Augmented reality tools as part of the media practice of museum space adaptation
DOI:
https://doi.org/10.47475/2070-0695-2026-60-2-40-48Keywords:
augmented reality, immersive technologies, AR technologies, low-code, no-code, media content, media practicesAbstract
This article examines the primary tools of augmented reality as a component of immersive technologies that provide a sense of immersion for potential audiences. The aim of the study is to describe the media practice of creating the museum digital AR project "AR Quest", developed using the Unity 3D Engine game engine in the form of two augmented reality mobile applications for children aged 7–10 and 11–14 years. The empirical basis for creating the AR element prototypes consisted of archival digital copies of the artist's paintings and data on their physical dimensions, archival photographs of unexhibited museum artifacts, MP3 audio files, archival images of museum interiors, as well as a number of scholarly art history articles devoted to the life and work of the artist V. I. Surikov. A case‑study analysis allowed for an examination of the integration of AR technologies into the exhibition environment and, drawing on design methodology, sociological surveys, and audience analysis, provided a description of the media practice of using these technologies in adapting the museum space for visitors. Such media practice, being interactive and visual, makes it possible to present the experience of developing virtual media content in the cultural, educational, and museum spheres while taking into account the characteristics of the target audience. Furthermore, the article details the stages of the design process, including concept development and the preparatory phase, collaboration with the museum institution, the preparation and production of augmented reality elements and prototype creation, focus‑group testing, refinement of elements, and project launch. The experience gained allows for the conclusion that the use of augmented reality tools enables museums not only to attract new audiences but also to preserve fragile or lost artifacts in digital form. AR technologies make it possible to visualize additional content and create fundamentally new formats of interaction with exhibits, combining learning with entertainment elements according to the edutainment principle.References
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