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THE VIRTUAL REALITY MUSEUM
APPLICATION (VR-MAPP)
Evaluating children’s adoption behavior towards
VR-Mapp
Post-Graduate Pro...
VR-Mapp
■ Android Smartphones
■ Google Cardboard
ΕΙΚΟΝΙΚΟ ΜΟΥΣΕΙΟ
VR-Mapp Μουσείου Παξών
Folklore Museum of Paxos
Picture Gallery
■ Special Geographic Location
■ Fluctuations in Visitation
■ Special Cultural Cha...
Folklore Museum of Paxos
Picture Gallery
Research Goals
■ VR-Mapp suggests an alternative VR tour solution for museums
■ Its target groups include vulnerable group...
Literature Review
■ Users’ expectation of experience in museums is dynamically affected by various factors [7]
– Doubtful ...
Research Model
VR-Mapp Attributes Emotional States
Research Hypotheses
■ Primary Hypothesis
– Emotional impact of use (Pleasure, Arousal) has a positive effect on young stud...
Demographic Segment (Analyze->Descriptive Stats->
Frequencies)
■ Corfu’s Primary Schools
– 6th and 14th
– 5th , 6th grade
...
Sample Characteristics – Pie Charts
12
1: <=9
2: 10
3: 11
4: >=12
1: E’
2: ΣΤ’
Sample Characteristics – Pie Charts
VR Experience
1: Yes
2: No
1
2
Virtual Museum Experience
1: Yes
2: No
Variables' Definitions
[4], [5],
[6], [9]
[2], [3],
[4], [6],
[8], [9]
[1], [3], [4]
[1], [4], [5]
[5], [6], [7]
[1], [2],...
Questionnaire
Items’ Means
Variables’ Reliability (Analyze->Scale->Reliability Analysis)
Variables’ Means (Analyze->Compare Means->Independent
Samples t-test, grouping variable: gender)
Gender –> VR-Mapp Adoption (Analyze->Descr.Stats->
Crosstabs, Graphs->Legacy->Bar->Clustered)
Gender –> VR-Mapp Adoption (Analyze->Descr.Stats->
Crosstabs, Graphs->Legacy->Bar->Clustered)
Pearson Correlation (Analyze->Correlate->Bivariate)
Partial Least Squares (PLS) (Analyze->Regression
->Linear)
Conclusions
■ Emotional Impact does has a positive effect on VR-Mapp’s Adoption
– Pleasure 0,719. Arousal 0,876
■ Arousal ...
Limitations and Future Work
■ Study based on self reported data
■ High penetration of smartphones in Greece  Testing in o...
References
■ [1] Bhattacherjee, A., 2001. Understanding information systems continuance: an
expectation-confirmation model...
References
■ [6] Rauschnabel, P.A. and Ro, Y.K., 2015. Augmented Reality Smart Glasses: An
Investigation of Technology Acc...
Thank you Mates!
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The Virtual Reality Museum Application (VR-Mapp)

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This research presents a Virtual Reality Museum Application (VRMapp) which uses the case study of the Folklore Museum of Paxos with the aim of increasing its attractiveness to potential visitors through means of Virtual Reality (VR) and Smartphones. It then presents a theoretical model which explores this phenomenon on children in young ages and their adoption behavior through VR-Mapp’s emotional impact. For the aforementioned purposes a field study using questionnaires was conducted involving 88 children from Corfu’s Primary Schools, which indicated that VR-Mapp influences emotionally the willingness of young ages by evoking positive feelings towards visiting museums virtually.

The research was conducted under the supervision of Panagiotis Kourouthanasis and Adamantia Pateli.

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The Virtual Reality Museum Application (VR-Mapp)

  1. 1. THE VIRTUAL REALITY MUSEUM APPLICATION (VR-MAPP) Evaluating children’s adoption behavior towards VR-Mapp Post-Graduate Programme Report on «Research Methods» Αγγελική Σπύρου ΠΜ201503 Αθανάσιος Τσίπης ΠΜ201535 Αλέξανδρος Τσομπόλης ΠΜ201517
  2. 2. VR-Mapp ■ Android Smartphones ■ Google Cardboard ΕΙΚΟΝΙΚΟ ΜΟΥΣΕΙΟ VR-Mapp Μουσείου Παξών
  3. 3. Folklore Museum of Paxos Picture Gallery ■ Special Geographic Location ■ Fluctuations in Visitation ■ Special Cultural Character ■ Museum Size
  4. 4. Folklore Museum of Paxos Picture Gallery
  5. 5. Research Goals ■ VR-Mapp suggests an alternative VR tour solution for museums ■ Its target groups include vulnerable groups (People with Disabilities, Elderly, …) ■ Goal: – Investigate the effect on Students and in particular in young ages – Could it become a helpful educational and cultural tool? – Evaluate its impact post-exposure
  6. 6. Literature Review ■ Users’ expectation of experience in museums is dynamically affected by various factors [7] – Doubtful task to probe into an individual’s emotional state ■ Research about how emotions effect adoption behavior [5] ■ Investigation into correlation between system characteristics and adoption of digital museums and continuance of use [1][3][8] ■ In many cases two stage survey [9] – Pre-exposure: predisposition and pre-acceptability – Post-exposure: experiential impact and adoption behavior ■ Studies on the effect of personalization, adaptiveness, personal innovativeness [4][5][6] ■ Especially interesting to explore possible correlations in children [2] – Creativity – Learning Process – Educational Enhancement
  7. 7. Research Model VR-Mapp Attributes Emotional States
  8. 8. Research Hypotheses ■ Primary Hypothesis – Emotional impact of use (Pleasure, Arousal) has a positive effect on young students regarding VR-Mapp’s adoption as a cultural enhancement tool ■ Secondary Hypotheses – VR-Mapp’s Performance has a positive effect on Students’ Emotions (Pleasure, Arousal) – VR-Mapp’s Ease of Use has a positive effect on Student’s Emotions (Pleasure, Arousal) – Cultural Predisposition has a positive effect on VR-Mapp’s Adoption – Gender has an effect on VR-Mapp’s Adoption
  9. 9. Demographic Segment (Analyze->Descriptive Stats-> Frequencies) ■ Corfu’s Primary Schools – 6th and 14th – 5th , 6th grade – 88 participants
  10. 10. Sample Characteristics – Pie Charts 12 1: <=9 2: 10 3: 11 4: >=12 1: E’ 2: ΣΤ’
  11. 11. Sample Characteristics – Pie Charts VR Experience 1: Yes 2: No 1 2 Virtual Museum Experience 1: Yes 2: No
  12. 12. Variables' Definitions [4], [5], [6], [9] [2], [3], [4], [6], [8], [9] [1], [3], [4] [1], [4], [5] [5], [6], [7] [1], [2], [3], [4], [5], [6], [8], [9]
  13. 13. Questionnaire
  14. 14. Items’ Means
  15. 15. Variables’ Reliability (Analyze->Scale->Reliability Analysis)
  16. 16. Variables’ Means (Analyze->Compare Means->Independent Samples t-test, grouping variable: gender)
  17. 17. Gender –> VR-Mapp Adoption (Analyze->Descr.Stats-> Crosstabs, Graphs->Legacy->Bar->Clustered)
  18. 18. Gender –> VR-Mapp Adoption (Analyze->Descr.Stats-> Crosstabs, Graphs->Legacy->Bar->Clustered)
  19. 19. Pearson Correlation (Analyze->Correlate->Bivariate)
  20. 20. Partial Least Squares (PLS) (Analyze->Regression ->Linear)
  21. 21. Conclusions ■ Emotional Impact does has a positive effect on VR-Mapp’s Adoption – Pleasure 0,719. Arousal 0,876 ■ Arousal is the most statistically significant variable for VR-Mapp’s Adoption ■ Predisposition does not seem to correlate with VR-Mapp’s Adoption. (-0,081) ■ Performance does have a positive effect on both the Pleasure and the Arousal (0.661, 0.777) ■ Ease of use does have a positive effect on both the Pleasure and the Arousal (0.665, 0.750) ■ VR-Mapp’s Adoption is not effected by gender
  22. 22. Limitations and Future Work ■ Study based on self reported data ■ High penetration of smartphones in Greece  Testing in other countries ■ Small segment of students  Expand: – More Students – More Schools – Outside Corfu – Different demographic backgrounds ■ Add more virtual museums & cultural institutes / Different types of museums ■ Include more variables (price value, perceived usefulness, personal innovativeness, …) ■ Two stage survey  Pre-exposure and Post-exposure
  23. 23. References ■ [1] Bhattacherjee, A., 2001. Understanding information systems continuance: an expectation-confirmation model. MIS quarterly, pp.351-370. ■ [2] Huang, Y.M., Huang, Y.M., Huang, S.H. and Lin, Y.T., 2012. A ubiquitous English vocabulary learning system: Evidence of active/passive attitudes vs. usefulness/ease-of-use. Computers and Education, 58(1), pp.273-282. ■ [3] Hung, S.Y., Chen, C.C., Hung, H.M. and Ho, W.W., 2013. Critical factors predicting the acceptance of digital museums: User and system perspectives. Journal of Electronic Commerce Research, 14(3), p.231. ■ [4] Kourouthanassis, P., Boletsis, C., Bardaki, C. and Chasanidou, D., 2015. Tourists responses to mobile augmented reality travel guides: The role of emotions on adoption behavior. Pervasive and Mobile Computing, 18, pp.71-87. ■ [5] Pianesi, F., Graziola, I., Zancanaro, M. and Goren-Bar, D., 2009. The motivational and control structure underlying the acceptance of adaptive museum guides–an empirical study. Interacting with Computers, 21(3), pp.186-200.
  24. 24. References ■ [6] Rauschnabel, P.A. and Ro, Y.K., 2015. Augmented Reality Smart Glasses: An Investigation of Technology Acceptance Drivers. International Journal of Technology Marketing, forthcoming. ■ [7] Sheng, C.W. and Chen, M.C., 2012. A study of experience expectations of museum visitors. Tourism management, 33(1), pp.53-60. ■ [8] Taber, M.M., 2014. Use of Mobile Technology Among Museum Visitors: A Case Study. ■ [9] Venkatesh, V., Thong, J.Y. and Xu, X., 2012. Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 36(1), pp.157-178.
  25. 25. Thank you Mates!

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