3,292 research outputs found

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    An Ontology Engineering Approach to User Profiling for Virtual Tours of Museums and Galleries

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    This paper describes a study of the development of a hierarchical ontology for producing and maintaining personalized profiles to improve the experience of visitors to virtual art galleries and museums. The paper begins by describing some of the features of virtual exhibitions and offers examples of virtual tours that the reader may wish to examine in more detail. The paper then discusses the ontology engineering (OE) approach and domain modelling languages (e.g. KACTUS, SENSUS and METHONTOLOGY). It then follows a basic OE approach to define classes for a cultural heritage virtual tour and to produce a Visitor Profile Ontology that is hierarchical and has static and dynamic elements. It concludes by suggesting ways in which the ontology may be automated to provide a richer, more immersive personalized visitor experience

    An Ontology Engineering Approach to User Profiling for Virtual Tours of Museums and Galleries

    Get PDF
    This paper describes a study of the development of a hierarchical ontology for producing and maintaining personalized profiles to improve the experience of visitors to virtual art galleries and museums. The paper begins by describing some of the features of virtual exhibitions and offers examples of virtual tours that the reader may wish to examine in more detail. The paper then discusses the ontology engineering (OE) approach and domain modelling languages (e.g. KACTUS, SENSUS and METHONTOLOGY). It then follows a basic OE approach to define classes for a cultural heritage virtual tour and to produce a Visitor Profile Ontology that is hierarchical and has static and dynamic elements. It concludes by suggesting ways in which the ontology may be automated to provide a richer, more immersive personalized visitor experience

    Collective awareness platforms and digital social innovation mediating consensus seeking in problem situations

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    In this paper we show the results of our studies carried out in the framework of the European Project SciCafe2.0 in the area of Participatory Engagement models. We present a methodological approach built on participative engagements models and holistic framework for problem situation clarification and solution impacts assessment. Several online platforms for social engagement have been analysed to extract the main patterns of participative engagement. We present our own experiments through the SciCafe2.0 Platform and our insights from requirements elicitation

    Gamification of Education and Learning: Heuristic Elements, Player Types, and Learning Outcomes for Art History Games

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    The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist instructors in the field better engage students in immersive environments to provide a more accurate understanding of subjects covered. In order to capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, the end user needs to be considered. This heuristic study investigates the different experiences, preferences, learning styles, and expectations relating to educational gaming of art history students at a private, Midwestern college. Results demonstrate that effective game design and development need consider the target audience to optimize user experience and learning outcomes

    Esports Enthusiasts and Gamers: Motivations, Behaviors, and Attitudes Towards Gambling

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    This study examined what the driving factors behind why people watch esports and play video games, and their views on casino gambling. This research takes into account several motivational models and theories for video game and media consumption, including the Uses and Gratifications Theory. In addition, motivations and behaviors in regards to gambling were also examined. Although there is plenty of research on gambling motivations, none looks primarily at how esports and video game enthusiasts in specific feel about gambling. In-depth Interviews were conducted on esports and video game enthusiasts to understand what they enjoy about esports and gaming, and what they like and don’t like about casino gaming. Results showed a wide range of motivations behind video game play, but challenge, skill, and socialization were the most common. For gameplay itself, people tended to really enjoy teamwork and collaboration. None of the participants gambled too often, and cited a lack of interactivity and value as primary reasons. One aspect of casino games that many found frustrating, is that their decisions seem to rarely have an impact on the outcome of a game, unlike video games. With video games, nearly each press of the button has a degree of significance. Casinos and casino game manufacturers alike should examine what it is that drives people to play video games and watch esports, and import those qualities into their casino gaming experience

    Eighteen Months of Meeple Like Us:An Exploration into the State of Board Game Accessibility

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    The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the 'hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context
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