ABSTRACT VIEW
Abstract NUM 1684

EXPLORING INTERACTIVE DEVICES WITH PICO-PROJECTOR FOR MUSEUM LEARNING EXPERIENCES
L. Yanagihara1, S. Iwasaki2, S. Inagaki3, F. Kusunoki1
1 Tama Art University (JAPAN)
2 National Museum of Nature and Science (JAPAN)
3 Rikkyo University (JAPAN)
Interactive exhibits are increasingly recognized as valuable tools for engaging children who are digital natives in museums. Learning in exhibition spaces that leverage museums’ extensive resources differs from school-based learning and offers children experiences tailored to their interests and goals. Furthermore, children's spontaneous exploration in museums often deepens through dialogue and collaboration with companions. However, current interactive exhibits primarily focus on enhancing individual experiences mediated by smartphones or displays. Such an emphasis on individual experiences risks reducing the sensory stimulation and opportunities for communication with others that museums should inherently provide.

Therefore, we developed a torch-shaped handheld device equipped with a pico-projector and paired with custom learning content, aiming to create interactive elements that foster collaboration among museum visitors. This paper describes the device and its learning content, reports the results of a workshop in a museum, and discusses potential improvements.

The torch-shaped device consists of a camera and a pico-projector. When the camera reads a Quick Response (QR) code, the device projects information linked to that code. Users can view the projected content collectively. By creating museum learning content with this device, we seek to attract children’s interest and guide them toward collaborative learning.

Using the device, we conducted a 15-minute workshop on Edo-period science and technology at the National Museum of Nature and Science in Japan. Panels with printed QR codes were placed in front of several exhibits. Scanning a QR code with the device triggered content related to the exhibit behind it. The device can be operated by a single user or by a small group, such as a parent-child pair. When it is used by a small group, one person holds the torch while the others watch the projection and explore the content together. Users can engage with quizzes and explanatory animations provided by the device.

Five groups (nine participants) took part in the workshop. After using the device, they completed a paper questionnaire to evaluate the experience and to investigate how the device and content affected children’s interest and interaction. The results indicated that the device was fun and easy to operate. Furthermore, learning content using the device was effective for sharing information with others and increasing children’s interest in the exhibits. These results suggest new avenues for designing museum-based interactive games.

Keywords: Museums, Augmented reality, Serious games, Collaborative Learning, Active Learning.

Event: ICERI2025
Session: Emerging Technologies in Education
Session time: Monday, 10th of November from 11:00 to 13:45
Session type: POSTER