ACADEMIC PAGE

DECR is about creating exhibitions that utilise modern technology in
creating user learning experiences that encourage young adults to become more engaged with
learning about history and culture.

 

OUR AIM

Our aim is to create a modern learning space that a user will
remember using 3D papercraft, augmented reality animations and
immersive ambisonic audio.

The content we are using derives from Irish Mythology, focusing on Fionn
MacCumhaill becoming the leader of the Fianna.

The project will consist of being
displayed at two events; The first event will take place at a forest to invest the

user in old Irish tales by using augmented reality, this forest event will then be showcased
at the Fís event.

 

AIMS & OBJECTIVES

The project is remediation of a classic Irish myth through a number of modern storytelling media,
technology, and techniques. The story we wish to tell our audience is of Fionn mac Cumhaill and
how he became the leader of the Fianna by battling the great dragon/fairy king Aillen and
subsequently smiting him with his magic spear. Originally the event was to take place in a forest to
create immersion for the user. QR codes would be used as marker points to cue AR videos that will
tell the user the Irish myth. The QR codes would be placed in a path formation, replicating the
stations of the cross. The user would follow a linear narrative along the pathway. The user can
choose to veer from the path to experience side stories.
The story would be told utilising an augmented reality headset combined with headphones to
emerge the user in a world of myth and legend through visual and aural stimulation. The headset
will be a commonly found augmented reality headset that will be encased within a classical Celtic
style helmet, remade using papercraft techniques. This is so it isn’t heavy on the user and thus won’t
restrict mobility. As the user places the helmet on, they will be met with the view they already had,
as if they had placed on a pair of clear glasses. It only begins to work after the user looks at a poster
that the animation will play. However, this method will not take place due to the effects of a global
pandemic.

 

METHODS

A survey asked participants opinion on Augmented Reality (AR)
technologies (All participants were
between 18-25 years old).
Interviews of museum curators as they were able to provide their perspective on working in a
museum environment.

We interviewed two museum curators on their own personal experiences in their profession and
their feelings towards the addition of modern media to exhibitions.

 

FINDINGS & DISCUSSIONS:

71% use AR in some form.
29% like using AR, 47% were indifferent.
65.3% wouldn’t visit museums often, but
45% of this would be more interested if it featured AR applications.
31% say they are visual learners.
29% say they are physical learners.
53% say AR would enrich their learning experience.

The demographics that the museums see the most are mainly children from primary schools and the elderly.
Both participants similarly do not receive 18-25-year olds often.
Museums revealed that they would not use modern media like augmented reality due to high
expense of head gear. The current project is app based so that counteracts that problem.
Participant B felt that “the outdoor exhibitions were game changers; they were what really put us on
the map”
Both stated that bulk information does not work and that they have a good graphic designer for
visual learners, this is complimentary
information for our project.

 

CONCLUSION:

To conclude, the current project has flourished and changed from the start of the year. All elements
of the project have continued to improve and upgrade in illustration, audio, and all technical quality.
Resourceful information was gathered using qualitative and quantitative research methods.  From
our interviews, we learned that there is a market for outdoor exhibitions, the best projects allow
people to learn without even realising it and the main issue with AR exhibitions is the expense of
owning the appropriate headgear. From our survey, we gained knowledge on the popularity of AR

apps, we learned that the majority of our age demographic are visual style learners and that 53% of
our participants felt that AR would enrich their learning experience. The current project product is
fun and entertaining, it takes learning styles into consideration and utilises an app instead of
expense AR.

 

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