Pull the Trigger, Explore the Past: A Mixed Reality Gamification Case Study in Matchlock Gun Heritage Interpretation

The matchlock gun, introduced to Japan in the mid-16th century, features a snap-lock firing mechanism in which multiple internal components move in coordination. Although the mechanism itself is straightforward in concept, static museum displays cannot convey its dynamic operation, making it difficult for visitors to gain an intuitive understanding. This paper presents a Mixed Reality (MR) system that lets users explore the firing mechanism of the matchlock gun while enjoying a shooting game experience. By embedding a Meta Quest 3 controller into a 3D-printed gunstock modeled after an actual matchlock, the system provides tangible feedback while synchronizing the trigger input with real-time visualization of three key components (the trigger, the sear, and the serpentine) via quaternion interpolation. Additionally, the system implements joystick-controlled disassembly/assembly animations and part label display. An exhibition evaluation conducted over three days at Kansai University Open Campus yielded 197 valid responses. Usability and experience satisfaction were rated positively by at least 85.3% of respondents on every item and by over 90% on most of them, with the shooting game the highest-rated item overall (Q7: mean 4.84, with 86.3% selecting the maximum score). Most participants, including those with no prior familiarity with matchlock guns, reported a subjective impression that the experience had helped them better appreciate the gun's structure. Because our evaluation rests on self-reported impressions rather than objective measures, we present this work as an exploratory case study in engaging, interest-sparking heritage presentation rather than as a demonstration of measured learning.

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Publication Details

Journal
Journal on Computing and Cultural Heritage
Published
2026-09-15
DOI
https://doi.org/10.1145/3847115
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Pull the Trigger, Explore the Past: A Mixed Reality Gamification Case Study in Matchlock Gun Heritage Interpretation

Takefumi Hayashi, Wenze Song
Journal on Computing and Cultural Heritage
Augmented Reality Applications
article

Pull the Trigger, Explore the Past: A Mixed Reality Gamification Case Study in Matchlock Gun Heritage Interpretation

Takefumi Hayashi, Wenze Song
article en

Abstract

The matchlock gun, introduced to Japan in the mid-16th century, features a snap-lock firing mechanism in which multiple internal components move in coordination. Although the mechanism itself is straightforward in concept, static museum displays cannot convey its dynamic operation, making it difficult for visitors to gain an intuitive understanding. This paper presents a Mixed Reality (MR) system that lets users explore the firing mechanism of the matchlock gun while enjoying a shooting game experience. By embedding a Meta Quest 3 controller into a 3D-printed gunstock modeled after an actual matchlock, the system provides tangible feedback while synchronizing the trigger input with real-time visualization of three key components (the trigger, the sear, and the serpentine) via quaternion interpolation. Additionally, the system implements joystick-controlled disassembly/assembly animations and part label display. An exhibition evaluation conducted over three days at Kansai University Open Campus yielded 197 valid responses. Usability and experience satisfaction were rated positively by at least 85.3% of respondents on every item and by over 90% on most of them, with the shooting game the highest-rated item overall (Q7: mean 4.84, with 86.3% selecting the maximum score). Most participants, including those with no prior familiarity with matchlock guns, reported a subjective impression that the experience had helped them better appreciate the gun's structure. Because our evaluation rests on self-reported impressions rather than objective measures, we present this work as an exploratory case study in engaging, interest-sparking heritage presentation rather than as a demonstration of measured learning.

Journal on Computing and Cultural Heritage
Nara University (JP), Kansai University (JP)
Sustainable cities and communities
Openalex Percentile: Top 13%
Augmented Reality Applications
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Pull the Trigger, Explore the Past: A Mixed Reality Gamification Case Study in Matchlock Gun Heritage Interpretation — Takefumi Hayashi, Wenze Song · Journal on Computing and Cultural Heritage (2026) | TGRS Research Map | TGRS