434 research outputs found

    QRouteMe: A Multichannel Information System to Ensure Rich User-Experiences in Exhibits and Museums, Journal of Telecommunications and Information Technology, 2012, nr 1

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    In this article the QRouteMe system is presented. QRouteMe is a multichannel information system built to ensure rich user experiences in exhibits and museums. The system starts from basic information about a particular exhibit or museum while delivering a wide user experience based on different distribution channels. The organization of the systems’ components allow to build different solutions that can be simultaneously delivered on different media. A wide range of media from touch-screen installations to portable devices like smartphones have been used. The used devices can communicate each others to increase the usability and the user experience for the visitors. Another important feature of the system is the definition of an inexpensive auto-localization system based on fiduciary marks distributed all around the building. In this article the system is presented from an architectural and functional point of view. A case study and analysis of experimental results are also provided in a real environment where the system was deployed

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    1001stories+: An effective and affordable multi-media, multi-format communication framework for cultural heritage institutions

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    Over the last decade, there has been an increasing number of technologies and devices (including smartphones, tablets and alike) able to provide new perspectives for the use of multimedia applications in the field of Cultural Heritage. This work arises from the interest in providing better authoring/delivery possibilities to cultural heritage institutions (small and medium sized in particular). Indeed, often medium and small sized museums do not have the necessary resources to create high quality multimedia productions. Not only have they faced short time and low budget, but a shortage of dedicated staff. Based on an interdisciplinary approach, this thesis focuses on the development of an effective and affordable multi-media, multi-format communication framework. The framework provides institutions with guidelines and methodologies and it is based on an innovative authoring tools (not developed in this thesis, but available). Specific concerns of the framework are: developing multimedia content within a short time span, developing multimedia content with a limited, low-budget, adapting multimedia content to different technologies and to different user experiences, making possible to “reuse multimedia content” (e.g. from websites, to audio guides, to multimedia guides, to YouTube or to paper brochures) This research has been conducted throughout parallel and intertwined processes, requiring a take of perspective. One the one hand, a general investigation (about multimedia formats, technologies and methodologies for production) has been conducted. On the other hand, an empirical work on real-life multimedia productions has been undergone. Indeed, the merging of theoretical knowledge and real fieldwork remains the main characteristic of this study’s methodological approach and of its strength. Its overall result is a fully developed framework (named 1001stories +), providing: multi-media, content information is presented throughout different media, including images, text, audio, and video; effective, the content can have the desired impact on the audience; affordable, content can be created in a short time, within low budget, and can be reused; multi-technology, content is available on different channels (web, smart phones, tablets, You tube, etc…); multi-format, content can be reorganized into various solutions, generating different formats for different user experiences. A more conceptual contribution of this thesis is about consideration of what communication in the Cultural Heritage domain is about, what its purposes are, and what the most appropriate means to reach the potential audience may be

    Internet of things: why we are not there yet

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    Twenty-one years past since Weiser’s vision of ubiquitous computing (UbiComp) has been written, and it is yet to be fully fulfilled despite of almost all the needed technologies already available. Still, the widespread interest in UbiComp and the results in some of its fields pose a question: why we are not there yet? It seems we miss the ‘octopus’ head. In this paper, we will try to depict the reasons why we are not there yet, from three different points of view: interaction media, device integration and applications

    Proceedings of the International Workshop “Re-Thinking Technology in Museums: towards a new understanding of people’s experience in museums"

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    Proceedings of the International Workshop “Re-Thinking Technology in Museums: towards a new understanding of people’s experience in museums

    Rethinking the role of ICTs - Digital transformation and Culture enjoyment continuity

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    This document will analyse recent trends and evolution of the use of ICTs in the field of cultural heritage from a different standpoint, the service provision in the age of digital transition and pandemic. The initial focus is on the usual approach in the field of goods, proper design to elicit a positive feeling by potential customers. Recently a new type of good has been identified, service. Services grown up incredibly in the pandemic, goods delivery, food delivery, and more. So, thinking at services like a good we must design them to better the appreciation by customers as since the early XX century the people did with objects and merchandise. Appling the same approach to digital services a design phase is required together with all the different components that will provide a positive feedback from the user, this means to deal with interaction design, user centred approach, usability guidelines and the overall concept of positive user experience. Recent trends and reborn technologies like the path from edutainment to serious games and gamification, the new approach to immersive interactive technologies in a nonintrusive format. Last but relevant the need to take the momentum to ensure the culture enjoyment continuity in case of crisis

    Strategic and Digital Marketing in Cultural Institutions and the Impact of the Covid-19 Pandemic – A Comparative Analysis of Two Case Studies

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    This article investigates the impact of the coronavirus pandemic COVID-19 on marketing within cultural institutions, specifically in the field of digital marketing. The aim is to examine how the pandemic has affected digital strategies, marketing communication, and the performance itself - the presentation of cultural programs. The primary research was conducted in Croatia, using the method of semi-structured in-depth interviews with managers in two cultural institutions in Zadar and Dubrovnik at the end of 2020. A qualitative descriptive analysis was performed to answer the question of how cultural institutions have adapted to the crisis, especially when it comes to the marketing and the performance of cultural programs. The results show a certain degree of flexibility in adapting to the new conditions, in a way that marketing communication after the crisis turned more strongly towards digital media and was followed by adjustments to the cultural programs and their performance, as well as the budget for cultural activities. The marketing digital communication played a key role in this, which proves that cultural management in the era of the pandemic adopted the so-called digital-first paradigm, modeled on the for-profit companies. The authors conclude that culture, as a social need and necessity, will continue its activity after the crisis caused by the COVID-19 pandemic, but that it will also function in new and creative ways

    Curating Multisensory Experiences: The Possibilities of Immersive Exhibitions

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    The immersive exhibition is a specialized exhibition genre flourishing in the 21st century. It creates illusions of time and space by applying multisensory display methods to envelop visitors in a three-dimensional virtual world. The enhanced sense of presence facilitates public engagement. Not only have immersive exhibitions transformed audience experience, they have triggered discussions on the evolution of the museum and how curators can productively incorporate new technology. Based on interdisciplinary theory and the case studies of Grande Experiences (Melbourne) and teamLab (Tokyo), this thesis addresses issues around defining, developing, and curating immersive exhibitions. I discuss the genre’s operation from three perspectives: managing the physical space by using nonlinear thematic frameworks and dynamic displays; curating audiences’ subjective immersive experience by applying natural sensory interactions, mediator-based interactions, and collaborative participation; and identifying multisensory stimulation as immersive exhibitions’ critical attribute. These aspects hold possibilities for implementation in all museum contexts. The purpose of this thesis is to offer curators and exhibition creators practical guidelines on reshaping existing displays and collections with immersive design and technology. Immersive exhibitions encourage museums to rethink the possibilities for enabling and diversifying connections between art, technology, and the public in the digital era

    Electronic Imaging & the Visual Arts. EVA 2019 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities
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