11,282 research outputs found

    Shared visiting in Equator city

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    In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics

    Stories from the Empty School Desk: Places, Objects and Memories in Augmented Reality

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    Stories from the Empty School Desk is an educational project and experience based on the use of augmented reality and designed to raise the awareness of young generations about the dramatic events related to the persecution of Jews and the Italian resistance movement during Italian Fascism and the Nazi occupation of Italy. The project is characterized by the design of a temporary place of memory, the reconstruction of an Italian classroom of the 30s-40s, to be explored with AR technology. The AR experience was created with the collaboration of the high school's teachers and students, starting from information available in the historical archive of the school itself and other trusted sources. In the AR experience, visitors are engaged with objects, historical documents, and human silhouettes that populate the classroom. An evaluation study displays good results for several analyzed dimensions, including engagement and ethics

    Time, Culture and Identity: A Digital and Creative Professional’s Perspective on Interpreting Historical Clocks in Museum Environments

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    Digital media offer unique opportunities for museums to bring to life the secrets and stories of their historical collections. To bring insight into the process of developing digital media exhibits, this paper presents the perspective of a creative practitioner in approaching technology- and media-based interpretation for collection objects. It follows the Time, Culture and Identity digital workshop held in Beijing in October 2019, which explored and shared ideas about collaborative research and interdisciplinary practice in digital interpretation between academics, institutions, creative practitioners, and developers. Following the direction of the workshop, the paper takes as its focus the clocks and automatons of the imperial collection at the Palace Museum in Beijing. Observations are based on the author’s practice-led experience in running a design studio, Harmonic Kinetic, developing new media exhibits using digital technology and audiovisual media for museums, galleries, and exhibitions in the UK, including the Science Museum, V&A, Barbican, Tate, and the Tower of London. Taking a broad interaction-design-led outlook, the paper explores a personal design perspective for developing interpretive content and considers the particular opportunities and approaches these historical devices suggest. The paper concludes with a final section that reviews the process and reflects on outcomes from the Time, Culture and Identity digital workshop. This explored possibilities for an interpretive exhibit on the Country Scene clock from the Palace Museum collection

    Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour

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    Human computer interaction has evolved in the last years in order to enhance users’ experiences and provide more intuitive and usable systems. A major leap through in this scenario is obtained by embedding, in the physical environment, sensors capable of detecting and processing users’ context (position, pose, gaze, ...). Feeded by the so collected information flows, user interface paradigms may shift from stereotyped gestures on physical devices, to more direct and intuitive ones that reduce the semantic gap between the action and the corresponding system reaction or even anticipate the user’s needs, thus limiting the overall learning effort and increasing user satisfaction. In order to make this process effective, the context of the user (i.e. where s/he is, what is s/he doing, who s/he is, what are her/his preferences and also actual perception and needs) must be properly understood. While collecting data on some aspects can be easy, interpreting them all in a meaningful way in order to improve the overall user experience is much harder. This is more evident when we consider informal learning environments like museums, i.e. places that are designed to elicit visitor response towards the artifacts on display and the cultural themes proposed. In such a situation, in fact, the system should adapt to the attention paid by the user choosing the appropriate content for the user’s purposes, presenting an intuitive interface to navigate it. My research goal is focused on collecting, in a simple,unobtrusive, and sustainable way, contextual information about the visitors with the purpose of creating more engaging and personalized experiences

    Ec(h)o: Situated play in a tangible and audio museum guide

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    In this paper we discuss an adaptive museum guide prototype in which playfulness is a key design goal for the interaction experience. The interface for our prototype is a combined tangible user interface and audio display. We discuss how we determined the specific requirements for play through an ethnographic study and analysis based on ecological concepts of Bell and Nardi & O’Day. We found that we could consider play in two main forms in regard to the interface: content and physical play. We also found that play is highly contextual. Designers need to consider the situated nature of play for two reasons: 1) to best serve the overall design purpose; 2) in order to understand the nature and degree of play required. We augmented traditional user experience evaluation methods of questionnaires and interviews with observational analysis based on Djajadiningrat’s descriptions of aesthetic interaction

    The Diary of Niels: Affective engagement through tangible interaction with museum artifacts

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    This paper presents a research through design exploration using tangible interactions in order to seamlessly integrate technology in a historical house museum. The study addresses a longstanding concern in museum exhibition design that interactive technologies may distract from the artifacts on display. Through an iterative design process including user studies, a co-creation workshop with museum staff and several prototypes, we developed an interactive installation called The Diary of Niels that combines physical objects, RFID sensors and an elaborate fiction in order to facilitate increased visitor engagement. Insights from the research process and user tests indicate that the integration of technology and artifacts is meaningful and engaging for users, and helps introduce museum visitors to the historic theme of the exhibition and the meaning of the artifacts. The study also points to continued challenges in integrating such hybrid experiences fully with the rest of the exhibition.Comment: Conference: EuroMed 202

    The imperial war museum’s social interpretation project

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    This report represents the output from research undertaken by University of Salford and MTM London as part of the joint Digital R&D Fund for Arts and Culture, operated by Nesta, Arts Council England and the AHRC. University of Salford and MTM London received funding from the programme to act as researchers on the Social Interpretation (SI) project, which was led by the Imperial War Museum (IWM) and their technical partners, The Centre for Digital Humanities, University College London, Knowledge Integration, and Gooii. The project was carried out between October 2011 and October 2012

    Weather and Climate Information for Tourism

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    The tourism sector is one of the largest and fastest growing global industries and is a significant contributor to national and local economies around the world. The interface between climate and tourism is multifaceted and complex, as climate represents both a vital resource to be exploited and an important limiting factor that poses risks to be managed by the tourism industry and tourists alike. All tourism destinations and operators are climate-sensitive to a degree and climate is a key influence on travel planning and the travel experience. This chapter provides a synopsis of the capacities and needs for climate services in the tourism sector, including current and emerging applications of climate services by diverse tourism end-users, and a discussion of key knowledge gaps, research and capacity-building needs and partnerships that are required to accelerate the application of climate information to manage risks to climate variability and facilitate successful adaptation to climate change
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