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[3F3-GS-9-02] Motivational effect of traditional culture experience using AR Tosenkyo application
Keywords:Augmented Reality, Human Computer Interaction(HCI), interactive media, cognitive science
In this paper, we clarified that augmented reality (AR) technology increase the motivation to experience traditional culture and contribute to motivating people. We developed an AR Tosenkyo application that experience a traditional Japanese game of "Tosenkyo" and conducted experiments with 47 participants, including foreigners. Since the components of the Tosenkyo AR application can be broken down into play equipment, backgrounds, etc., we prepared three applications with different degrees of AR environmental conditions to investigate whether the differences affect motivation. The results of the experiment showed that Japanese were relatively less motivation to experience traditional culture before the AR experience compared to Chinese, but after the AR experience, their motivation increased significantly. This tendency was more pronounced in a harmonic AR environment, which considered a moderate fusion of reality and AR. Furthermore, path analysis of the questionnaire results showed that the higher quality of the AR application, the more effective to increase motivation.
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