home town, or when visiting a new city (as a tourist). We were also interested in
discovering how previous interest in local history influenced whether people wanted
to use the application or not.
To research these questions, a preliminary study was first conducted to explore
the need for an AR application presenting historical photographs. A number of simi-
lar solutions were reviewed and stakeholders from local cultural heritage institutions
were interviewed to gather user and system requirements. Next, a prototype was
developed and evaluated for its usability. Based on the results derived from this anal-
ysis, another design and development phase was performed. Furthermore, different
models for technology acceptance were reviewed and a questionnaire was designed
to measure usability. The questionnaire consisted of five major parts:
1. Perceived usefulness
2. Perceived ease of use
3. Perceived enjoyment
4. Behavioral intention
5. Individual variables
Figure 16.1 shows the research model used in this study. Note that this is the TAM
with perceived enjoyment as used by Davis etal. (1992) and van der Heijden (2004).
The measure for perceived usefulness was developed specifically for this project in
line with the thinking of van der Heijden (2004). For some time it has been clear that
mobile applications have certain specific challenges regarding usability that should
be taken into account (Krogstie 2001, Krogstie etal. 2003).
Perceived ease
of use (PEOU)
H4 H3
Perceived Perceived
enjoyment (PE) H1 usefulness (PU)
H5 H2
Behavioral
intention to use
(BI)
Four constructs are included in the model: perceived enjoyment, perceived use-
fulness, perceived ease of use, and behavioral intention. While it was expected that
the predicative strength of the paths may change, it was also expected that the struc-
ture of the relationships from TAM would hold for this model as well. This conclu-
sion led to the following hypotheses:
H1: There is a positive relationship between perceived ease of use and inten-
tion to use.
H2: There is a positive relationship between perceived usefulness and inten-
tion to use.
H3: There is a positive relationship between perceived ease of use and per-
ceived usefulness.
Perceived enjoyment has the same position in the research model as perceived use-
fulness that led to the following hypotheses:
H4: There is a positive relationship between perceived ease of use and per-
ceived enjoyment.
H5: There is a positive relationship between perceived enjoyment and inten-
tion to use.
All three methods can be combined with filtering to allow users to only look at
photos and related information from a specific decade. We next present the main
functionality of the system:
AR view: The AR view is the main view of the application where POIs are
shown as floating icons overlaying the camera feed. The name of the appli-
cation is shown in the toolbar at the top. The view is shown in Figure 16.2.
Photo overlay: The applications provided transparent photo overlays. These
let the user see historical images overlaid over the present day scene. The
buttons in the toolbar at the top of the screen are used to close the overlay or
go to the detailed information view belonging to the picture.
Detailed information view: Each of the photographs in the application has
an associated detailed information view. For pictures it would contain a
description of the motive and also lets the user know when the picture was
taken, the source of the photograph, and the name of the photographer.
Use of Mobile Augmented Reality forCultural Heritage 419
Timeline: The timeline is always visible at the bottom of the screen. It lets
the user filter the amount of incoming information so they only see photo-
graphs from a specific decade. The selected decade is marked in green and
written in the upper left corner of the display.
Map: The map shows the users current position and the position of photos
from the decade selected on the timeline. Each pin is tagged with the name
of the photo and the current distance from the user.
List view: This view shows the user a list of all photographs from the
selected decade and provides a convenient method to open detailed views
without having to locate the associated markers.
System objects
Data objects
Either system or
custom objects
Controller View
Application
UIApplication delegate UIWindow
The UIApplication object is the system object that manages the application event
loop. It receives events from the system and dispatches these to the applications cus-
tom classes. It works together with the application delegate, a custom object created
at launch time that is responsible for the initialization of the application. The view
controller objects manage the presentation of the applications content on the screen.
Each of the controller objects manages a single view and its collection of subviews.
The other custom view controllers in the application also manage subclasses, or one
of the other standard iOS view controllers.
Each view covers a specific area and responds to events within that area. Controls
are a specialized type of view for implementing buttons, check boxes, text fields,
or similar interface objects. Further, the views and view controllers are connected.
When a view controller is presented, it makes its views visible by installing them
in the applications window. This is represented by a system object of the type
UIWindow. The last group of objects is the data model objects. These objects store
the applications content, such as the POIs, photographs, and historical information.
The Historical Tour Guide is launched when the user taps the custom application
icon. At this point in time, the application moves from the not running state to the
active state, passing briefly through the inactive state. As part of this launch cycle,
the system creates a process and a thread for the application and calls the applica-
tions main function. The Historical Tour Guide is an event-driven application. The
flow of the program is determined by two types of events:
1. Touch events, generated when users touch the views of the application
2. Motion events, generated when users move the device
Events of the first type are generated when a user presses a button, scrolls in a list, or
interacts with any of the other views. An action message is generated and sent to the
target object that was specified when the view was created.
Use of Mobile Augmented Reality forCultural Heritage 421
16.4.1 results
This section presents the descriptive analysis of the results from the two surveys.
Astatistical test of the overall research model is presented by Haugstvedt and Krogstie
(2012), and we only present the main result here. In the street survey, the age range
422 Fundamentals of Wearable Computers and Augmented Reality
was 1460years, with a mean age of 27.8. Overall, 59.5% of the respondents were
male, and about a fifth of the respondents replied that they had previously completed
a similar questionnaire. In the web survey the age range was 2045years, with a mean
age of 33.3. The gender distribution was about equal, but with slightly more female
respondents.
Interestingly, for the street survey, the respondents did not use the entire scale.
Apart from some responding 3, all answers were in the range from 4 to 7, which
indicate that those having the opportunity to test the system properly themselves were
all either neutral or positive. On the web survey the entire scale was used, which partly
explains the shift in the average value of the responses between the two surveys.
The responses to the questions on perceived usefulness are found in Table 16.1. First
the individual question is presented (e.g., PU1by using the app, I can more quickly
and easily find historical pictures and information), before first the gradings from the
web survey and then the gradings from the street survey are presented for each ques-
tion. Inthe final two lines we present the average response for all four questions in the
category perceived usefulness. Although the median answer is the same on most ques-
tions, we see that the average is generally higher on the street survey. Still we can regard
the responses to usefulness to be quite high compared to what we have experienced in
similar surveys relative to other mobile applications such as (Hella and Krogstie 2010).
The responses to the four items on perceived ease of use are found in Table 16.2.
First the individual question is presented (e.g., PEOU1interaction with the app is
clear and understandable), before first the gradings from the web survey and then
the gradings from the street survey are presented for each question. In the final two
lines we present the average response for all four questions in the category perceived
TABLE 16.1
Comparing Answers between the Surveys on Perceived Usefulness
Item N Min Max Mean Median STD
PU1: By using the app, I can more quickly and easily find historical pictures and information.
PU1web 200 1 7 5.35 6 1.181
PU1street 42 4 7 6.00 6 0.963
PU2: By using the app, I learn more about history in Trondheim.
PU2web 200 1 7 5.34 6 1.171
PU2street 42 4 7 6.38 6 0.661
PU3: By using the app, I can quickly find historical pictures and information from places nearby.
PU3web 200 1 7 5.39 6 1.202
PU3street 42 4 7 6.24 6 0.726
PU4: By using app, I am more likely to find historical pictures and information that interest me.
PU4web 200 1 7 5.08 5 1.393
PU4street 42 3 7 6.05 6 0.963
PUaverage
PUweb 200 1 7 5.29 5.5 1.13
PUstreet 42 4 7 6.17 6.25 0.648
Use of Mobile Augmented Reality forCultural Heritage 423
TABLE 16.2
Comparing Answers between the Surveys on Perceived Ease of Use
Item N Min Max Mean Median STD
PEOU1: Interaction with the app is clear and understandable.
PEOU1web 200 1 7 5.31 6 1.233
PEOU1street 42 3 7 5.52 6 1.215
PEOU2: Interaction with the app does not require a lot of mental effort.
PEOU2web 200 1 7 4.87 5 1.361
PEOU2street 42 3 7 5.88 6 0.993
PEOU3: I find the app easy to use.
PEOU3web 200 1 7 5.16 5 1.182
PEOU3street 42 4 7 5.79 6 1.001
PEOU4: I find it easy to get the app to do what I want it to do.
PEOU4web 200 1 7 4.97 5 1.223
PEOU4street 42 4 7 5.57 6 1.016
PEOUaverage
PEOUweb 200 1 7 5.08 5.13 1.117
PEOUstreet 42 4 7 5.69 5.75 0.860
ease of use. Here we find a similar pattern as earlier, with higher averages and also
for several of the questions higher medians. The responses are on average a bit less
positive though; thus even if the application first had undergone a separate usability
test and had been improved before being used in this specific investigations, this is
an indication that there is still room for improvements. It is positive though that the
responses to the street survey is more positive, with averages of around six as for
finding the app easy to use and not requiring a lot of mental effort.
For perceived enjoyment the respondents in both surveys used a semantic dif-
ferential with contrasting adjectives at each end of the scale to rate these items.
Thescale used in the street survey was a discrete scale with seven categories while
the scale used in the web survey was continuous. The replies from the continuous
scale were later on coded into seven categories. Results are shown in Table 16.3.
First the individual scale is presented (e.g., PE1disgustingenjoyable) before first
the gradings from the web survey and then the gradings from the street survey are
presented for each question. In the final two lines we present the average response
for all four scales in the category perceived enjoyment. The data reveal a higher aver-
age in the web survey, which indicate quite high perceived enjoyment of this kind
of service, although we find a higher standard deviation on the result of this than in
the categories perceived ease of use and perceived usefulness, pointing to that here
the opinions of the respondents are more mixed.
In Table 16.4, we provide similar data for intention to use. First the individual
question is presented (e.g., BI1I intend to use the app on a smartphone), before first
the gradings from the web survey and then the gradings from the street survey are
presented for each question. In the final two lines we present the average response
424 Fundamentals of Wearable Computers and Augmented Reality
TABLE 16.3
Comparing Answers between the Surveys on Perceived Enjoyment
Item N Min Max Mean Median STD
PE1: disgustingenjoyable
PE1web 200 1 7 6.06 7 1.562
PE1street 40 3 7 5.83 6 1.130
PE2: dullexciting
PE2web 200 1 7 5.60 6.5 1.881
PE2street 40 3 7 5.45 5 1.131
PE3: unpleasantpleasant
PE3web 200 1 7 6.17 7 1.514
PE3street 40 4 7 5.70 6 1.067
PE4: boringinteresting
PE4web 200 1 7 5.67 7 1.993
PE4street 40 3 7 6.00 6 1.038
PEaverage
PEweb 200 1 7 5.9 6.5 1.500
PEstreet 40 3.75 7 5.74 5.75 0.893
for all eight questions in the category intention to use. Intention to use is the only
area in the street survey where the respondents used the entire scale in answering.
As can be seen from the higher standard deviations on many of these questions,
opinions arequite mixed, although the responses on questions on some modes of
usages (e.g.,the use of the app if visiting a city as a tourist) are very positive. We will
discuss some of the other results in more detail in the following.
An important aspect with the use of the web survey was the opportunity to vali-
date the hedonic research model. Figure 16.4 shows the structural model calculated
with data from the web survey. The structural model shows that all five hypotheses
were supported. With the exception of the path between PEOU and BI, all paths were
significant at the p < 0.001 level. The path between PEOU and BI was significant at
the p < 0.05 level. A more detailed treatment of the statistical validity of these results
is found in (Haugstvedt and Krogstie 2012).
To summarize the hypothesis relative to the research model in light of Figure 16.4
H1: There is a positive relationship between perceived ease of use and inten-
tion to use. Accepted at p < 0.05.
H2: There is a positive relationship between perceived usefulness and inten-
tion to use. Accepted at p < 0.001.
H3: There is a positive relationship between perceived ease of use and per-
ceived usefulness. Accepted at p < 0.001.
H4: There is a positive relationship between perceived ease of use and per-
ceived enjoyment. Accepted at p < 0.001.
H5: There is a positive relationship between perceived enjoyment and inten-
tion to use. Accepted at p < 0.001.
Use of Mobile Augmented Reality forCultural Heritage 425
TABLE 16.4
Comparing Answers between the Surveys on Intention to Use
Item N Min Max Mean Median STD
BI1: I intend to use the app on a smartphone.
BI1web 200 1 7 4.58 5 1.760
BI1street 40 3 7 5.98 6 1.121
BI2: I predict that I will use the app on a smartphone.
BI2web 200 1 7 4.07 4 1.700
BI2street 41 3 7 5.80 6 1.229
BI3: I intend to use the app on a tablet.
BI3web 200 1 7 4.01 4 1.779
BI3street 41 2 7 5.22 5 1.557
BI4: I predict that I will use the app on a tablet.
BI4web 200 1 7 3.55 4 1.695
BI4street 42 1 7 4.81 5 1.784
BI5: I intend to use the app in a city I visit as a tourist.
BI5web 200 1 7 5.05 5 1.577
BI5street 42 4 7 6.45 7 0.889
BI6: I predict that I will use the app in a city I visit as a tourist.
BI6web 200 1 7 4.45 5 1.692
BI6street 42 3 7 6.12 6 1.109
BI7: I intend to use the app in my hometown.
BI7web 200 1 7 4.54 5 1.779
BI7street 42 1 7 5.43 5 1.548
BI8: I predict that I will use the app in my hometown.
BI8web 200 1 7 4.16 4 1.810
BI8street 42 1 7 5.24 5 1.620
BIaverage
BIweb 200 1 7 4.3 4.5 1.520
BIstreet 40 3.63 7 5.7 5.5 0.966
On a detailed level, the descriptive results from the street survey and the web survey
have some differences. The street survey participants were generally more positive
about the application than their web survey counterparts, and to a lesser extent used
the whole (negative part of) scale. This might be caused by unwanted bias by the
presence of the investigator, but can also be the effect of using and experimenting
with the app freely themselves. The web survey participants rated the application
higher on the scale for perceived enjoyment, but it is likely that this is due to the
different format that was used for this scale in the web survey. The company that
collected the data used a continuous slider to program this question instead of having
seven distinct categories. The answers were afterward mapped into seven categories.
It is possible that this format caused the respondents to use the endpoints of the scale.
426 Fundamentals of Wearable Computers and Augmented Reality
Perceived ease
0.549 of use (PEOU) 0.760
(8.085***) (23.821***)
Perceived Perceived
0.152
enjoyment (PE) usefulness (PU)
(2.060*)
0.301 0.578
0.333 0.382
Behavioral
(5.416***) (4.680***)
intention to use
(BI) 0.301
That would at least explain the high number of scores of 7 in this scale in the web
survey compared to the street survey. The participants in both surveys were more
interested in using the application in a city they visited as a tourist than to using it in
their hometown. This indicates that it is relevant to compare the input of people from
other places with those from locals.
Finally, the generalizability of the results should be investigated. As mentioned
earlier a similar application had been made on a normal mobile platform with maps
and geo-tagged historical pictures with limited success, not getting past the proto-
type stage. The application on a mobile AR platform has received better feedback as
reported here. This mirrors the results reported by Billinghurst and Dnser (2012)
claiming that providing AR on mobile devices can have benefits over offering non-
AR content on the same topic.
Norwegians are known to quickly adopt new technologies. It is hard to judge if
users in other countries where the use of smartphones and tablets are not so wide-
spread would be less positive to applications of this sort. Given that the applica-
tion does not store any private data, aspects of trust that carry different weight in
different cultures (Gao and Krogstie 2011) would not be expected to influence the
results.
Having established the basic research model, we have looked further on rela-
tionships between the individual variables and intention to use (BI) using the
web survey. Given that the data are on a Likert scale, we have used nonpara-
metric techniques to investigate correlations and find the following significant
results looking at the web survey. In addition to the overall bivariable (on inten-
tion to use), we have also looked at variables relative to use of the app on a smart-
phone (BI-smart), on a tablet (like tested, BI-tablet), as a tourist (BI-tourist), or
as a local (BI-local).
In Table 16.5, the first column shows the test variable, whereas the second
shows the grouping value that is one of the background variables. The next column
indicates the average value of the test variable for those responding yes on the
Use of Mobile Augmented Reality forCultural Heritage 427
TABLE 16.5
Significant Relationships between Main Variables and Background Variables
Test Variable Grouping Variable A (Yes) B (No) N(A) N(B) p
BI Interest in local history 4.53 4.12 89 95 0.048
BI Have tablet 4.63 4.16 61 139 0.036
BI Have smartphone 4.44 3.69 163 27 0.006
BI-smart Have smartphone 4.52 3.44 163 27 0.000
BI-smart Interest in local history 4.65 4.09 89 95 0.008
BI-tablet Have tablet 4.40 3.51 61 139 0.001
BI-tourist Have smartphone 4.90 4.08 163 27 0.004
BI-local Have smartphone 4.46 3.85 0.033
PEOU Have smartphone 5.14 4.78 163 27 0.021
PE Interest in local history 6.10 5.75 89 95 0.018
PE Used similar app 5.10 6.00 27 169 0.002
grouping variable. The next column is the average of the no answer and the next
columns indicate the number of yes and no answers for the grouping variable, and
p is the probability that there is not a difference between the groups on the test
variables.
As we see from the table, those who already have expressed an interest in local
history seem more likely to use such applications, which should come as no sur-
prise. On the technology side, we see that those already having a smartphone or
a tablet find it more likely that they will adopt an application of this sort, which
necessarily must be mobile. This can also explain the large differences in answers
on questions BI1BI4 in Table 16.4. Those having a tablet are more likely to use a
cultural heritage application on a tablet. Similarly those having a smartphone are
more inclined to use a cultural heritage application on a smartphone. We see also
a positive correlation between interest in local history and the usage of the app on
a smartphone. Smartphone users may desire to use the app both as a tourist and
as a local. Finally, those having a smartphone perceived the tablet app to be more
easy to use than those not having a tablet, which also can explain the spread of the
responses to usability. Asmore people get used to using tablets, these applications
exploiting the possibilities of tablets will also be experienced as more easy to use.
Those already having interest in local history expressed significantly higher per-
ceived enjoyment. Somewhat surprising is that those not familiar with such an app,
had a higher perceived enjoyment than those (quite few) that had used such applica-
tions before. Possibly, this can be explained by a novelty factor.
16.5 CONCLUSION
As have been illustrated in this chapter, mobile AR has been implemented for
a large range of situations, both for indoor and outdoor use, applying a large
variety of techniques to enhance the experience of the spectators, view of cul-
tural heritage. As the technology is developed further, such that a person can
428 Fundamentals of Wearable Computers and Augmented Reality
This chapter discussed also the differences in the results based on feedback on see-
ing a mock-up outside the actual usage environment, and the experiences with a real
application in the real environment. This study was done to allow participants to
judge results from the evaluation of a more low-fidelity solution, where it is easier to
get feedback from many users at an early stage (here originally done to validate the
research model, and investigate the significant correlations between the variables in
the research model and background variables). It appears that the responses in the
low-fidelity case were more conservative. One exception was the result on perceived
enjoyment, which seems to have been influenced by how this question was imple-
mented with sliders rather than discrete values in the questionnaire. On the other
hand, we saw limitations with the more real setting, in the sense that there could be
possible investigator bias which leads to not getting the local respondents even at
the local site (which here might be tourists and not locals). Thus when investigating
the more detailed mechanisms for acceptance, we have focused in particular on the
results from the web-based survey.
Use of Mobile Augmented Reality forCultural Heritage 429
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