Abstract
In the SPIRIT project, a location-based Augmented Reality (AR) application has been developed to stimulate the imagination of historical personal life at outdoor places. This paper presents quantitative evaluation results concerning the app’s potential for educational purposes. They are based on 107 questionnaires filled by visitors of a Roman fort museum site, having used the AR app in a 40 min tour over several locations. At each place, users can turn into several directions and see keyed video representations of acting characters superimposed on their device’s camera image. The fictional events are made up based on historical facts specific to the location. Next to issues with the novelty of the interaction, there has been an interrelation of the subjects self-assessed gaining of knowledge and the appreciation of the story’s motivational factors.
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Acknowledgements
This work has been funded (in part) by the Federal Ministry of Education and Research (BMBF) in Germany (03FH035PA3). We thank all project members for their support (see [17] for videos and personal credits). Special thanks go to students in Media Management at the RheinMain University of Applied Sciences, who conducted the inquiries.
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Winzer, P., Spierling, U., Massarczyk, E., Neurohr, K. (2017). Learning by Imagining History: Staged Representations in Location-Based Augmented Reality. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_16
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DOI: https://doi.org/10.1007/978-3-319-71940-5_16
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