7,364 research outputs found

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Assessing data analysis performance in research contexts: An experiment on accuracy, efficiency, productivity and researchers' satisfaction

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    [EN] Any knowledge generation process involves raw data comprehension, evaluation and inferential reasoning. These practices, common to different disciplines, are known as data analysis, and represent the most important set of activities in research contexts. Researchers use data analysis software methods and tools for generating new knowledge in their daily data analysis. In recent years, data analysis software has been incorporating explicit references in modelling of cognitive processes, in order to improve the assistance offered in data analysis tasks. However, data analysis software commercial suites are still resisting this inclusion, and there is little empirical work done in knowing more about how cognitive aspects inclusion in software helps researchers in analyzing data. In this paper, we evaluate the impact produced by the explicit inclusion of cognitive processes in the assistance logic of software tools design and development. We conducted an empirical experiment comparing data analysis performance using traditional software versus data analysis performance using software-assistance tools which incorporate cognitive processes in their design. The experiment is designed in terms of accuracy, efficiency, productivity and user satisfaction during the data analysis made by researchers. It allowed us to find some clear benefits of the cognitive inclusion in the software designed for research contexts, with statistically significant differences in terms of accuracy, productivity and researcher's satisfaction in support of this explicit inclusion, although some efficiency weaknesses are detected. We also discuss the implications of these results for the priority of cognitive inclusion in the software tools design for research contexts data analysis.This paper has the support of Generalitat Valenciana through project IDEO (PROMETEOII/2014/039) and Spanish Ministry of Science and Innovation through project DataME (ref: TIN2016-80811-P).Martín-Rodilla, P.; Panach Navarrete, JI.; González-Pérez, CA.; Pastor López, O. (2018). Assessing data analysis performance in research contexts: An experiment on accuracy, efficiency, productivity and researchers' satisfaction. Data & Knowledge Engineering. 116:177-204. https://doi.org/10.1016/j.datak.2018.06.003S17720411

    Cognition-Based Evaluation of Visualisation Frameworks for Exploring Structured Cultural Heritage Data

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    It is often claimed that Information Visualisation (InfoVis) tools improve the audience’s engagement with the display of cultural heritage (CH) collections, open up CH content to new audiences and support teaching and learning through interactive experiences. But there is a lack of studies systematically evaluating these claims, particularly from the perspective of modern educational theory. As far as the author is aware no experimental investigation has been undertaken until now, that attempts to measure deeper levels of user engagement and learning with InfoVis tools. The investigation of this thesis complements InfoVis research by initiating a human-centric approach since little previous research has attempted to incorporate and integrate human cognition as one of the fundamental components of InfoVis. In this thesis, using Bloom’s taxonomy of learning objectives as well as individual learning characteristics (i.e. cognitive preferences), I have evaluated the visitor experience of an art collection both with and without InfoVis tools (between subjects design). Results indicate that whilst InfoVis tools have some positive effect on the lower levels of learning, they are less effective for higher levels. In addition, this thesis shows that InfoVis tools seem to be more effective when they match specific cognitive preferences. These results have implications for both the designers of tools and for CH venues in terms of expectation of effectiveness and exhibition design; the proposed cognitive based evaluation framework and the results of this investigation could provide a valuable baseline for assessing the effectiveness of visitors’ interaction with the artifacts of online and physical exhibitions where InfoVis tools such as Timelines and Maps along with storytelling techniques are being used

    Journal of Education Innovation and Communication, December 2019, The value of pedagogical knowledge: an international perspective

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    The publications of the Communication Institute of Greece, such as the “Journal of Education, Innovation, and Communication (JEICOM)”, are open access without any costs for the authors or the readers. JEICOM is a Fully Peer-Reviewed, Open Access journal, publishing articles from all areas of education, innovation and communication, independent of the events organized by the Communication Institute of Greece. JEICOM’s scope is to provide a free and open platform to academics, researchers, professionals, and postgraduate students to communicate and share knowledge in the form of high quality empirical and theoretical research that is of high interest not only for academic readers but also for practitioners and professionals. JEICOM welcomes theoretical, conceptual and empirical original research papers, case studies, book reviews that demonstrate the innovative and dynamic spirit for the education and communication sciences, from researchers, scholars, educators, policy-makers, and practitioners in education, communication, and related fields. Articles that show scholarly depth, breadth or richness of different aspects of social pedagogy are particularly welcome. The numerous papers presented every year during the conferences organized by the Communication Institute of Greece, enables us to have access to a plethora of papers. Following a rigorous peer- review process, only a selection of these papers submitted is published biannually. In addition, to the papers presented in the Institute’s conference, we do encourage independent submissions of papers too. Nevertheless, before you submit, please make sure to respect the guidelines and templates provided. The current issue of the “Journal of Education, Innovation, and Communication (JEICOM)”, is our Second Issue for 2019 (December 2019). We consider that education and fruitful exchange can improve our lives with the view to nurture intercultural communication. Academics can contribute significantly to the quality of the educational experience and help educate, communicate, exchange, meet new cultures, create and collaborate! We wish you an excellent reading and for the year to come soon, 2020, Health, Love, Knowledge, Education, Prosperity, Communication and Exchange

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Time-domain imaging system in the terahertz range for immovable cultural heritage materials

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    In the field of cultural heritage science, the use of non‐destructive and contact‐free techniques has increased sharply over the past 10 years. Compared with conventional spectroscopic and imaging techniques such as X‐ray, ultraviolet, infrared, and laser spectroscopy, terahertz time‐domain imaging (THz‐TDI) is an innovative, non‐invasive, and safe technique, which provides good penetration depth (~1 cm) and broad spectral bandwidth (0.1–10 THz). This paper sets out the protocol and methodology for the application of THz‐TDI to immovable cultural heritage, illustrated by a series of case studies. The case studies demonstrate the efficacy of the technique in providing structural and material information for conservators

    Scalable Exploration of Complex Objects and Environments Beyond Plain Visual Replication​

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    Digital multimedia content and presentation means are rapidly increasing their sophistication and are now capable of describing detailed representations of the physical world. 3D exploration experiences allow people to appreciate, understand and interact with intrinsically virtual objects. Communicating information on objects requires the ability to explore them under different angles, as well as to mix highly photorealistic or illustrative presentations of the object themselves with additional data that provides additional insights on these objects, typically represented in the form of annotations. Effectively providing these capabilities requires the solution of important problems in visualization and user interaction. In this thesis, I studied these problems in the cultural heritage-computing-domain, focusing on the very common and important special case of mostly planar, but visually, geometrically, and semantically rich objects. These could be generally roughly flat objects with a standard frontal viewing direction (e.g., paintings, inscriptions, bas-reliefs), as well as visualizations of fully 3D objects from a particular point of views (e.g., canonical views of buildings or statues). Selecting a precise application domain and a specific presentation mode allowed me to concentrate on the well defined use-case of the exploration of annotated relightable stratigraphic models (in particular, for local and remote museum presentation). My main results and contributions to the state of the art have been a novel technique for interactively controlling visualization lenses while automatically maintaining good focus-and-context parameters, a novel approach for avoiding clutter in an annotated model and for guiding users towards interesting areas, and a method for structuring audio-visual object annotations into a graph and for using that graph to improve guidance and support storytelling and automated tours. We demonstrated the effectiveness and potential of our techniques by performing interactive exploration sessions on various screen sizes and types ranging from desktop devices to large-screen displays for a walk-up-and-use museum installation. KEYWORDS - Computer Graphics, Human-Computer Interaction, Interactive Lenses, Focus-and-Context, Annotated Models, Cultural Heritage Computing

    The Cultural Landscape & Heritage Paradox; Protection and Development of the Dutch Archeological-Historical Landscape and its European Dimension

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    To what extent can we know past and mainly invisible landscapes, and how we can use this still hidden knowledge for actual sustainable management of landscape’s cultural and historical values. It has also been acknowledged that heritage management is increasingly about ‘the management of future change rather than simply protection’. This presents us with a paradox: to preserve our historic environment, we have to collaborate with those who wish to transform it and, in order to apply our expert knowledge, we have to make it suitable for policy and society. The answer presented by the Protection and Development of the Dutch Archaeological-Historical Landscape programme (pdl/bbo) is an integrative landscape approach which applies inter- and transdisciplinarity, establishing links between archaeological-historical heritage and planning, and between research and policy. This is supported by two unifying concepts: ‘biography of landscape’ and ‘action research’. This approach focuses upon the interaction between knowledge, policy and an imagination centered on the public. The European perspective makes us aware of the resourcefulness of the diversity of landscapes, of social and institutional structures, of various sorts of problems, approaches and ways forward. In addition, two related issues stand out: the management of knowledge creation for landscape research and management, and the prospects for the near future. Underlying them is the imperative that we learn from the past ‘through landscape’

    Visual Analytics for the Exploratory Analysis and Labeling of Cultural Data

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    Cultural data can come in various forms and modalities, such as text traditions, artworks, music, crafted objects, or even as intangible heritage such as biographies of people, performing arts, cultural customs and rites. The assignment of metadata to such cultural heritage objects is an important task that people working in galleries, libraries, archives, and museums (GLAM) do on a daily basis. These rich metadata collections are used to categorize, structure, and study collections, but can also be used to apply computational methods. Such computational methods are in the focus of Computational and Digital Humanities projects and research. For the longest time, the digital humanities community has focused on textual corpora, including text mining, and other natural language processing techniques. Although some disciplines of the humanities, such as art history and archaeology have a long history of using visualizations. In recent years, the digital humanities community has started to shift the focus to include other modalities, such as audio-visual data. In turn, methods in machine learning and computer vision have been proposed for the specificities of such corpora. Over the last decade, the visualization community has engaged in several collaborations with the digital humanities, often with a focus on exploratory or comparative analysis of the data at hand. This includes both methods and systems that support classical Close Reading of the material and Distant Reading methods that give an overview of larger collections, as well as methods in between, such as Meso Reading. Furthermore, a wider application of machine learning methods can be observed on cultural heritage collections. But they are rarely applied together with visualizations to allow for further perspectives on the collections in a visual analytics or human-in-the-loop setting. Visual analytics can help in the decision-making process by guiding domain experts through the collection of interest. However, state-of-the-art supervised machine learning methods are often not applicable to the collection of interest due to missing ground truth. One form of ground truth are class labels, e.g., of entities depicted in an image collection, assigned to the individual images. Labeling all objects in a collection is an arduous task when performed manually, because cultural heritage collections contain a wide variety of different objects with plenty of details. A problem that arises with these collections curated in different institutions is that not always a specific standard is followed, so the vocabulary used can drift apart from another, making it difficult to combine the data from these institutions for large-scale analysis. This thesis presents a series of projects that combine machine learning methods with interactive visualizations for the exploratory analysis and labeling of cultural data. First, we define cultural data with regard to heritage and contemporary data, then we look at the state-of-the-art of existing visualization, computer vision, and visual analytics methods and projects focusing on cultural data collections. After this, we present the problems addressed in this thesis and their solutions, starting with a series of visualizations to explore different facets of rap lyrics and rap artists with a focus on text reuse. Next, we engage in a more complex case of text reuse, the collation of medieval vernacular text editions. For this, a human-in-the-loop process is presented that applies word embeddings and interactive visualizations to perform textual alignments on under-resourced languages supported by labeling of the relations between lines and the relations between words. We then switch the focus from textual data to another modality of cultural data by presenting a Virtual Museum that combines interactive visualizations and computer vision in order to explore a collection of artworks. With the lessons learned from the previous projects, we engage in the labeling and analysis of medieval illuminated manuscripts and so combine some of the machine learning methods and visualizations that were used for textual data with computer vision methods. Finally, we give reflections on the interdisciplinary projects and the lessons learned, before we discuss existing challenges when working with cultural heritage data from the computer science perspective to outline potential research directions for machine learning and visual analytics of cultural heritage data
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