Comparing VR and AR in Cultural Heritage Active Learning: A Study Based on the Stimulus-Organism-Response Model and the Engagement Theory

dc.contributor.authorZhao, Jiayien_US
dc.contributor.authorLiang, Jiachenen_US
dc.contributor.authorLi, Yueen_US
dc.contributor.authorZhang, Chengen_US
dc.contributor.authorDong, Yipingen_US
dc.contributor.editorCampana, Stefanoen_US
dc.contributor.editorFerdani, Danieleen_US
dc.contributor.editorGraf, Holgeren_US
dc.contributor.editorGuidi, Gabrieleen_US
dc.contributor.editorHegarty, Zackaryen_US
dc.contributor.editorPescarin, Sofiaen_US
dc.contributor.editorRemondino, Fabioen_US
dc.date.accessioned2025-09-05T21:24:37Z
dc.date.available2025-09-05T21:24:37Z
dc.date.issued2025
dc.description.abstractWith the rapid advancement of immersive technologies, Virtual Reality (VR) and Augmented Reality (AR) have emerged as powerful tools for enhancing cultural heritage experiences. These technologies offer opportunities to engage learners through interactive and rich content, transforming how cultural knowledge is disseminated and understood. In this study, we developed two systems - one in VR with a head-mounted display and the other in AR with a mobile device for cultural heritage exploration. By employing a comprehensive survey with 70 responses, we explored the determinants of active learning within two systems. The results showed that the effects of interactivity and content richness on active learning are mediated by cognitive engagement toward both VR and AR systems. Our findings contribute valuable insights to the field of technology-mediated learning and provide practical guidelines for optimizing immersive cultural heritage experiences through targeted design strategies, highlighting the potential gaps in content design optimization.en_US
dc.description.sectionheadersModern Technologies for Serious Gaming in Cultural Heritage
dc.description.seriesinformationDigital Heritage
dc.identifier.doi10.2312/dh.20253295
dc.identifier.isbn978-3-03868-277-6
dc.identifier.pages11 pages
dc.identifier.urihttps://doi.org/10.2312/dh.20253295
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/dh20253295
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing → HCI design and evaluation methods; User studies
dc.subjectHuman centered computing → HCI design and evaluation methods
dc.subjectUser studies
dc.titleComparing VR and AR in Cultural Heritage Active Learning: A Study Based on the Stimulus-Organism-Response Model and the Engagement Theoryen_US
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