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Materialising contexts: virtual soundscapes for real-world exploration

This article presents the results of a study based on a group of participants’ interactions with an experimental sound installation at the National Science and Media Museum in Bradford, UK. The installation used audio augmented reality to attach virtual sound sources to a vintage radio receiver from...

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Autores principales: Cliffe, Laurence, Mansell, James, Greenhalgh, Chris, Hazzard, Adrian
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8550624/
https://www.ncbi.nlm.nih.gov/pubmed/34776824
http://dx.doi.org/10.1007/s00779-020-01405-3
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author Cliffe, Laurence
Mansell, James
Greenhalgh, Chris
Hazzard, Adrian
author_facet Cliffe, Laurence
Mansell, James
Greenhalgh, Chris
Hazzard, Adrian
author_sort Cliffe, Laurence
collection PubMed
description This article presents the results of a study based on a group of participants’ interactions with an experimental sound installation at the National Science and Media Museum in Bradford, UK. The installation used audio augmented reality to attach virtual sound sources to a vintage radio receiver from the museum’s collection, with a view to understanding the potentials of this technology for promoting exploration and engagement within museums and galleries. We employ a practice-based design ethnography, including a thematic analysis of our participants’ interactions with spatialised interactive audio, and present an identified sequence of interactional phases. We discuss how audio augmented artefacts can communicate and engage visitors beyond their traditional confines of line-of-sight, and how visitors can be drawn to engage further, beyond the realm of their original encounter. Finally, we provide evidence of how contextualised and embodied interactions, along with authentic audio reproduction, evoked personal memories associated with our museum artefact, and how this can promote interest in the acquisition of declarative knowledge. Additionally, through the adoption of a functional and theoretical aura-based model, we present ways in which this could be achieved, and, overall, we demonstrate a material object’s potential role as an interface for engaging users with, and contextualising, immaterial digital audio archival content.
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spelling pubmed-85506242021-11-10 Materialising contexts: virtual soundscapes for real-world exploration Cliffe, Laurence Mansell, James Greenhalgh, Chris Hazzard, Adrian Pers Ubiquitous Comput Original Paper This article presents the results of a study based on a group of participants’ interactions with an experimental sound installation at the National Science and Media Museum in Bradford, UK. The installation used audio augmented reality to attach virtual sound sources to a vintage radio receiver from the museum’s collection, with a view to understanding the potentials of this technology for promoting exploration and engagement within museums and galleries. We employ a practice-based design ethnography, including a thematic analysis of our participants’ interactions with spatialised interactive audio, and present an identified sequence of interactional phases. We discuss how audio augmented artefacts can communicate and engage visitors beyond their traditional confines of line-of-sight, and how visitors can be drawn to engage further, beyond the realm of their original encounter. Finally, we provide evidence of how contextualised and embodied interactions, along with authentic audio reproduction, evoked personal memories associated with our museum artefact, and how this can promote interest in the acquisition of declarative knowledge. Additionally, through the adoption of a functional and theoretical aura-based model, we present ways in which this could be achieved, and, overall, we demonstrate a material object’s potential role as an interface for engaging users with, and contextualising, immaterial digital audio archival content. Springer London 2020-04-25 2021 /pmc/articles/PMC8550624/ /pubmed/34776824 http://dx.doi.org/10.1007/s00779-020-01405-3 Text en © The Author(s) 2020 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Original Paper
Cliffe, Laurence
Mansell, James
Greenhalgh, Chris
Hazzard, Adrian
Materialising contexts: virtual soundscapes for real-world exploration
title Materialising contexts: virtual soundscapes for real-world exploration
title_full Materialising contexts: virtual soundscapes for real-world exploration
title_fullStr Materialising contexts: virtual soundscapes for real-world exploration
title_full_unstemmed Materialising contexts: virtual soundscapes for real-world exploration
title_short Materialising contexts: virtual soundscapes for real-world exploration
title_sort materialising contexts: virtual soundscapes for real-world exploration
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8550624/
https://www.ncbi.nlm.nih.gov/pubmed/34776824
http://dx.doi.org/10.1007/s00779-020-01405-3
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