User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums
Abstract
:1. Introduction
1.1. General Objectives of the Research
1.2. Research Aims
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- Do visitors appreciate how the holographic showcase is conceived and realized?
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- Do visitors appreciate the subjects, how the story is told, and its duration? What do they understand and remember?
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- Do visitors appreciate the appearance of the showcase in terms of the holographic effect, visual grammar, and adopted 3D technique?
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- How comfortable is it for visitors to access the contents?
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- Do the museum’s environmental conditions favor the enjoyment of the holographic showcase?
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- What does the evaluator notice about the users’ behavior?
1.3. The Case Study under Application: The CEMEC Project in a Nutshell
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- The Kunágota sword: an Avar sword exhibited at the National Hungarian Museum of Budapest.
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- The Mytilene treasure: a set of 70 Byzantine objects from the Byzantine and Christian Museum of Athens. Three representative objects of the treasure—a golden bracelet, a candlestick, and a trulla (a tool for water spilling)—were chosen for the holographic showcase.
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- The Brooch from Bonn: a golden disk-shaped brooch exhibited at the LVR LandesMuseum of Bonn.
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- The Brooch from Kolked: a golden brooch exhibited at the National Hungarian Museum of Budapest.
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- The Buckle of Kolked: a golden buckle exhibited at the National Hungarian Museum of Budapest.
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- Budapest: Hungarian National Museum (HNM);
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- Amsterdam: Allard Pierson Museum (APM);
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- Athens: Byzantine and Christiane Museum (BCM);
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- Bonn: LVR LandesMuseum (LVR).
1.4. Manuscript’s Structure
2. Background Knowledge and State of the Art in User Studies
2.1. Use of Mixed Reality Techniques
2.2. Objects’ Legibility and Re-Contextualization
2.3. Focus on Emotional Narration
2.4. Design of Simple User Experiences
2.5. Learning as the Final Mandatory Goal
3. The CEMEC UX Evaluation
3.1. Evaluation Method
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3.2. User eXperience Analytics (UXA): Analytic Indexes of Evaluation
3.3. Evaluation Techniques
3.4. Scheduling
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- Questions about the technological solution, design, and interaction;
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- Questions about the contents related to the museum objects exhibited in the holographic showcase in terms of learnability and memorization;
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- Questions about general appreciation and satisfaction.
3.5. Pipeline of Work
- 1.
- The analysis of each multimedia version (same contents presented as a virtual appearance in the big holographic showcase or as a video in a usual TV screen positioned near the original artifact) separately, collecting a specific set of questionnaires and observations (Figure 2);
- 2.
- The creation of a summary prospectus only for the holographic showcases referring to the Kunágota sword and the Mytilene Treasure. This prospectus was divided into venues, and the summary was then compared with the one from the TV screens showing the same contents in order to understand how the perception and engagement of contents changed depending on the device;
- 3.
- The identification of n.6 UXA and related sub-analytics as explained in Section 3.2 and Section 4;
- 4.
- The study of collected answers and observations, where data were analyzed by comparing them thematically and dividing them by UXA category (also adding the operator’s feedback). This phase saw the division of the questions of the QT and OBS into closed questions (CQT) and open questions (OQT) in order to proceed accordingly with qualitative or quantitative analysis;
- 5.
- The production of graphs and charts on Excel files, where statistics and formulas were applied singularly on each UXA, and a descriptive analysis was pursued. Specifically, the average, weighted average, median, and covariance were applied to a subset of cells or full columns;
- 6.
- A median analysis was finally applied to generate a unique average value for each UXA related to the four venues.
3.6. Contexts of Analysis
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- Quite dark space around the holographic showcase;
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- Holographic showcase placed in an isolated space (set inside a dedicated room of the museum);
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- Narration broadcasted through audio speakers (stereo sound);
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- Holographic showcase provided with a frontal walking space (maximum 10 persons) to dynamically position oneself at the correct distance from the projections;
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- Inner and outer projections alternating with each other and presenting the storytelling.
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- No dark space around the holographic showcase, as it is illuminated by museum lights;
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- Holographic showcase placed not in an isolated space but along the museum visit path;
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- Narration broadcasted through a sound shower (mono sound) set on the top of the showcase;
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- Limited walking space (maximum four persons) around the holographic showcase;
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- Only the inner projection presents the storytelling.
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- No dark space around the holographic showcase, which was illuminated by museum lights, and a ceiling cover to protect the showcase from environmental light;
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- Holographic showcase placed not in an isolated space but along the museum visit path;
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- Narration broadcasted through audio directional speakers (stereo sound);
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- Holographic showcase located in the middle of the museum pathway leading to another museum room;
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- Only the inner projection presenting the storytelling.
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- No dark space;
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- Quite isolated and silent space (at the end of the museum corridor);
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- Headphones (two pairs different from those of the general audio guide);
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- Passed along the walking space (in the middle of a pathway to another museum room);
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- Inner projection only.
3.7. Data Collected
4. User eXperience Analytics (UXA) Evaluation Results
4.1. First UXA: Concept and Desiderata
4.2. Second UXA: Story and Storytelling
4.3. Third UXA: Visibility and Appearance
4.4. Fourth UXA: Logistics and Set-Up
4.5. Fifth UXA: Environment and Plus Conditions
4.6. Sixth UXA: Audience
5. Discussion: What to Care about When Designing, Developing, and Experiencing Holographic Showcases
- 1.
- For the UXA “Conception and Desiderata”, it is important to care about the following:
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- Mixed reality (interaction with virtual and real contents) was confirmed to be appreciated as an efficacious means of museum objects’ contextualization through OQT and OBS;
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- Dramatized storytelling pushed visitors within the story and brought the object back to life. This is because it harmonized well with the magic of the holograms, as it was conceived by the CNR team, and the CQT, OQT, and OBS confirmed such an issue in comparison with the actual used museum communication channels;
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- Visitors appreciated the novelty of the holographic showcase, but its efficacious integration in the context of the exhibition was an issue from a technical and logistical point of view. Certain elements did not always work, which happened in APM and BCM due to the MR solution being located in an inappropriate manner (too close to other multimedia).
- 2.
- For the UXA “Story and Storytelling”, it is important to care about the following:
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- Even in the absence of user interaction with the system, the highest level of cognitive learning was reached through attention, memorization, and elaboration of historical contents, as the CQT and OQT revealed, especially for cultural content questions;
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- The style of the story divided users’ opinions. The Kunágota sword was considered pleasant by most visitors and confusing or childish by a smaller part of them whereas the Mytilene Treasure amassed positive appreciation for its essentiality and the use of real actors (which provided emotions and self-identification). This issue was merely personal and subjective, and it was influenced by the visitors’ provenance and their attitudes and familiarity toward digital applications in museums;
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- Concerning doubts about historical fidelity, for the Kunágota sword, some users referred uncertainty about the reliability of the contents, probably because of the pictorial style. Again, the issue here was subjective, and it differed according to the age of the public and the aesthetical layout they expected to see in museums;
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- A written description of the subject and declaration of the duration of the story turned to be necessary for users’ understanding and comfort when in front of the holographic showcase. In all venues, the authors missed some of the above-mentioned information, and visitors highlighted these needs in the OQT and OBS;
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- The duration of the story was an issue due to the time at the users’ disposal when in the museum, but it also depended on the environmental conditions and the type of museum experience (e.g., alone or in a group and standing or sitting). This aspect is controversial and needs to be well addressed before making the storytelling, already having in mind what the final set-up will be (e.g., cinema-like installation, serious game, or online application);
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- The users appreciated the voiceover and soundscape (better than written texts). Nevertheless, audio in museums needs to be managed to create a user roadmap where the acoustics and volume of digital applications do not interfere with the whole museum experience but still preserve their function and relevance. In APM and BCM, several problems occurred, since the MR solution did not have too much space at its disposal and due to the contiguity with other multimedia, which made the environment noisy. In HNM, the set-up was perfect in terms of audio diffusion, as was that in LVR, where earphones were used (but this opened up other problems, like the reduced number of people that contemporarily could listen to the storytelling).
- 3.
- For the UXA “Visibility and Appearance”, it is important to care about the following:
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- Good illumination of the object inside the holographic showcase is a relevant issue for letting users fully experience the beauty of the real museum object. When such a condition was not guaranteed, the visitors did not appreciate the storytelling either, as the CQT and OQT revealed;
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- It is necessary to follow a thoughtful design for the height of the window of the holographic showcase to suit all visitors’ statures (e.g., children, elders, and families). In APM, BCM, and LVR, children were not able to see the digital contents, obliging their parents to pick them up;
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- Glass protection from reflections is needed for avoiding external interferences with the holographic effects happening inside the showcase;
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- A big holographic showcase seemed to work better than a small one in terms of narrative potential and involvement of groups of users, as the set-up in HNM and the OBS, CQT, and OQT revealed.
- 4.
- For the UXA “Logistics and Set-up”, it is important to care about the following:
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- The position of the holographic structure needs to be visible, and in terms of space, comfort, and viability, good integration with the entire exhibition space (but not in the middle of the public passage) has to be provided. In APM and BCM, the situation was uncomfortable, while at LVR, the location was perfect in terms of viability and position along the exhibition pathway;
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- Leave a sufficient free space in front of the holographic showcase (at least 1 m of distance) for users to prevent them from seeing the trick of the Pepper’s ghost set-up;
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- Provide seats for users (especially children and elders). Users want to rest in front of multimedia, especially if it is not interactive. This influences the perception of the story’s duration and overall appreciation, as the CQT and OQT revealed;
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- Provide diffused audio whenever possible or several Bluetooth headphones to let more people enjoy the holographic show. The soundscape quality was greatly appreciated by users and also expected, as visitors reported in the OQT;
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- It is important to avoid waiting for language selection and provide a simple user experience in order to not frustrate users with multiple functions and an unclear system interface. This aspect was detected during the OBS and CQT;
- 5.
- For the UXA “Environment and Plus Conditions”, it is important to remember the following:
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- Do not exhibit too much multimedia close to each other, because they can conflict in terms of audio and users’ tolerance (like what happened in BCM);
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- Take care to ensure an efficient visitor flow, because crowd or noise situations may interfere with the user experience of the holographic showcase. This happened in BCM and APM, and the CQT, OQT, and OBS confirmed this negative trend;
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- A dedicated space that is semi-dark and quiet for the holographic solution would be better, given the purpose of stimulating emotional intelligence to understand and virtually relive the past. Only in HNM was this guaranteed;
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- In addition, create an integrated communication strategy for multimedia. Mention their presence along the museum visit path in the catalogue or in the museum guided tour, as well as through signals and visual graphics. None of the CEMEC venues fulfilled this task, but it is highly recommended for the next generation of MR solutions in museums.
- 6.
- For the UXA “Audience”, it is important to remember the following:
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- The entire museum experience highly influences the user’s interaction with technology due to the time at their disposal, the museum visit path, the crowd, the flow, and the type of experience (alone or in a group);
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- Storytelling was confirmed to be the most powerful way to involve the public when in front of the holographic showcase (and digital applications for communication in general);
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- It is fundamental to improve the dialogue between curators and creatives. It is important to take care of the results of the user experience to improve the technological solutions from time to time. By considering the users’ feedback, we were able to enhance the experience of the holographic showcase set up in the four venues.
6. Conclusions: A UX Model for Studying and Evaluating Virtual Museum Projects
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Analytics | Theoretical Question | Sub-Analytics | Rationale | |
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1 | Conception and Desiderata | Do visitors appreciate how the MR solution has been conceived and realized, along with the different exhibition set-up? | Overlapping of real and digital contents | Level of virtual coherence and perspective of real museum object and its digital replica |
Dramatization | Level of appreciation of the type and quality of narration | |||
Understanding, legibility, and object’s contextualization | Level of museum object’s visibility, readability, comprehension, and relation with its original place of discovery or usage in the past | |||
Others | Elements which may influence how the MR solution is conceived (e.g., competences of professionals involved, budget at disposal, museum space availability, or defined historical period in which the story is addressed) | |||
2 | Story and Storytelling | Do visitors appreciate the subjects of the MR solution? Do they appreciate how the story has been told? What about its duration? Do they consider the storytelling reliable? What do they understand and remember of the cultural information? | Historical fidelity | Level of reliability, scientific coherence, and historical pertinence of the museum object and its digital replica in the context of usage or discovery |
Content or subject | Interest toward the subject of the narration for the MR solution and appeal of the content for the selected target | |||
Style | Level of appreciation of the style of the narration | |||
Duration | Level of suitability of the duration of the story told about the museum object and its digital replica | |||
Soundscape | Level of appreciation of the sound chosen for the narration about the museum object | |||
Learnability | Level of understandability of the cultural information and narration chosen | |||
Real actors | Level of appreciation toward the use of real actors on a green screen to represent the story of the museum object | |||
3 | Visibility and Appearance | Do visitors appreciate the aesthetical features of the MR solution in terms of holographic effect, visual grammar, and the 3D technique applied to it? How about the object’s visibility in the MR solution? What about its illumination and its distance from the visitors? | 3D Reconstructions and colors | Level of appreciation of 3D reconstructions of museum objects and general historical context, storytelling, and characters |
Object’s visibility and distance | Museum object’s location in the MR solution (inside, outside, close, or far), its visibility, and readability of its details | |||
Object’s illumination | Museum object’s appearance and visibility, level of efficacy of the lighting system, and level of coherence of illumination and storytelling (general atmosphere) | |||
Window accessibility, reflection, and glass | Level of efficacy and coherence of the protective glass which separates the real museum object from users and any issue related to the transparency or lights’ reflection which might disturb the vision | |||
4 | Logistics and Set-up | Is it easy for visitors to access cultural information? Is the interaction with the MR solution user-friendly and coherent? What about the visibility of the MR solution along the museum visit path? And what about comfort? | Position | Location of the MR solution along the exhibition pathway |
Chairs and facilities | Indication of the presence of benches, chairs, or other types of facilities close to the MR solution and along the exhibition pathway | |||
Sound system | Type, location, and volume of the sound system of the MR solution and of the exhibition in general and any potential audio conflict with other multimedia solutions | |||
Language selection | Chance to select the language of the MR solution and number of languages selectable | |||
5 | Environment and Plus Conditions | Do the museum environmental conditions favor the enjoyment and appreciation of the MR solution in terms of viability, crowding, noise, and general fruition? | Flow or viability | Level of viability and circulation around the MR solution and along the exhibition pathway |
Other multimedia | Presence of any other multimedia close to the MR solution and level of interference and usage | |||
Surrounding noise | Level of noise of the space where the MR solution is located and number of people allowed to enter and the presence of any surveillance | |||
6 | Audience | What does the evaluator notice about the visitors’ behavior when using the MR solution? Are they positive toward the experience? Are they curious? How do they behave when in front of the MR solution? | Behavior | Users’ way of behaving toward the MR solution, relevance of body language, type of movements or comments they perform, and type of experience they have |
Evaluation’s participation | Level of users’ involvement and free participation in the survey, level of consciousness of the usefulness of such evaluative activity, seriousness toward the compilation of the survey, and users’ self-confidence toward the survey in general | |||
Sociality | Level of users’ involvement with the MR solution and with other visitors and type of communication with the evaluator (if any) | |||
Researcher’s notes | Personal notes of evaluator about curators’ comments, technical features of the MR solution, enhancements to the MR solution, and general feeling about the MR solution of the users |
Object on Display | HNM | APM | BCM | LVR |
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Kunágota sword | 170 OBS 142 QT big holographic showcase | 170 OBS 72 QT holographic showcase | 96 OBS 25 QT video configuration | 81 OBS 70 QT holographic showcase |
Mytilene Treasure | - | - | 106 OBS 69 QT holographic showcase | 41 OBS 20 QT video configuration |
UXA Sub-Analytic | Positive Feedback | Negative Feedback |
---|---|---|
OVERLAPPING REAL AND DIGITAL CONTENT | 94% | 6% |
DRAMATIZATION | 87% | 13% |
UNDERSTANDING (Legibility, object’s contextualization) | 93% | 7% |
OTHERS | 89% | 11% |
UXA Sub-Analytic | Positive Feedback | Negative Feedback |
---|---|---|
CONTENT AND SUBJECT | 81% | 19% |
STYLE | 79% | 21% |
DURATION | 70% | 30% |
SOUNDSCAPE | 80% | 20% |
LEARNING | 83% | 17% |
REAL ACTORS | 100% | - |
HISTORICAL FIDELITY | 70% | 30% |
UXA Sub-Analytic | Positive Feedback | Negative Feedback |
---|---|---|
3D RECONSTRUCTIONS AND COLORS | 93% | 7% |
OBJECT’S VISIBILITY AND DISTANCE | 77% | 23% |
OBJECT’S ILLUMINATION | 92% | 8% |
WINDOW ACCESSIBILITY, REFLECTIONS, AND GLASS | 75% | 25% |
UXA Sub-Analytic | Positive Feedback | Negative Feedback |
---|---|---|
SOUND SYSTEM | 75% | 25% |
LANGUAGE SELECTION | 88% | 12% |
POSITION | 42% | 58% |
CHAIRS AND FACILITIES | 17% | 83% |
UXA Sub-Analytic | Positive Feedback | Negative Feedback |
---|---|---|
FLOW AND VIABILITY | 76% | 24% |
SURROUNDING NOISE | 88% | 12% |
OTHER MULTIMEDIA | 69% | 31% |
UXA Sub-Analytic | Positive Feedback | Negative Feedback |
---|---|---|
BEHAVIOR | - | - |
PARTICIPATION TO EVALUATION | 95% | 5% |
SOCIALITY | 50% | 50% |
RESEARCHERS’ NOTES | - | - |
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Pagano, A.; Pietroni, E.; Ferdani, D.; d’Annibale, E. User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums. Appl. Syst. Innov. 2021, 4, 92. https://doi.org/10.3390/asi4040092
Pagano A, Pietroni E, Ferdani D, d’Annibale E. User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums. Applied System Innovation. 2021; 4(4):92. https://doi.org/10.3390/asi4040092
Chicago/Turabian StylePagano, Alfonsina, Eva Pietroni, Daniele Ferdani, and Enzo d’Annibale. 2021. "User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums" Applied System Innovation 4, no. 4: 92. https://doi.org/10.3390/asi4040092
APA StylePagano, A., Pietroni, E., Ferdani, D., & d’Annibale, E. (2021). User eXperience (UX) Evaluation for MR Cultural Applications: The CEMEC Holographic Showcases in European Museums. Applied System Innovation, 4(4), 92. https://doi.org/10.3390/asi4040092