8,776 research outputs found

    Authoring and Living Next-Generation Location-Based Experiences

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    Authoring location-based experiences involving multiple participants, collaborating or competing in both indoor and outdoor mixed realities, is extremely complex and bound to serious technical challenges. In this work, we present the first results of the MAGELLAN European project and how these greatly simplify this creative process using novel authoring, augmented reality (AR) and indoor geolocalisation techniques

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Exploration Games:Can Game-Guided Systems Support Users in Automated Exhibition Sites?

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    This article delves into the potential of incorporating elements fromadventure games into museum exhibitions, with a particular focus on automatedexhibition sites. We advocate that principles derived from adventure games canadeptly bridge the two primary expectations of exhibitions: enlightenment andexperience. Exploration-based games, such as Explore the Redoubt (XTR)crafted for automated venues, enable users to fulfill both these objectives. XTR,conceived to address the prevailing research voids, integrates game mechanicsinto the automated exhibition environment, enhancing visitor motivation andengagement. It harnesses interactive digital mediums to present cultural heritagein a relaxed, informal manner.Existing research scarcely touches upon the design of experiential learninggames developed for automated sites, which encompass both indoor and outdoordisplays. Our methodology contemplates the transformation of visitor conduct atexhibitions, morphing them into avid knowledge seekers. We challenge theadequacy of current user experience models in portraying exhibitions striving toprovide both enlightenment and an immersive experience. Consequently, weintroduce a framework for museum interactions that deeply engages users, urgingthem to define their exploration trajectories, seamlessly fusing enlightenment,and engagement. Our study is set in a 17th-century redoubt where initialobservations indicated greater outdoor engagement compared to indoor spaces.This observation fueled our initiative to amplify indoor visitor participation.After testing XTR with 30 participants and employing a combination ofobservations and interviews, we derived key insights on designing digitalexploration games that seamlessly combine enlightenment and engagement. Weconclude with three design strategies to enhance visitor curiosity and exploration

    Tesis doctoral: Narrativas Móviles – estrategias discursivas y modos de participación en el Arte Locativo

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    This thesis investigates the design process of mobile-based narratives to verify whether the affordances and constraints of the supporting medium have contributed to shaping specific discursive strategies and particular participation modes. Have properties such as connectivity, location-awareness, portability, and multimodality enabled narrative formats that gained force by contesting traditional patterns and classic narrativity notions? The unveiling of the research inquiry happens through a bricolage of methods in a dialogue between artistic and scientific domains. The study of the phenomenon comprises three correlated stages. The first is a theoretical literature review that investigates the artistic use of locative and mobile media, and their influence in the basic principles governing narratives. The second is a case study of Blast Theory artistic practice grounded in an ethnographic approach with site-visit, and resulting in a qualitative analysis of four of their projects. The third moment consists of applied-theory activities that lead to the collaborative development of a geolocated narrative which serves to evaluate participant's experience.Esta tesis explora el diseño de las narrativas basadas en los dispositivos móviles, dedicándose a comprobar si los recursos expresivos y las limitaciones del medio contribuyen a la formación de estrategias discursivas y modos de participación particulares y específicos. Propiedades tales como la conectividad, la geolocalización, la portabilidad y la multimodalidad han permitido la aparición de nuevos formatos narrativos que ganan fuerza disputando los patrones tradicionales y las nociones clásicas de la narratividad? La revelación de la pregunta se da fruto la combinación de diferentes métodos, mediante un diálogo entre los ámbitos artístico y científico. El estudio del fenómeno comprende tres etapas. La primera es la revisión de la literatura teórica que investiga el uso artístico de los locative media, así como su influencia en los principios básicos que rigen las narrativas. La segunda es un estudio de caso de la práctica artística del colectivo Británico Blast Theory, basada en el abordaje etnográfico de una visita de campo y posterior análisis cualitativo de cuatro de sus obras. El estudio se extiende en un tercer lugar con actividades de teoría aplicada, incluyendo el desarrollo colaborativo de una narrativa geolocalizada que sirve para evaluar la experiencia de los participantes

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    The Gameful Museum: Developing a Location-Based Game Design Framework for Engagement and Motivation

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    The popularity of location-based games, which blend digital and physical gameplay in specific real-world locations, has been rising in recent years. Research in museum studies looking into these games as engagement tools has so far been limited to individual case studies or sporadic overviews of play and games that do not explore the relationship between game design, location, gameplay and the museum experience. This practice-led thesis addresses this gap through the development of a game design framework and guidelines to create location-based games in museums, combined with a study of the impact of the designed experiences on audiences’ motivation to visit and engage with museum content. The findings and framework proposed are relevant for museum professionals and game designers who are interested in developing this practice while benefiting from guidance grounded in real-world research. Methodologically, I supplemented a study of past experiences with a first-person gameplay analysis, the results of which informed the design and examination of case studies of games for Exeter’s Royal Albert Memorial Museum & Art Gallery (RAMM) developed in collaboration with the museum staff and external game designers. Findings suggest that location-based games benefit museums by creating added motivation to visit, attracting new and existing audiences, increasing and diversifying engagement with the museum content, and to a lesser degree, supporting knowledge acquisition. Structuring visits into games limits the possible actions of players while offering agency within those limitations, making the players part of a story and giving them challenges to complete, encouraging visitors to become more active and invested in exploring the space and the content displayed. I conclude this thesis by proposing the concept of the gameful museum as a possible path for museums as institutions of learning and entertainment, offering the location-based game design framework as an instrument to work towards audience development and engagement and highlighting the field’s future potential

    Practices Surrounding Event Photos

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    Sharing photos through mobile devices has a great potential for creating shared experiences of social events between co-located as well as remote participants. In order to design novel event sharing tools, we need to develop indepth understanding of current practices surrounding these so called ‘event photos’- photos about and taken during different social events such as weddings picnics, and music concert visits among others. We studied people’s practices related to event photos through in-depth interviews, guided home visits and naturalistic observations. Our results show four major themes describing practices surrounding event photos: 1) representing events, 2) significant moments, 3) situated activities through photos, and 4) collectivism and roles of participants
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