|
UPSI Digital Repository (UDRep)
|
|
|
|
||||||||||||||||||||||||
| Abstract : Perpustakaan Tuanku Bainun |
| Technology integration in the tourism industry has introduced new possibilities for enhancing visitor experiences and promoting cultural edutainment in heritage tourism. Mixed Reality (MxR) is a promising technology for achieving these goals. By leveraging MxR, cultural heritage sites can provide tourists with engaging and educational experiences, allowing them to delve into the rich history and cultural significance of these sites. However, the quality of content in MxR applications can significantly impact the overall experience and educational value. This research proposes best practices for MxR development in smart heritage tourism, ensuring the delivery of high-quality, culturally authentic, and educational experiences to visitors. A qualitative approach has been adopted to achieve this aim, utilizing the Speak Aloud method to collect data from participants who interacted with the MxR prototype. The study focuses on a case study of the Jugra heritage urban landscape, using it as a basis for developing an MxR prototype. The research encompasses two stages: the first is the design for prototype development, and the second is to test the application for user feedback. Through discussions on prototype design development and user experience testing, the research proposes a storyboard framework as a guideline for designing the MxR environment. This framework serves as a comprehensive blueprint, ensuring that each phase, from data analysis to the final Mixed Reality application, is meticulously designed and executed. Respondents tested the prototype to gather feedback on the prototype's outcomes, enabling refinement of the blueprint for subsequent levels of testing with heritage visitors. The results of this study contribute to the field of MxR development in smart heritage tourism. The research enables developers to create high-quality, culturally authentic, educational MxR experiences by offering guidelines and best practices. Therefore, the application of MxR in cultural heritage enhances the level of visitor engagement and facilitates a more profound comprehension of cultural heritage.
Keywords: Cultural edutainment, smart heritage tourism, immersive, mixed reality, narrative. |
| References |
Bevilacqua, M. G., Russo, M., Giordano, A., & Spallone, R. (2022). 3D Reconstruction, Digital Twinning, and Virtual Reality: Architectural Heritage Applications. Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, 92–96. https://doi.org/10.1109/VRW55335.2022.00031 Buhalis, D., Harwood, T., Bogicevic, V., Viglia, G., Beldona, S., & Hofacker, C. (2019). Technological disruptions in services: Lessons from tourism and hospitality. Journal of Service Management, 30(4), 484–506. https://doi.org/10.1108/JOSM-12-2018-0398 Chong, H. T., Lim, C. K., Ahmed, M. F., Tan, K. L., & Mokhtar, M. Bin. (2021). Virtual reality usability and accessibility for cultural heritage practices: Challenges mapping and recommendations. Electronics (Switzerland), 10(12), 1–19. https://doi.org/10.3390/electronics10121430 Chrysanthakopoulou, A., Kalatzis, K., & Moustakas, K. (2021). Immersive virtual reality experience of historical events using haptics and locomotion simulation. Applied Sciences (Switzerland), 11(24). https://doi.org/10.3390/app112411613 Dehghani, M., Lee, S. H. (Mark), & Mashatan, A. (2020). Touching holograms with windows mixed reality: Renovating the consumer retailing services. Technology in Society, 63(August), 101394. https://doi.org/10.1016/j.techsoc.2020.101394 Embaby, M. E. (2014). Heritage conservation and architectural education: “An educational methodology for design studios.” HBRC Journal, 10(3), 339–350. https://doi.org/10.1016/j.hbrcj.2013.12.007 Errichiello, L., Micera, R., Atzeni, M., & Del Chiappa, G. (2019). Exploring the implications of wearable virtual reality technology for museum visitors’ experience: A cluster analysis. International Journal of Tourism Research, 21(5), 590–605. https://doi.org/10.1002/jtr.2283 Gutkowski, N., Quigley, P., Ogle, T., Hicks, D., Taylor, J., Tucker, T., & Bowman, D. A. (2021). Designing historical tours for head-worn AR. Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2021, 26–33. https://doi.org/10.1109/ISMAR-Adjunct54149.2021.00016 Hamamurad, Q. H., Jusoh, N. M., & Ujang, U. (2022). Factors affecting stakeholder acceptance of a Malaysian smart city. Smart Cities, 5(4), 1508–1535. https://doi.org/10.3390/smartcities5040077 Hammady, R., Ma, M., AL-Kalha, Z., & Strathearn, C. (2021). A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums. Virtual Reality, 25(4), 895–918. https://doi.org/10.1007/s10055-020-00497-9 Hammady, R., Supervisor, st, Ma, M., Supervisor, nd, & Zioga, P. (2019). Virtual Guidance using Mixed Reality in Historical Places and Museums: MuseumEye - a HoloLens-based Mixed Reality Guide to the Egyptian Museum in Cairo. [Doctoral thesis, Staffordshire University]. http://eprints.staffs.ac.uk/5838/1/Thesis.pdf Ibrahim, N., & Ali, N. M. (2018). A conceptual framework for designing virtual heritage environment for cultural learning. Journal on Computing and Cultural Heritage, 11(2). https://doi.org/10.1145/3117801 Katifori, A., Perry, S., Vayanou, M., Antoniou, A., Ioannidis, I. P., McKinney, S., Chrysanthi, A., & Ioannidis, Y. (2020). “Let Them Talk!”: Exploring guided group interaction in digital storytelling experiences. Journal on Computing and Cultural Heritage, 13(3). https://doi.org/10.1145/3382773 KPKT. (2021). Smart City Handbook: Malaysia. https://www.kpkt.gov.my/kpkt/resources/user_1/Galeri/pdf_penerbitan/framework/Malaysia_Smart_City_Handbook_21062021_Final.pdf Kumawat, V., Dhaked, R., Sharma, L., & Jain, S. (2020). Evolution of immersive technology: Journey of computational reality. International Journal of Computer Science and Programming Language, 6(2), 37–47. Lee, H. J., & Hwang, Y. (2022). Technology-enhanced education through VR-making and metaverse-linking to foster teacher readiness and sustainable learning. Sustainability (Switzerland), 14(8). https://doi.org/10.3390/su14084786 Leow, F.-T., & Ch’ng, E. (2021). Analysing narrative engagement with immersive environments: designing audience-centric experiences for cultural heritage learning. Museum Management and Curatorship, 36(4), 342–361. https://doi.org/10.1080/09647775.2021.1914136 Li, X., Deng, X., & Xu, H. (2022). Interactive cultural communication effect in VR space of intelligent mobile communication network. Wireless Communications and Mobile Computing, 2022. https://doi.org/10.1155/2022/9689272 Lim, S. B., Malek, J. A., Yussoff, M. F. Y. M., & Yigitcanlar, T. (2021). Understanding and acceptance of smart city policies: Practitioners’ perspectives on the Malaysian smart city framework. Sustainability (Switzerland), 13(17). https://doi.org/10.3390/su13179559 Liu, A., Fan, D. X. F., & Qiu, R. T. R. (2021). Does culture affect tourism demand? A global perspective. Journal of Hospitality and Tourism Research, 45(1), 192–214. https://doi.org/10.1177/1096348020934849 Mazarina, M. Z., Nurhaya, B., & Puteri Shireen, J. K. (2021). Linking historical urban landscape, national identity and edutainment in a tourist heritage site: The Case of Jugra [Paper presentation]. 9th Putrajaya International Built Environment, Technology and Engineering Conference (PIBEC9), Putrajaya, Malaysia
Mekonnen, H., Bires, Z., & Berhanu, K. (2022). Practices and challenges of cultural heritage conservation in historical and religious heritage sites: evidence from North Shoa Zone, Amhara Region, Ethiopia. Heritage Science, 10(1), 1–22. https://doi.org/10.1186/s40494-022-00802-6 Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information Systems, E77-D(12), 1–14. https://cs.gmu.edu/~zduric/cs499/Readings/r76JBo-Milgram_IEICE_1994.pdf Muthanna, A., Ateya, A. A., Amelyanovich, A., Shpakov, M., Darya, P., & Makolkina, M. (2018). AR enabled system for cultural heritage monitoring and preservation. Lecture Notes in Computer Science, Vol. 11118 Internet of Things, Smart Spaces, and Next Generation Networks and Systems (pp. 560-571) Springer. https://doi.org/10.1007/978-3-030-01168-0_50 Okanovic, V., Ivkovic-Kihic, I., Boskovic, D., Mijatovic, B., Prazina, I., Skaljo, E., & Rizvic, S. (2022). Interaction in extended reality applications for cultural heritage. Applied Sciences (Switzerland), 12(3). https://doi.org/10.3390/app12031241 Puggioni, M., Frontoni, E., Paolanti, M., & Pierdicca, R. (2021). ScoolAR: An educational platform to improve students’ learning through virtual reality. IEEE Access, 9, 21059–21070. https://doi.org/10.1109/ACCESS.2021.3051275 Rashid, M. M., Khoo, C. K., & Pancholi, S. (2022). Augmented Geelong: Digital technologies as a tool for place - A case of regional town of Geelong. Proceedings of the International Conference of Architectural Science Association, 2022-Decem, 144–155. Saleh, Y., Mahat, H., Hashim, M., Nayan, N., Suhaily, S., & Ghazali, M. K. A. (2022). Sustainability level of heritage cities in Malaysia. Forum Geografi, 36(1). https://doi.org/10.23917/forgeo.v36i1.15287 Shehade, M., & Stylianou-Lambert, T. (2020). Virtual reality in museums: Exploring the experiences of museum professionals. Applied Sciences (Switzerland), 10(11). https://doi.org/10.3390/app10114031 Talgorn, E., Hendriks, M., Geurts, L., & Bakker, C. (2022). A storytelling methodology to facilitate user-centered co-ideation between scientists and designers. Sustainability (Switzerland), 14(7), 1–32. https://doi.org/10.3390/su14074132 Tan, S. K., Tan, S. H., Kok, Y. S., & Choon, S. W. (2018). Sense of place and sustainability of intangible cultural heritage – The case of George Town and Melaka. Tourism Management, 67, 376–387. https://doi.org/10.1016/j.tourman.2018.02.012 Trichopoulos, G., Aliprantis, J., Konstantakis, M., Michalakis, K., & Caridakis, G. (2022). Tangible and personalized DS application approach in cultural heritage: The CHATS project. Computers, 11(2). https://doi.org/10.3390/computers11020019 Trunfio, M., Lucia, M. Della, Campana, S., & Magnelli, A. (2022). Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction. Journal of Heritage Tourism, 17(1), 1–19. https://doi.org/10.1080/1743873X.2020.1850742 Xu, M., Ng, W. C., Lim, W. Y. B., Kang, J., Xiong, Z., Niyato, D., Yang, Q., Shen, X. S., & Miao, C. (2022). A full dive into realizing the edge-enabled metaverse: Visions, enabling technologies and challenges. 1–45. http://arxiv.org/abs/2203.05471 Zhang, Y., Li, W., Luo, Y., Nie, X., Tan, G., Qin, Y., & Sin, Y. K. (2021, November 26-28). Serious game design of cultural heritage education based on the experiential learning cycle model. 2021 2nd International Conference on Information Science and Education, Chongqing, China. https://doi.org/10.1109/ICISE-IE53922.2021.00269 Zhao, Y., Jiang, J., Chen, Y., Liu, R., Yang, Y., Xue, X., & Chen, S. (2022). Metaverse: Perspectives from graphics, interactions and visualization. Visual Informatics, 6(1), 56–67. https://doi.org/10.1016/j.visinf.2022.03.002
|
| This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |