TY - JOUR
T1 - Augmented reality mobile apps for cultural heritage reactivation
AU - Hincapié, Mauricio
AU - Díaz, Christian
AU - Zapata-Cárdenas, Maria Isabel
AU - Rios, Henry de Jesus Toro
AU - Valencia, Dalia
AU - Güemes-Castorena, David
N1 - Funding Information:
The authors thank the editors and two anonymous reviewers for their highly constructive feedback. The authors acknowledge the technical support of Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey, Mexico, in the production of this work.
Publisher Copyright:
© 2021
PY - 2021/7
Y1 - 2021/7
N2 - The use of augmented reality and GPS-guided applications has proven successful for reviving cultural heritage. However, the impact of using these technologies on the learning process of cultural heritage has not been studied in depth. This article reports the findings of how using GPS and augmented reality with mobile apps impacted learning during a project to reactivate cultural heritage around Medellin's Cisnero Square and its surroundings (also called the "Park of Lights"). An experimental test comparing two groups was performed. The experimental design goal was to determine the differences in learning and user perception when the proposed Mobile App was and was not used in guiding the cultural heritage tour as part of Cisnero Square's reactivation. The results showed that the experimental group achieved better learning and cultural heritage learning outcomes. This study offers valuable insights into technological applications for reactivating cultural heritage, which can be applied almost anywhere.
AB - The use of augmented reality and GPS-guided applications has proven successful for reviving cultural heritage. However, the impact of using these technologies on the learning process of cultural heritage has not been studied in depth. This article reports the findings of how using GPS and augmented reality with mobile apps impacted learning during a project to reactivate cultural heritage around Medellin's Cisnero Square and its surroundings (also called the "Park of Lights"). An experimental test comparing two groups was performed. The experimental design goal was to determine the differences in learning and user perception when the proposed Mobile App was and was not used in guiding the cultural heritage tour as part of Cisnero Square's reactivation. The results showed that the experimental group achieved better learning and cultural heritage learning outcomes. This study offers valuable insights into technological applications for reactivating cultural heritage, which can be applied almost anywhere.
KW - Augmented reality
KW - Cultural heritage
KW - Educational innovation
KW - GPS-based applications
KW - Higher education
KW - Mobile Apps
UR - http://www.scopus.com/inward/record.url?scp=85109425084&partnerID=8YFLogxK
U2 - 10.1016/j.compeleceng.2021.107281
DO - 10.1016/j.compeleceng.2021.107281
M3 - Artículo
AN - SCOPUS:85109425084
SN - 0045-7906
VL - 93
JO - Computers and Electrical Engineering
JF - Computers and Electrical Engineering
M1 - 107281
ER -