12 research outputs found

    Visiting experiences and behavioural types in cultural audiences: an analysis of two museums in Lisbon

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    Audiences of cultural events are subject to diverse kinds of experiences in their exercise, which de termine the structure of their to structure their consumption practices and cultural habits. Mapping and analysing visitors’ experiences and their visiting styles is thus fundamental tocenhance museums’ offer appeal. Drawing on a conceptual framework which identifies four main kinds of experiences in cultural practices - (i) intellectual experience (ii) emotional experience; (iii) social experience; and (iv) recreational experience, the audiences of two museums in the city of Lisbon (Fado Museum and Puppets Museum) are analysed in this paper. Considering a typology of diverse audience categories (permanent collection, temporary exhibitions, other events), a detailed study of the assessment of different experiences is pursued, with the aim to confront and identify relevant discriminant categories such as socio-demographic characteristics (e.g. age, gender, qualifications, professional status, nationality, residence, previous artistic practices) and cultural habits (considering their visits to other cultural facilities and events). Considering the conclusions, some policy-oriented recommendations from this analysis are discussed.info:eu-repo/semantics/publishedVersio

    From Music to Museum: Applications of Multi-Objective Ant Colony Systems to Real World Problems

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    International audienceRecommender systems are a flourishing domain in computer science for almost 30 years now. This rising popularity follows closely the number of data collected all around the world. Each and every internet user produces a huge amount of content during his lifetime. Recommender systems proactively help users to navigate these pieces of information by gathering, and selecting the items to users' needs. In this paper, we discuss the possibility and interest of applying our Multi-Objective Ant Colony System called AntRS to recommend items in different application domains. In particular, we show how our model performs better than the state-of-the-art models with music dataset, and describe our work-in-progress with the museum of fine arts in Nancy (France). The motivation behind this change of application domain is the recommendation of progressive sequences rather than unordered lists of items

    Walk the line: Toward an efficient user model for recommendations in museums

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    International audienceContrary to many application domains, recommending items within a museum is not only a question of preferences. Of course, the visitors expect suggestions that are likely to interest or please them. However, additional factors should be taken into account. Recent works use the visiting styles or the shortest distance between items to adapt the list of recommendations. But, as far as we know, no model of the literature aims at inferring in real time a holistic user model which includes variables such as the crowd tolerance, the distance tolerance, the expected user control, the fatigue, the congestion points, etc. As a work-in-progress, we propose a new representation model which includes psychological, physical and social variables so as to increase user satisfaction and enjoyment. We show how we can infer these characteristics from the user observations (geolocalization over time, moving speed,. . .) and we discuss how we can use them jointly for a sequence recommendation purpose. This work is still in an early stage of development and remains more theoretical than experimental

    Visiting experiences and behavioural types in cultural audiences: an analysis of two museums in Lisbon

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    This paper was conceived within the scope of a wider study conducted by DINAMIA’CET-IUL for EGEAC (Lisbon Municipality’s Enterprise for Management of Cultural Facilities and Cultural Animation). The authors acknowledge the contributions of all participants involved in the study, particularly to the teams of the two museums. Versions of this paper were presented at the 18th International Conference on Cultural Economics (ACEI 2014), ESG-UQAM, Montreal, Canada, 24th-27th June 2014, and at the XXIV International Conference of RESER “Services and New Societal Challenges: Innovation for Sustainable Growth and Welfare”, Helsinki, Finland, September 11th-13th 2014.Audiences of cultural events are subject to diverse kinds of experiences in their exercise, which are determinant to structure their consumption practices and cultural habits. Mapping and analysing visitors’ experiences and their visiting styles is thus fundamental to enhance museums’ offer. Drawing on a conceptual framework which identifies four main kinds of experiences in cultural practices - (i) intellectual experience (ii) emotional experience; (iii) social experience; and (iv) recreational experience, the audiences of two museums in the city of Lisbon (Fado Museum and Puppets Museum) are analysed in this paper. Considering a typology of diverse audience categories (permanent collection, temporary exhibitions, other events), a detailed study of the assessment of different experiences is pursued, with the aim to confront and identify relevant discriminant categories such as socio-demographic characteristics (e.g. age, gender, qualifications, professional status, nationality, residence, previous artistic practices) and cultural habits (considering their visits to other cultural facilities and events). The final aim is to draw some policy-oriented recommendations from this analysis.FC

    Exploration Systems:Using Experience Technologies in Automated Exhibition Sites

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    Um projecto de novas tecnologias aplicado na Casa - Museu Dr. Anastácio Gonçalves

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    Tese de mestrado, Museologia e museografia, Universdade de Lisboa, Faculdade de Belas Artes, 2013This paper analyzes the possibilities that new technologies can offer to cultural institutions, museums, and presents a project to create a new technological application. A mobile app for smartphones was therefore created as a way to provide a solution of a portable guide for the museum visit, with different degrees of informative content relating to works included in the application, corresponding to the various needs of the visitors. To prepare this application we studied the different potentialities of others already on the market in order to find the most viable solution for the integration of a project of this nature in a cultural institution. The project was developed for Casa-Museu Dr. Anastacio Goncalves, therefore analysed its collections and chosen for integration in the application, a selection of portuguese paintings. After this selection the design work and its content was developed for subsequent computer programming and application at the museu

    Interaction-driven User Interface Personalisation for Mobile News Systems

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    User interfaces of mobile apps offer personalised experience primarily through manual customisation rather than spontaneous adaptation. This thesis investigates methods for adaptive user interfaces in the context of future mobile news apps that are expected to systematically monitor users' news access patterns and adapt their interface and interaction in response. Although mobile news services are now able to recommend news that a user would be likely to read, there has not been equivalent progress in personalising the way that news content is accessed and read. This thesis addresses key issues for the development of adaptive user interfaces in the mobile environment and contributes to the existing literature of adaptive user interfaces, user modelling, and personalisation in the domain of news in four ways. First, using survey methods it explores differences in how people consume and read news content on mobile news apps and it defines a News Reader Typology that characterises the individual news consumer. Second, it develops a method for monitoring news reading patterns through a deployed news app, namely Habito News, and it proposes a framework for modelling users by analysing those patterns; machine learning algorithms are exploited selectively in the analysis. Third, it explores the design space of personalised user interfaces and interactions that would be tailored to the needs and preferences of individual news readers. Finally, it demonstrates the effectiveness of automatic adaptation through Habito News, the prototype mobile news app that was developed, which systematically monitors users' news reading interaction behaviour and automatically adjusts its interface in response to their news reading characteristics. The results indicate the feasibility of user interface personalisation and help shape the future of automatically changing user interfaces by systematic monitoring, profiling and adapting the interface and interaction

    Measurement of service innovation project success:A practical tool and theoretical implications

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    Analysis and Prediction of Museum Visitors’ Behavioral Pattern Types

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    Personalization in the “museum visit” scenario is extremely challenging, especially since in many cases visitors come to the museum for the first time, and it may be the last time in their life. There is therefore a need to generate an effective user model quickly without any prior knowledge. Furthermore, the initial definition of a user model is also challenging since it should be built in a non-intrusive manner. Understanding visitors’ behavioral patterns may help in initializing their user models and supporting them better. This chapter reports three stages of analysis of behavior patterns of museum visitors. The first step assesses, following past ethnographic research, whether a distinct stereotype of behavior can be identified; the second shows that visitors’ behavior is not always consistent; the third shows that, in spite of the inconsistency, prediction of visitor type, is possible
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