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User Engagement Continuum: From Art Exploration to Remixing Culture with Augmented Reality

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Augmented Reality Art

Abstract

The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. However, throughout history art has always been the subject of endless reinterpretations and its reframing has a possibility to shed new perspectives on the original as well as the reinterpreted context. Novel technologies can enable mashups in real time and in the context where art is observed. Augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations or/and curation of personalised exhibitions. In a similar way that the Web-enabled users to become active participants in content sharing, rating services and products, and deciding on the course of television shows in real time, AR can act as a medium to leave digital augmentation of artworks in real physical spaces and thus support remixing culture with re-appropriation of art. In this chapter, several AR ideas and solutions are presented with a common theme: each allows users to engage with art or cultural heritage in different ways and enables users to tinker with artworks. All presented prototypes can be placed on the user engagement continuum that spans from passive consumption to active creation. The chapter finishes with a discussion of implications such AR solutions would present in terms of copyright violation, curation of user-generated content, engagement with technology, ethical issues and others.

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Notes

  1. 1.

    https://www.microsoft.com/en-us/hololens.

  2. 2.

    https://www.magicleap.com/.

  3. 3.

    https://www.lenovo.com/thinkrealitya3/.

  4. 4.

    https://www.mirareality.com/.

  5. 5.

    https://duomo.firenze.it/en/opera-magazine/post/4471/sketch-the-dome-celebrate-the-dome-with-your-digital-creation.

  6. 6.

    https://theinspirationroom.com/daily/2012/rijksmuseum-paint-job/.

  7. 7.

    https://play.google.com/store/apps/details?id=one.realnote.app.

  8. 8.

    https://play.google.com/store/apps/details?id=com.mitchellaugustin.landmark.android.

  9. 9.

    https://play.google.com/store/apps/details?id=com.wally.augmented_reality_virtual_notes.

  10. 10.

    https://sketchar.io/features/.

  11. 11.

    https://xr2021.facebookhackathons.com/#/projects/619adb4b4e4b6904f6c484a9 and https://github.com/RalphVR/easely-meta-hackathon.

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Acknowledgements

The authors acknowledge the European Commission for funding the InnoRenew CoE project (Grant Agreement 739574) under the Horizon2020 Widespread-Teaming programme and the Republic of Slovenia (Investment Funding of the Republic of Slovenia and European Union of the European Regional Development Fund). We also acknowledge support from the Slovenian research agency ARRS (programme no. P1-0383, J1-9186, J1-1715, J5-1796, J1-1692 and IO-0035).

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Correspondence to Matjaž Kljun .

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Kljun, M., Coulton, P., Čopič Pucihar, K. (2022). User Engagement Continuum: From Art Exploration to Remixing Culture with Augmented Reality. In: Geroimenko, V. (eds) Augmented Reality Art. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-96863-2_18

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  • DOI: https://doi.org/10.1007/978-3-030-96863-2_18

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