21,521 research outputs found

    Volcanoes: effusions and explosions. Interactive exhibits to understand how volcanoes work

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    The Educational & Outreach Group (EOG) of the Istituto Nazionale di Geofisica & Vulcanologia created a portable museum to provide educational opportunities in volcanology, volcanic risk and Earth science for students and visitors. The EOG developed this project for the "Festival della Scienza", organized in Genoa, Italy, in October - November, 2007, which was a parade of over 200 events, including scientific and technological exhibitions, workshops, meetings, lectures, books and video presentations. In this museum visitors can successively see many posters and movies and play with interactive exhibits. A little 3D-movie shows the Big Bang, the formation of Solar System and, in particular the formation of the Earth. Many interactive exhibits illustrate why, where and when earthquakes and volcanic eruptions occur around the world and allow to introduce the visitor to the plate tectonics theory. A 3D magnetic plate tectonic puzzle can be put down and reconstructed by visitors to understand the Earth’s surface configuration. Then two other 3D Earth models show what drives the plates and the inner Earth structure. An interactive program illustrates where and when earthquakes and volcanic eruptions occur in accelerated time on maps of various areas around the world. Playing with a block diagram it is possible to produce an earthquake along a 1 meter long strike slip fault in a destroying all the man-made constructions close to it. A little movie introduces to volcanoes’ world. Two small interactive exhibits allow visitors to understand the mechanism for the explosive and the effusive eruptions. Two other exciting interactive exhibits allow visitors to “create” two different eruptions: the explosive and the effusive ones. It is possible to get inside a volcano (a 2 meter high interactive exhibit) to attend an eruption from the magmatic chamber to the Earth surface. A big hall is completed dedicated to Italian volcanoes (Vesuvio, Campi Flegrei, Etna, Stromboli, Vulcano, Colli Albani); some of them are reproduced with 3D models or described by short movies. The museum finishes with the visit of the volcanic survey hall of Stromboli, seeing - in real time - seismic data, three different webcams, geochemical and strain data. The INGV Museum had remarkably successful, reaching more than 7,500 children and adults yet in 13 days, also thanks to 30 volcanologists as very special guides. The Educational & Outreach Group: M. Pignone, A. Tertulliani, M. De Lucia, M. Di Vito, P. Landi, P. Madonia, M. Martini, R. Nave, M. Neri, P. Scarlato, J. Taddeucci, R. Moschillo, S. Tarquini, G. Vilardo, A. Bonforte, L. Calderone, F. Cannavò, W. De Cesare, P. Ficeli, S. Inguaggiato, M. Mattia, G. Puglisi, S. Morici, D. Reitano, D. Richichi, G. Scarpato, B. Angioni, F. Di Laura, S. Palone, D. Riposati

    Volcanoes: effusions and explosions. Interactive exhibits to understand how volcanoes work

    Get PDF
    The Educational & Outreach Group (EOG) of the Istituto Nazionale di Geofisica & Vulcanologia created a portable museum to provide educational opportunities in volcanology, volcanic risk and Earth science for students and visitors. The EOG developed this project for the "Festival della Scienza", organized in Genoa, Italy, in October - November, 2007, which was a parade of over 200 events, including scientific and technological exhibitions, workshops, meetings, lectures, books and video presentations. In this museum visitors can successively see many posters and movies and play with interactive exhibits. A little 3D-movie shows the Big Bang, the formation of Solar System and, in particular the formation of the Earth. Many interactive exhibits illustrate why, where and when earthquakes and volcanic eruptions occur around the world and allow to introduce the visitor to the plate tectonics theory. A 3D magnetic plate tectonic puzzle can be put down and reconstructed by visitors to understand the Earth’s surface configuration. Then two other 3D Earth models show what drives the plates and the inner Earth structure. An interactive program illustrates where and when earthquakes and volcanic eruptions occur in accelerated time on maps of various areas around the world. Playing with a block diagram it is possible to produce an earthquake along a 1 meter long strike slip fault in a destroying all the man-made constructions close to it. A little movie introduces to volcanoes’ world. Two small interactive exhibits allow visitors to understand the mechanism for the explosive and the effusive eruptions. Two other exciting interactive exhibits allow visitors to “create” two different eruptions: the explosive and the effusive ones. It is possible to get inside a volcano (a 2 meter high interactive exhibit) to attend an eruption from the magmatic chamber to the Earth surface. A big hall is completed dedicated to Italian volcanoes (Vesuvio, Campi Flegrei, Etna, Stromboli, Vulcano, Colli Albani); some of them are reproduced with 3D models or described by short movies. The museum finishes with the visit of the volcanic survey hall of Stromboli, seeing - in real time - seismic data, three different webcams, geochemical and strain data. The INGV Museum had remarkably successful, reaching more than 7,500 children and adults yet in 13 days, also thanks to 30 volcanologists as very special guides. The Educational & Outreach Group: M. Pignone, A. Tertulliani, M. De Lucia, M. Di Vito, P. Landi, P. Madonia, M. Martini, R. Nave, M. Neri, P. Scarlato, J. Taddeucci, R. Moschillo, S. Tarquini, G. Vilardo, A. Bonforte, L. Calderone, F. Cannavò, W. De Cesare, P. Ficeli, S. Inguaggiato, M. Mattia, G. Puglisi, S. Morici, D. Reitano, D. Richichi, G. Scarpato, B. Angioni, F. Di Laura, S. Palone, D. Riposat

    Impact of haptic 'touching' technology on cultural applications

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    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

    The Image as a Communication Tool for Virtual Museums. Narration and the Enjoyment of Cultural Heritage

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    The challenge of contemporary museums is to make content accessible to a wider audience; in this way information related to the good becomes more communicative and usable in order to enhance its uniqueness. Accessibility goes through an innovative communication of content: the Information and Communication Technologies (ICT) that are increasingly part of people’s daily lives. Communication in most cases occurs visually, so ICTs are increasingly focusing on a rethinking of this expressive form; images become a better support for high-quality data transfer

    Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices

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    The availability of advanced software and less expensive hardware allows museums to preserve and share artefacts digitally. As a result, museums are frequently making their collections accessible online as interactive, 3D models. This could lead to the unique situation of viewing the digital artefact before the physical artefact. Experiencing artefacts digitally outside of the museum on personal devices may affect the user's ability to emotionally connect to the artefacts. This study examines how two target populations of young adults (18–21 years) and the elderly (65 years and older) responded to seeing cultural heritage artefacts in three different modalities: augmented reality on a tablet, 3D models on a laptop, and then physical artefacts. Specifically, the time spent, enjoyment, and emotional responses were analysed. Results revealed that regardless of age, the digital modalities were enjoyable and encouraged emotional responses. Seeing the physical artefacts after the digital ones did not lessen their enjoyment or emotions felt. These findings aim to provide an insight into the effectiveness of 3D artefacts viewed on personal devices and artefacts shown outside of the museum for encouraging emotional responses from older and younger people

    Usability evaluation of a virtual museum interface

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    The Augmented Representation of Cultural Objects (ARCO) system provides software and interface tools to museum curators to develop virtual museum exhibitions, as well as a virtual environment for museum visitors over the World Wide Web or in informative kiosks. The main purpose of the system is to offer an enhanced educative and entertaining experience to virtual museum visitors. In order to assess the usability of the system, two approaches have been employed: a questionnaire based survey and a Cognitive Walkthrough session. Both approaches employed expert evaluators, such as domain experts and usability experts. The result of this study shows a fair performance of the followed approach, as regards the consumed time, financial and other resources, as a great deal of usability problems has been uncovered and many aspects of the system have been investigated. The knowledge gathered aims at creating a conceptual framework for diagnose usability problems in systems in the area of Virtual Cultural Heritage

    'Breaking the glass': preserving social history in virtual environments

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    New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the ‘cabinets of curiosity’ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitor’s experience more than just an architectural walk through

    Traditional museums, virtual museums. Dissemination role of ICTs.

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    Molti spazi della cultura, che si configurano come musei di sé stessi, presentano al loro interno pochi reperti esposti. È il caso di musei in edifici o aree archeologiche di seconda fascia, dai quali la maggior parte dei reperti è stata spostata in musei di importanza superiore o dove i reperti sono stati rimossi per diverse esigenze organizzative/espositive. In queste situazioni le ICT permettono di sviluppare un efficace sistema di comunicazione e disseminazione, coinvolgendo i visitatori e gli studiosi mediante l’utilizzo di procedure collegate all’Edutainment, all’interactive ed immersive experience, ai serious games e alla gamification. Come caso studio sono presi il Museo delle Mura, come museo in un edificio, e la Villa di Massenzio, come area archeologica, entrambi collocati sulla Via Appia Antica a Roma. Le esigenze della Sovrintendenza sono di valorizzare e divulgare: - la presenza del Museo, collocato in una delle numerose porte romane ancora ben conservate e site nel giro delle Mura Aureliane; - la storia della porta e del breve tratto di mura ad essa connesse; - la storia e l’articolazione delle mura di Roma. Per la Villa di Massenzio l’obiettivo principale è far comprendere la storia e la funzione delle due strutture (il circo ed il Mausoleo di Romolo), oggi visibili e visitabili, garantendo una maggiore comprensione di un’area di circa 4 ettari, in cui i visitatori oggi possono beneficiare solo di alcuni pannelli informativi.Many cultural spaces, which have been transformed into museums contain very few exhibits. In particular, museums in buildings or second-tier archaeological areas, where most of the finds have been moved to museums of major importance or exhibits that have been removed for different organizational/exhibition needs. In these situations, the use of ICT affords the possibility to incorporate effective communication and dissemination systems. As a result, it involves visitors and scholars within the exhibit using procedures related to edutainment, interactive and immersive experiences, serious games and gamification. As a case study are taken the Museum of the Walls, as a museum in building, and the archaeological area of the Maxentius archaeological complex, as an open-air museum, both located on the Ancient Appia road. In the Museum of the Walls Superintendent's requirements are to enhance and disseminate: - the presence of the Museum, located in one of the many well-preserved Roman city gates located in the Aurelian Walls; - the history of the city gate and of the short section of walls connected to it; - the history and articulation of the walls of Rome. In the Maxentius archaeological the main goal is to make understand the history and the function of the two main structures (the circus and a Mausoleum of Romulus), which are visible and open to visitors, ensuring a greater understanding of an area with the size of about 4 hectares, where visitors today can only benefit information from some panels
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