Promoting Awareness on Sustainable Behavior Through an AR-Based Art Gallery

  title={Promoting Awareness on Sustainable Behavior Through an AR-Based Art Gallery},
  author={Luca Turchet and Jhonny Hueller},


Promoting pro-environmental behaviour through augmented reality and persuasive informational power: A pilot study
This pilot study examined the idea that use of a mobile technology can have positive consequences for both individual users and, indirectly, society and showed how the use of persuasive technologies can have collective benefits and demonstrates their informational power.
Embodiment of Wearable Augmented Reality Technology in Tourism Experiences
The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experiences. This article provides a theoretical reflection
Enhancing art gallery visitors’ learning experience using wearable augmented reality: generic learning outcomes perspective
It is revealed that the wearable augmented reality application helps visitors to see connections between paintings and personalize their learning experience, however, there are some drawbacks such as lack of visitor–visitor engagement and the social acceptability.
Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum
The results of this study revealed that social presence in mixed (VR & AR) environments is a strong predictor of four realms of experience economy, which consequently induce the tourists’ intention to revisit Geevor museum.
Shared mobile displays: an exploratory study of their use in a museum setting
Results show how mobile shared displays can support and enhance the group experience, by providing a shared mobile environment, and increase group cohesiveness as was shown by increased proximity and amount of discussion by participants.
Advanced Interaction with Paintings by Augmented Reality and High Resolution Visualization: A Real Case Exhibition
By using Augmented Reality technology, mobile application and High Resolution visualization the authors provide the users with a visual augmentation of their surroundings and a touch interaction technique to display digital contents for cultural heritage promotion, allowing museum visitors to interact with digital contents in an intuitive and exciting manner.
Augmented Stage for Participatory Performances
This paper defines a set of six metrics, and uses them to describe and evaluate a number of platforms for participatory performances, and introduces the Augmented Stage, which describes how Augmented Reality techniques can be used to superimpose a performance stage with a virtual environment, populated with interactive elements.
Designing mobile augmented reality art applications: addressing the views of the galleries and the artists
The design and development of the mobile application 'Taking the Artwork Home', which allows people to digitally curate their own augmented reality art exhibitions in their own homes by digitally 'replacing' the pictures they have on their walls with content from the Peter Scott Gallery in Lancaster, is discussed.
Patterns of persuasion for sustainability
A set of antipatterns are developed to describe persuasive technology approaches that values research suggests are unlikely to yield significant sustainability wins, and a complementary set of patterns are described to describe new guidelines for what may become persuasive technology best practice.