3,026 research outputs found

    Indoor positioning system using BLE beacon to improve knowledge about museum visitors

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    Generally, a museum has many locations and artifacts collection that display for visitors. Museum manager often have difficulty in obtaining information on visitors behavior such as, is there are particular locations/artifacts in the museum that are frequently/rarely visit by museum visitors, how long visitors spend their time in particular locations/artifacts, etc. The purpose of this study is try to build a suitable system in order to improve knowledge about the behavior of museum visitors by identifying the position of visitors in the museum. This study uses Bluetooth Low Energy (BLE) Beacon that place around the museum. The visitor mobile phone will detect BLE beacon signal, then the mobile phone application will calculated the visitor’s mobile phone position using the signal strength from the BLE beacons that are detected. The application then sends it to the computer server to display it in as museum visitor heat map. From this information, the museum manager could find out the visitors behavior movement and know which areas/artifacts that frequently/rarely visit by museum visitors. According to distance error testing which compare real location and position of the calculation, it is show that the average of distance error is around 140 cm. So, it can be concluded that the information obtained is sufficient enough to represent the position of museum visitors

    Designing for Mixed Reality Urban Exploration

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    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned.Peer reviewe

    Designing for Mixed Reality Urban Exploration

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    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned

    Key factors and network model for location-based cultural mobile game design

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    The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway cultural heritages, we attempted to assess interdependent relationships between key factors crucial for the design of a location-based mobile game for cultural heritages. We adopted the analytic network process (ANP) for our assessment. We initially performed a literature review to generalize relevant criteria and elements and developed a questionnaire based on the fuzzy delphi method (FDM); which lead to the selection of key factors, namely 3 criteria and 15 elements. We also applied an online ANP-based questionnaire; on the basis of the experts' opinions, we established a network model and determined the priority order of the key factors. The results revealed that experts considered “culture learning” to be of the highest importance, with the most important three elements being “prior knowledge,” “challenge levels,” and “cultural narrative.” Moreover, culture learning exhibited a strong interaction with content design. In addition, each element had a considerable influence on the remaining elements that could provide references for the construction of location-based cultural mobile games in the future

    Gamification design:toward developing image perception scales for generation Z consumers

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    Purpose – Drawing from the Personal Construct Theory, this research study analyzes the impact of employing gamified apps on user behavior by investigating the service-related images and individual preferences of Generation Z (GenZ) consumers, as these emerge from gamified applications in a tourism context. Design/methodology/approach – The Repertory Grid Analysis (RGA) elicited the top elements that reflect GenZer perceptions in tourism from empirical studies in the United Kingdom and Greece. Generalized Procrustes Analysis (GPA) was used to investigate the structure of the data for the creation of representative Consensus Biplots of the most important conceptual constructs to advance consumer decision-making modelling via gamification. Findings – As per different gamified app best-practices considered, we extract common perceptual elements (e.g. place informative aspects, exploration, lodgings, food/catering), but also different image components (e.g. virtual/interactive, business vs. commercial traveling, entertainment, heritage/cultural informative aspects) from comparing UK with Greek GenZers’ responses. These extracted attributes are then presented in two dimensional charts, respectively, towards creating tourist perception scales. Research limitations/implications – Notwithstanding the wide availability of gamified apps, research on gamification design in tourism and hospitality is still in the early phase. This study demonstrates the need to identify and optimize the formation of different images among GenZers. It also highlights the advantageous nature of the proposed combination of Procrustes analysis with the RGA.Originality/value – This research is among the first empirical ones towards creating scales for measuring tourist perceptions of GenZers coming from different consumer markets. It responds to scholars’ recent calls for better informing gamification design and improving contemporary consumer experience.<br/

    A comparison of immersive realities and interaction methods: cultural learning in virtual heritage

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    In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have been utilized for enriching museums with a personalized visiting experience and digital content tailored to the historical and cultural context of the museums and heritage sites. Various interaction methods, such as sensor-based, device-based, tangible, collaborative, multimodal, and hybrid interaction methods, have also been employed by these immersive reality technologies to enable interaction with the virtual environments. However, the utilization of these technologies and interaction methods isn’t often supported by a guideline that can assist Cultural Heritage Professionals (CHP) to predetermine their relevance to attain the intended objectives of the VH applications. In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology’s or the interaction method’s potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ

    Teaching geography for a sustainable world: a case study of a secondary school in Spain

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    Geography has a major responsibility in delivering education for sustainable development (ESD), especially because the geographical concepts of place and space are key dimensions for the analysis and pursuit of sustainability. This paper presents the results of a research that investigated how the teaching of geography in secondary education in Catalonia (Spain) contributes to ESD. For the development of this research it was explored what is involved in understanding and resolving issues about sustainable development and how geography teachers might best conceptualize and teach in this new domain. As a result of this theoretical reflection it has been defined a proposal or model for reorienting the geography curriculum from the basis of the ESD paradigm, which is based and structured in four groups of criteria and recommendations as follows: recommendations for defining competences and learning objectives; criteria for selecting geographical contents and themes; criteria for selecting geographical areas and for the use of scale; and finally, recommendations for choosing the most suitable teaching and learning approach

    Arquitectura funeraria. Estudio 3D con finalidad divulgativa para una selección de sepulturas bizantinas

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    [EN] The former polis of Tall-as-Sin (in the current province of Deir ez-Zor, Syria) grew considerably during Justinian's reign in the 6th century AD. Its cemetery, outside the walls, presents an extraordinary Byzantine necropolis, where 163 hypogea graves were documented, thanks to recent archaeological campaigns financed by the Ministry of Culture (PAMES-Sirio Euphrates Middle Archaeological Project). This paper presents the research for obtaining three-dimensional (3D) models of graves, selected in the cemetery, by combining information (obtained from planimetric and photographic surveys of the site) with taxonomic features (types of arcosolia, vaults, accesses, stairways...). The 3D modelling process is carried out using data collected during the survey of the graves. These data are then used to restore the surfaces which cover the burial chambers dug out in the ground. The modelling technique was based on generating surfaces, incorporating the different sections and profiles obtained during the data collection phase. The surfaces generated enclose the volume of the dug-out space so that the definitive grave models were obtained using a simple Boolean operation, removing these volumes from a prism-shaped piece representing a portion of the land, thus emptying the interior. The result has provided a reliable and rigorous graphic basis for the design and printing of 3D mockups, contributing to the dissemination of the exhibition called "A retrospective on five years of archaeological activities in Syria".Highlights:Contributing to Byzantine architecture classification in the Middle East, including specific case-studies, interesting both from archaeological and architectural research fields.Experimenting and investigating tools for the study, representation and conservation of archaeological finds, combining 3D digital and 3D printing mockups.Incorporating resources for promoting and disseminating archaeological and architectural heritage, raising awareness among local Syrian population and authorities, allowing them to rediscover their own heritage, often neglected.[ES] La antigua polis de Tall-as-Sin (en la actual provincia de Deir ez-Zor, Siria) cuenta con un importante desarrollo durante el reinado de Justiniano, durante el siglo VI d.C. Su cementerio, en la zona extramoenia, alberga un extraordinario conjunto funerario bizantino, con 163 hipogeos documentados hasta la fecha, gracias a recientes misiones arqueológicas, financiadas por el Ministerio de Cultura (“PAMES-Proyecto Arqueológico Medio Éufrates Sirio”). En este trabajo se presenta la labor realizada para modelar en 3D una selección de las tumbas más significativa del conjunto. Esto ha sido posible combinando información obtenida mediante el levantamiento planialtimétrico y fotográfico del lugar y realizando ábacos y taxonomías de los distintos recursos constructivos empleados (tipos de trazados de arcosolios, bóvedas, accesos, escalinatas…). El procedimiento de modelado tridimensional (3D) se inicia a partir de los datos recabados durante el proceso de levantamiento de las tumbas, con los que se logra restituir las superficies que constituyen la envolvente de cada una de las cámaras funerarias excavadas en el terreno. La técnica de modelado empleada se basó fundamentalmente en la generación de superficies mediante la interpolación entre las distintas secciones y perfiles obtenidos durante la fase de toma de datos. Las superficies así generadas encierran el volumen del espacio excavado, por lo que el modelo definitivo de las tumbas se consiguió mediante una sencilla operación booleana; esta consistió en sustraer estos volúmenes a una pieza prismática que representa una porción de terreno, obteniendo, de este modo, el vaciado del espacio interior. El resultado ha permitido tener una base gráfica fiable y rigurosa para idear e imprimir maquetas 3D, contribuyendo así a la labor de divulgación de la exposición denominada “Una retrospectiva sobre cinco años de actividades arqueológicas en Siria”.Directors of archaeological campaigns 2005/2010: Prof. Dr. Juan Luis Montero Fenollós, Universidad de la Coruña, España. Prof. Dr. Sylvie Blétry-Forestier, Université Paul Valéry, Montpellier, Francia. Directors of survey and preliminary studies of archaeological campaigns 2005/2010: Prof. Dr. Camilla Mileto (architecture), Prof. Dr. Fernando Vegas (architecture), Prof. Dr. José Luis García Lerma (topography). Drawing authors: 2005 campaign: Patricia Cruzans, J. Antonio García Esparza, Neus Vilalta; 2006 campaign: Valentina Cristini, Soledad García Saéz, José Miguel Zapata Peral; 2007 campaign: Valentina Cristini, María Martínez Martínez, Roberto Panato, Elisa Zacaria; 2008 campaign: María Diodato, Guillermo Guimaraens Igual, María Mestre Antoni, Elisa Zacaria; 2009 campaign: Lisa Barberini, Manuel Cason, Giovanni Dellai, Lourdes García Cerezuela, Lidia García Soriano; 2010 campaign: Lourdes García Cerezuela, Salvador Tomás Márquez. Production of 3D models: Pedro M. Cabezos Bernal, Valentina Cristini, Alicia Hueto, F. Javier Gómez Patrocinio. 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