42,449 research outputs found

    The role of tangible interaction to communicate tacit knowledge of built heritage

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    Meanings and values of built heritage vary from factual and explicit meanings which are relatively easy to present, to more tacit knowledge, which is typically more challenging to communicate due to its implicit and often abstract character. In this paper, we investigate how tangible interaction influences the communication of this tacit knowledge of built heritage, and howit affects the experience of visitors. Through a between-group comparative study in a real-world museum context, we examined howthe tangible characteristics of an interactive prototypemuseuminstallation influence how visitors perceive a particular story containing tacit heritage knowledge. The communicated story relates a historical journey in ancient Egypt to the physical and architectural characteristics of the entrance colonnade at the Djoser Complex in Saqqara. Our experimental conditions consisted of an interactive navigation (input) and a passive representation (output) components, ranging from traditional digital displays to fully tangible means of interaction. We report on our findings, which showed various differences and commonalities between our three experimental conditions. We conclude with a number of discussion points and design recommendations: (a) to strive for balance between navigation and representation modalities in terms of affordance and the required cognitive effort; (b) to take advantage of physical representation and grasping, such as conveying particular physical details and characteristics; and (c) to consider design aspects of embodiment, physical abstraction and materiality for future research or potential further development of communicating the meanings and values of heritage

    Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)

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    This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials

    A hermeneutic inquiry into user-created personas in different Namibian locales

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    Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales

    Mapping intangibilities in creative tourism territories through tangible objects: a methodological approach for developing creative tourism offers

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    What can people express about their places through the objects that they valorise and link to their territory? Can objects create narratives about a place's identity and collect significant cultural information that locate people in their places? Can such cultural mapping be a useful tool in the design of creative tourist offers? The Project CREATOUR held a series of Idea Laboratories with several entities that provide creative tourism experiences, approaching cultural mapping through objects as a tool for regional actors to discover what is 'so special' about their places, a way to link tourism offers with the community where they take place. These exercise lead participants to remark on the importance and idiosyncrasy of their regions and evidenced the importance of cultural mapping to a more sustainable offer and the overall marketing of destinations. Mapping intangibilities through tangible objects helped to capture what gives meaning to particular places.Fundação para a CiĂȘncia e Tecnologia CREATOUR - 16437 COMPETE2020, POR Lisboainfo:eu-repo/semantics/publishedVersio

    Siting prisons, sighting communities: geographies of objection in a planning process

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    This paper reviews the planning process for a Scottish prison located near a former mining village. Analysing the letters of objection submitted by residents offers an opportunity to explore local views about prison and community and to relate these to the unique social and spatial history of the area. The planning process itself structured how residents were able to express themselves and defined what counted as a relevant objection. After deconstructing this process, the paper then restores and uses as a framework for analysis three geographies of objection stripped from local responses to the development proposal: the emotional, temporal, and spatial. Emotional expressions of objection added intensity and gave meaning to claims about the historical decline of the region and also conveyed a deep sense of the proposed building site as a lived space. Particular grounds of opposition—over fear of strangers, the fragility of a local orchid, and the pollution from mining—provide an opportunity to explore the complex nature of place meaning and community identity, ultimately leading to a conclusion that the meaning of place is always in flux. The paper argues that Simmel’s classic concept of the stranger, as the outsider who comes to stay, offers a useful analytic in understanding how the quality of proximal remoteness that prisons and other unwanted developments constitute participates in a constantly evolving sense of the local

    Representation Challenges: Searching for New Frontiers of AR and AI Research

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    We have come to the second collection of essays that originated under the aegis of Representation Challenges and that, by reintroducing the combination of Augmented Reality (AR) and Artificial Intelligence (AI), explores its new frontiers

    Olympic legacy and cultural tourism: Exploring the facets of Athens' Olympic heritage

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    This study examines the effects of the Olympic Games on Athens’ cultural tourism and the city’s potential to leverage the Olympic legacy in synergy with its rich heritage in order to enhance its tourism product during the post-Games period. In doing so, a qualitative and interpretive approach was employed. This includes a literature review on Athens’ 2004 Olympics to identify the sport facilities and regeneration projects, which constitute the Olympic legacy and heritage. Based on that, an empirical analysis was undertaken, by collecting official documents about the 2004 Olympics, and conducting five semi-structured interviews with tourism/administrative officials. The findings indicate that the Olympiad contributed significantly to Athens’ built and human heritage, revealing the dimensions of new venues/facilities, infrastructure, transportation and aesthetic image of the city, and human capital enhancement. Hence, the Games affected to the multifaceted representation and reconstruction of the city’s identity and cultural heritage. However, the potential afforded from the post-Olympic Athens remains unrealised due to lack of strategic planning/management. The study concludes that there is a need to develop cross-leveraging synergies between the Olympic legacy and cultural tourism for the host city. Finally, a strategic planning framework for leveraging post-Games Olympic tourism is suggested in order to maximise the benefits of Olympic legacy and heritage in a host city’s tourism development

    De la web 1.0 a la web 4.0: mapeo de las plataformas de patrimonio digital para las propiedades del patrimonio de la UNESCO en Indonesia

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    [EN] The advent of information and communication technologies (ICTs) has had and is having a major impact on Indonesian cultural resource management, and on the safeguarding methods of its tangible and intangible cultural heritages. Despite varied levels and visible gaps between rural and urban regions in terms of technology usage, innovative initiatives have been created, which correspond to the needs and expectations of a technology-savvy public. As a starting point, a number of public institutions dealing with tangible cultural heritage (e.g. museums, palaces, temples, World Heritage Sites (WHS)) do use innovative digital tools in order to communicate to various audiences, as well as to enrich visitors’ experience, especially taking into consideration young generations. This paper will firstly examine the role of ICTs in intangible cultural heritage (ICH) (e.g. Batik, Wayang puppet theatre, etc.); secondly, the authors will explain how ICTs can help to communicate and promote the values, history, and significances of ICH products, both for locals and tourists, with the goal of raising awareness on cultural identity. However, the knowledge of ICH still requires contacts with its own communities and is vulnerable, as it can be exposed to excessive cultural commoditization through e-platforms. This study aims at giving an overview and some examples of digital interventions for cultural heritage communication implemented by various stakeholders in Indonesia. In addition, this paper analyses to what extent a participatory approach engaging local communities, academics, private sectors, NGOs and the government, can ensure higher levels of effectiveness and efficiency, hence supporting the conservation of UNESCO tangible/ICH in Indonesia. This paper aims at: (1) presenting the development of digital heritage platforms in Indonesia; (2) providing a grid of analysis of digital heritage knowledge platforms dedicated to UNESCO tangible and ICH in forms of websites and mobile apps.[ES] La apariciĂłn de las tecnologĂ­as de la informaciĂłn y la comunicaciĂłn (TIC) ha tenido y estĂĄ teniendo un gran impacto en la gestiĂłn de los recursos culturales indonesios y en los mĂ©todos de salvaguarda de sus patrimonios culturales materiales e inmateriales. A pesar de los distintos niveles y las brechas existentes entre las regiones rurales y urbanas en tĂ©rminos de uso de la tecnologĂ­a, se han creado iniciativas innovadoras que corresponden a las necesidades y expectativas de un pĂșblico experto en tecnologĂ­a. Como punto de partida, algunas instituciones pĂșblicas que se ocupan del patrimonio cultural material (por ejemplo, museos, palacios, templos, sitios patrimonio de la humanidad (WHS)) implementan herramientas digitales innovadoras para comunicarse con diverso pĂșblico y enriquecer la experiencia de los visitantes, especialmente teniendo en cuenta a las generaciones jĂłvenes. Este artĂ­culo examinarĂĄ primeramente el papel de las TIC en el patrimonio cultural inmaterial (PCI) (por ejemplo, Batik, teatro de marionetas de Wayang, etc.); en segundo lugar, los autores explicarĂĄn cĂłmo las TIC pueden ayudar a comunicar y promover los valores, la historia y el significado de los productos del PCI tanto al pĂșblico local, como a los turistas, con el objetivo de crear conciencia sobre la identidad cultural. Sin embargo, el conocimiento del PCI todavĂ­a requiere contactos con sus propias comunidades y es vulnerable, ya que estĂĄ expuesto a la excesiva mercantilizaciĂłn cultural a travĂ©s de plataformas electrĂłnicas. Este estudio tiene como objetivo proporcionar una visiĂłn general y algunos ejemplos de intervenciones digitales en la comunicaciĂłn del patrimonio cultural adoptadas por diversos organismos interesados en Indonesia. AdemĂĄs, este documento explica en quĂ© medida un enfoque participativo, que involucra a las comunidades locales, acadĂ©micas, sectores privados, ONG y al gobierno, puede garantizar niveles mĂĄs altos de efectividad y eficiencia, y, por tanto, apoyar la conservaciĂłn del patrimonio cultural  material/inmaterial de la UNESCO en Indonesia. Este documento tiene como objetivos: (1) presentar el desarrollo de plataformas de patrimonio digital en Indonesia; (2) proporcionar una matriz de anĂĄlisis de plataformas de conocimiento del patrimonio digital dedicadas al patrimonio cultural material e inmaterial de la UNESCO en sitios web y aplicaciones mĂłviles.Indonesian LPDP (Lembaga Pengelola Dana Pendidikan) Endowment Funds Scholarships, Ministry of Finance, Republic of Indonesia; UNESCO Chair in ICT to develop and promote sustainable tourism in World Heritage Sites USI - UniversitĂ  della Svizzera Italiana, Switzerland.Permatasari, PA.; Qohar, AA.; Rachman, AF. (2020). From web 1.0 to web 4.0: the digital heritage platforms for UNESCO’s heritage properties in Indonesia. Virtual Archaeology Review. 11(23):75-93. https://doi.org/10.4995/var.2020.13121OJS75931123Adukaite, A., & Cantoni, L. (2016). 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    Crafting Critical Heritage Discourses into Interactive Exhibition Design

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    This paper argues how a more reflective design practice that embraces critical discourses can transform interactive exhibition design and therefore the museum visiting experience. Four framing arguments underpin our exhibition design making: the value of materiality, visiting as an aesthetic experience, challenging the authorized voice, and heritage as a process. These arguments were embodied through design, art and craft practice into one interactive exhibition at a house museum. We draw from our design process discussing the implications that adopting an approach informed by critical heritage debates has on exhibition design and suggest three sensitizing concepts (polyvocal narratives, dialogical interaction, interweaving time and space) bridging the practice of interactive exhibition design and critical heritage theory
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