02682nam a2200349 4500000000100000008004100001260005700042653002700099653002600126653002400152653002200176653002700198653002200225653001800247653001500265653002000280653001100300653001200311653002100323653001900344653002500363653001900388653002000407100002100427700002000448700001300468245010400481856015200585490000800737520154500745020004202290 d bSpringer Science and Business Media Deutschland GmbH10aArchaeological objects10aArchaeological pieces10aArcheological piece10aAugmented reality10aAugmented reality (AR)10acultural identity10aEthnic groups10aFour-phase10aModel-based OPC10amuseum10amuseums10aPast and present10aProcess-models10aSoftware prototyping10aZenu ethnicity10aZenú ethnicity1 aG.M.M. Angélica1 aL.C.C. Cristina1 aA.M.D. y00aMuseum, School and Augmented Reality, a Way to Preserve the Ethnic Identity of an Ancestral Culture uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85120529250&doi=10.1007%2f978-981-16-5063-5_8&partnerID=40&md5=4baa4056772e74df8f335880e3308b5b0 v2563 aMuseums are an inexhaustible source of knowledge of past and present cultures; therefore, they can be considered as intangible heritage of humanity, and through them, the cultural identity of a region is strengthened. This research sought to visualize the archaeological pieces of the Zenú Ethnic through augmented reality with support of a web platform to enrich the experience of visitors to the museum and, thus, have an experience of meeting their ancestral or ethnic roots, for thus preserve the culture of an extinct people. The type of study was ethnographic in depth. The project resorted to historical sources that safeguard the information of the Zenú ethnic group, as well as to the knowledge of the indigenous reservations to reconstruct ancestral knowledge about the rhythms, beliefs and the bases of their goldsmith s work. From the software engineering, the process model based on prototypes was applied for the construction of the web platform that allowed the development of a model of the product to verify its functionality and obtain an evaluation to make improvements to it. The research was carried out in four phases: characterization of archaeological objects; modelling of archaeological objects; design and evaluation of the web platform. The project concludes with the design of quick response codes, tagged augmented reality tags and evaluation of the web platform using the web content accessibility guidelines specified from the World Wide Web consortium and application of a metric for an integral analysis. a21903018 (ISSN); 9789811650628 (ISBN)