Reinventing Museum Spaces: Site-specific Mixed Reality for Gamified Learning
| dc.contributor.advisor | Szabo, Victoria | |
| dc.contributor.advisor | Olson, Mark | |
| dc.contributor.author | Chen, Ruyan | |
| dc.date.accessioned | 2025-07-02T19:07:44Z | |
| dc.date.available | 2025-07-02T19:07:44Z | |
| dc.date.issued | 2024 | |
| dc.department | Art, Art History, and Visual Studies | |
| dc.description.abstract | This thesis addresses the challenge of enhancing learning and engagement withintraditional museum settings by developing a gamified mixed reality (MR) experience at the Art of the Andes Gallery in the Nasher Museun of Art. The project aims to attract additional visitors through the integration of cutting-edge MR technology, transforming a static gallery space into a fully interactive, narrative-driven environment. A review of prior analog and digital approaches to visitor engagement and learning informs the design, focusing on elements such as gamification, narrative immersion, and educational escape room (EER) frameworks. Unity game engine served as the primary development platform, utilizing core functionalities of theMeta Quest 3 to enable immersive and interactive elements. Convai was implemented for AI-driven non-player character (NPC) interactions, enhancing immersion and fostering active learning by allowing users to engage meaningfully with virtual characters. Through the integration of narrative and gamified interactions, MR demonstrates the potential to transform a gallery into an engaging, story-driven environment, presenting an innovative model for museums. Future testing will be essential to evaluate user engagement and measure the impact on learning outcomes. | |
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| dc.rights.uri | ||
| dc.subject | Art history | |
| dc.title | Reinventing Museum Spaces: Site-specific Mixed Reality for Gamified Learning | |
| dc.type | Master's thesis | |
| duke.embargo.months | 0.01 | |
| duke.embargo.release | 2025-07-08 |