⚠ Official Notice: www.ijisrt.com is the official website of the International Journal of Innovative Science and Research Technology (IJISRT) Journal for research paper submission and publication. Please beware of fake or duplicate websites using the IJISRT name.



AR Museum: Exploring the Augmented Reality Experience in Neust Museum


Authors : Genesis Benmark C. Laguna; Dr. Rolaida Sonza

Volume/Issue : Volume 11 - 2026, Issue 3 - March


Google Scholar : https://tinyurl.com/46dav8cu

Scribd : https://tinyurl.com/2d7vh8a3

DOI : https://doi.org/10.38124/ijisrt/26mar1067

Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.


Abstract : This study explores the development and evaluation of an Augmented Reality (AR) Museum experience at the NEUST Museum, employing an agile development approach and adhering to ISO/IEC 25010 software quality standards. The research aims to assess how AR can enhance visitor engagement, learning, and overall satisfaction by integrating features such as virtual reconstructions, interactive storytelling, and multisensory elements. Through qualitative and quantitative evaluations involving IT experts and end-users, the findings demonstrate that the AR system effectively improves visitor interaction and educational outcomes, although challenges such as device compatibility and performance optimization remain. The study contributes to the broader field of digital heritage preservation and museum education by providing insights into user-centered AR design, iterative development processes, and the potential for advanced features like multi-user experiences and AI-driven personalization. These findings underscore AR’s transformative role in creating immersive, accessible, and engaging cultural experiences, offering a scalable model for future digital heritage initiatives and educational applications.

Keywords : AR, Museum, Digital Heritage, User Experience, Agile Development, ISO 25010

References :

  1. Michael Nii Laryeafio, Omoruyi Courage Ogbewe (December 14, 2023). Ethical Considerations in Qualitative Research. https://www.researchgate.net/publication/376382787_Ethical_Considerations_in_Qualitative_Research
  2. Towards Enhancing User Experience through a Web-Based Augmented Reality Museum https://ieeexplore.ieee.org/abstract/document/8820834
  3. Augmented Reality Mobile Application for Museum: A Technology Acceptance Study https://ieeexplore.ieee.org/abstract/document/9073457
  4. Adaptive Card Design UI Implementation for an Augmented Reality Museum Application https://link.springer.com/chapter/10.1007/978-3-319-58706-6_35
  5. When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions https://www.sciencedirect.com/science/article/abs/pii/S0261517718300475
  6. A Survey of Museum Applied Research Based on Mobile Augmented Reality https://onlinelibrary.wiley.com/doi/full/10.1155/2022/2926241
  7. Can I touch this? Using Natural Interaction in a Museum Augmented Reality System https://www.sciencedirect.com/science/article/abs/pii/S2212054817300334
  8. Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction https://www.tandfonline.com/doi/abs/10.1080/1743873X.2020.1850742
  9. Mapping requirements for the wearable smart glasses augmented reality museum application https://www.emerald.com/jhtt/article-abstract/7/3/230/209161/Mapping-requirements-for-the-wearable-smart?redirectedFrom=fulltext
  10. Augmented Reality and Gamification in Heritage Museums https://link.springer.com/chapter/10.1007/978-3-319-45841-0_17
  11. A meta-analytic review on incorporating virtual and augmented reality in museum learning https://www.sciencedirect.com/science/article/abs/pii/S1747938X22000239
  12. Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum https://link.springer.com/chapter/10.1007/978-3-319-28231-2_45
  13. Augmented Reality to Engage Visitors of Science Museums through Interactive Experiences https://www.mdpi.com/2571-9408/5/3/71
  14. Seeing history come to life with augmented reality: the museum experience of generation Z in Göbeklitepe https://www.tandfonline.com/doi/abs/10.1080/14766825.2023.2213679
  15. Promoting interest, positive emotions, and knowledge using augmented reality in a museum setting https://www.tandfonline.com/doi/abs/10.1080/21548455.2021.1946619
  16. Using Augmented Reality to Explore Museum Artifacts https://ieeexplore.ieee.org/abstract/document/9288382
  17. THE USE OF AUGMENTED REALITY (AR) IN MUSEUM EDUCATION: A SYSTEMATIC LITERATURE REVIEW https://library.iated.org/view/MANCEBOMAY2020USE
  18. A new audio augmented reality interaction and adaptation model for museum visits https://www.sciencedirect.com/science/article/abs/pii/S0045790620304614
  19. Augmented reality marketing to enhance museum visit intentions https://www.emerald.com/jhtt/article-abstract/14/4/658/431588/Augmented-reality-marketing-to-enhance-museum?redirectedFrom=fulltext
  20. Using augmented reality and deep learning to enhance Taxila Museum experience https://link.springer.com/article/10.1007/s11554-020-01038-y
  21. An experiential view to children learning in museums with Augmented Reality https://www.tandfonline.com/doi/abs/10.1080/09647775.2019.1578991
  22. Augmented reality in the tourism industry: A multi-stakeholder analysis of museums https://www.sciencedirect.com/science/article/abs/pii/S221197361930073X
  23. A Study of Factors Influencing the Continuance Intention to the Usage of Augmented Reality in Museums https://www.mdpi.com/2079-8954/10/3/73
  24. Augmented Reality Mobile Application for Museum: A Technology Acceptance Study https://ieeexplore.ieee.org/abstract/document/9073457
  25. Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction https://www.tandfonline.com/doi/abs/10.1080/1743873X.2020.1850742
  26. Augmented Reality on Museums: the Ecomuseu Virtual Guide https://dl.acm.org/doi/abs/10.1145/3488162.3488219
  27. A Survey of Museum Applied Research Based on Mobile Augmented Reality https://onlinelibrary.wiley.com/doi/full/10.1155/2022/2926241
  28. Application of augmented reality in museums – Factors influencing the learning motivation and effectiveness https://journals.sagepub.com/doi/full/10.1177/00368504211059045
  29. Enhancing augmented reality with cognitive and knowledge perspectives: a case study in museum exhibitions https://www.tandfonline.com/doi/abs/10.1080/0144929X.2016.1208774
  30. Study on Virtual Experience Marketing Model Based on Augmented Reality: Museum Marketing (Example) https://onlinelibrary.wiley.com/doi/full/10.1155/2022/2485460
  31. Svevo tour: The design and the experimentation of an augmented reality application for engaging visitors of a literary museum https://www.sciencedirect.com/science/article/abs/pii/S1071581918300533
  32. The Use of Augmented Reality Technology in Medical Specimen Museum Tours https://anatomypubs.onlinelibrary.wiley.com/doi/full/10.1002/ase.1822
  33. Mobile Augmented Reality in Museums : Towards Enhancing Visitor's Learning Experience https://ijvr.eu/article/view/2885
  34. Augmented Reality Museum Visiting Application based on the Microsoft HoloLens https://iopscience.iop.org/article/10.1088/1742-6596/1237/5/052018/meta
  35. Augmented Reality: Providing a Different Dimension for Museum Visitors https://link.springer.com/chapter/10.1007/978-3-319-64027-3_5
  36. Concerns and Challenges Developing Mobile Augmented Reality Experiences for Museum Exhibitions https://onlinelibrary.wiley.com/doi/abs/10.1111/cura.12279
  37. An Afternoon at the Museum: Through the Lens of Augmented Reality https://link.springer.com/chapter/10.1007/978-3-319-51168-9_18
  38. The Augmented Museum: A Multimodal, Game-Based, Augmented Reality Narrative for Cultural Heritage https://dl.acm.org/doi/abs/10.1145/3505284.3532967
  39. Design and Evaluation of a Distance-Driven User Interface for Asynchronous Collaborative Exhibit Browsing in an Augmented Reality Museum https://ieeexplore.ieee.org/abstract/document/9431194
  40. Augmented Reality in Tourism, Museums and Heritage https://link.springer.com/book/10.1007/978-3-030-70198-7
  41. A recommender system to generate museum itineraries applying augmented reality and social-sensor mining techniques https://link.springer.com/article/10.1007/s10055-018-0366-z
  42. CubeMuseum: An Augmented Reality Prototype of Embodied Virtual Museum https://ieeexplore.ieee.org/abstract/document/9585869
  43. New Cross/Augmented Reality Experiences for the Virtual Museums of the Future https://link.springer.com/chapter/10.1007/978-3-030-01762-0_45
  44. The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health https://www.tandfonline.com/doi/abs/10.1080/15596893.2016.1142815
  45. User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study https://link.springer.com/chapter/10.1007/978-3-319-95282-6_26
  46. How augmented reality, textual, and collaborative scaffolds work synergistically to improve learning in a science museum https://www.tandfonline.com/doi/abs/10.1080/02635143.2017.1386645
  47. APPLICATION OF VIRTUAL REALITY AND AUGMENTED REALITY IN MUSEUM LEARNING: A LITERATURE REVIEW https://library.iated.org/view/WEI2021APP
  48. Augmented Reality of Historical Relics in the British Museum https://www.sciencedirect.com/science/article/pii/S1877050923017404
  49. Crowdsourcing Ideas for Augmented Reality Museum Experiences with Children https://link.springer.com/chapter/10.1007/978-3-319-58550-5_4
  50. To adopt or not to adopt? A co-evolutionary framework and paradox of technology adoption by small museums https://www.tandfonline.com/doi/abs/10.1080/13683500.2020.1870941
  51. Development of Design Principles for AR Authoring Tools for Education Based on Teacher's Perspectives https://ieeexplore.ieee.org/abstract/document/10296035
  52. Agile Methodologies in Education: A Review https://link.springer.com/chapter/10.1007/978-981-13-2751-3_2
  53. SPIIMM: Toward a Model for Software Process Improvement Implementation and Management in Global Software Development https://ieeexplore.ieee.org/abstract/document/7983363
  54. Toward Educational Requirements Model for Mobile Learning Development and Adoption in Higher Education https://link.springer.com/article/10.1007/s11528-018-0331-4
  55. Cross-Platform Data Processing: Use Cases and Challenges https://ieeexplore.ieee.org/abstract/document/8509444
  56. Usability Heuristics Evaluation in Search Engine https://link.springer.com/chapter/10.1007/978-3-030-49713-2_25
  57. An Introduction to Software Testing Methodologies https://dergipark.org.tr/en/pub/gujsa/article/517975
  58. Enterprise Architecture Best Practices in Large Corporations https://www.mdpi.com/2078-2489/10/10/293
  59. Theoretical Models of Integration of Interactive Learning Technologies into Teaching: A Systematic Literature Review https://zuscholars.zu.ac.ae/works/4887/
  60. A Survey of Performance Optimization for Mobile Applications https://ieeexplore.ieee.org/abstract/document/9397392
  61. Using Social Media as a User-Centered Design Tool: Types of User Feedback Useful for Iterative Design https://dl.acm.org/doi/abs/10.1145/3772174.3772176
  62. A survey of multisensory VR and AR applications for cultural heritage https://www.sciencedirect.com/science/article/abs/pii/S0097849321002120
  63. Unifying Functional User Interface Design Principles https://www.tandfonline.com/doi/abs/10.1080/10447318.2020.1805876
  64. Jenny Ruiz, Estefanía Serral &Monique Snoeck, 2020 Technology acceptance model in educational context: A systematic literature review https://bera-journals.onlinelibrary.wiley.com/doi/abs/10.1111/bjet.12864
  65. Analyzing the Effect of Innovation and Strategic Planning on MSME Performance, Utilizing Technology Adoption as a Moderator https://www.sciencedirect.com/science/article/pii/S1877050924030849
  66. Bridging the gap between academia and industry: a case study of collaborative curriculum development https://www.inderscienceonline.com/doi/abs/10.1504/IJBPM.2024.139482

This study explores the development and evaluation of an Augmented Reality (AR) Museum experience at the NEUST Museum, employing an agile development approach and adhering to ISO/IEC 25010 software quality standards. The research aims to assess how AR can enhance visitor engagement, learning, and overall satisfaction by integrating features such as virtual reconstructions, interactive storytelling, and multisensory elements. Through qualitative and quantitative evaluations involving IT experts and end-users, the findings demonstrate that the AR system effectively improves visitor interaction and educational outcomes, although challenges such as device compatibility and performance optimization remain. The study contributes to the broader field of digital heritage preservation and museum education by providing insights into user-centered AR design, iterative development processes, and the potential for advanced features like multi-user experiences and AI-driven personalization. These findings underscore AR’s transformative role in creating immersive, accessible, and engaging cultural experiences, offering a scalable model for future digital heritage initiatives and educational applications.

Keywords : AR, Museum, Digital Heritage, User Experience, Agile Development, ISO 25010

Paper Submission Last Date
31 - March - 2026

SUBMIT YOUR PAPER CALL FOR PAPERS
Video Explanation for Published paper

Never miss an update from Papermashup

Get notified about the latest tutorials and downloads.

Subscribe by Email

Get alerts directly into your inbox after each post and stay updated.
Subscribe
OR

Subscribe by RSS

Add our RSS to your feedreader to get regular updates from us.
Subscribe