TY - GEN
T1 - Investigating the effect of augmented reality technology on traditional culture experience motivation by using a novel Tosenkyo application
AU - Mizobuchi, Kenta
AU - Tsai, Hung Ya
AU - Ieiri, Yuya
AU - Hishiyama, Reiko
AU - Tengfei, Shao
N1 - Funding Information:
The authors would like to thank the Kyoto Museum of Crafts and Design (MOCAD) for their advice. This work was supported by JSPS KAKENHI Grant Number 20K03282.
Publisher Copyright:
© 2022 The Society of Instrument and Control Engineers - SICE.
PY - 2022
Y1 - 2022
N2 - In this study, we proved that augmented reality (AR) technology increases the motivation to experience traditional culture. We developed an AR Tosenkyo application to simulate "Tosenkyo,"a traditional Japanese game, and conducted experiments with 47 participants, including foreigners. Because Tosenkyo AR application components can be categorized into play equipment and backgrounds, we prepared three applications with different degrees of AR environmental conditions to investigate their effect on motivation. The results of the experiment revealed that, before the AR experience, Japanese people were less motivated to experience traditional culture compared with Chinese people; however, after the AR experience, their motivation increased considerably. This tendency was pronounced in a harmonic AR environment, which is considered a moderate fusion of reality and AR. Furthermore, the path analysis of the questionnaire results revealed that higher quality of AR application considerably improves motivation.
AB - In this study, we proved that augmented reality (AR) technology increases the motivation to experience traditional culture. We developed an AR Tosenkyo application to simulate "Tosenkyo,"a traditional Japanese game, and conducted experiments with 47 participants, including foreigners. Because Tosenkyo AR application components can be categorized into play equipment and backgrounds, we prepared three applications with different degrees of AR environmental conditions to investigate their effect on motivation. The results of the experiment revealed that, before the AR experience, Japanese people were less motivated to experience traditional culture compared with Chinese people; however, after the AR experience, their motivation increased considerably. This tendency was pronounced in a harmonic AR environment, which is considered a moderate fusion of reality and AR. Furthermore, the path analysis of the questionnaire results revealed that higher quality of AR application considerably improves motivation.
KW - augmented reality (AR)
KW - cognitive science
KW - human computer interaction (HCI)
KW - interactive media
UR - http://www.scopus.com/inward/record.url?scp=85141130828&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85141130828&partnerID=8YFLogxK
U2 - 10.23919/SICE56594.2022.9905814
DO - 10.23919/SICE56594.2022.9905814
M3 - Conference contribution
AN - SCOPUS:85141130828
T3 - 2022 61st Annual Conference of the Society of Instrument and Control Engineers of Japan, SICE 2022
SP - 1226
EP - 1231
BT - 2022 61st Annual Conference of the Society of Instrument and Control Engineers of Japan, SICE 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 61st Annual Conference of the Society of Instrument and Control Engineers of Japan, SICE 2022
Y2 - 6 September 2022 through 9 September 2022
ER -