9 research outputs found

    Smart Exposition Rooms: The Ambient Intelligence View

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    We introduce our research on smart environments, in particular research on smart meeting rooms and investigate how research approaches here can be used in the context of smart museum environments. We distinguish the identification of domain knowledge, its use in sensory perception, its use in interpretation and modeling of events and acts in smart environments and we have some observations on off-line browsing and on-line remote participation in events in smart environments. It is argued that large-scale European research in the area of ambient intelligence will be an impetus to the research and development of smart galleries and museum spaces

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Engagement d'audiències i narrativa digital a l'àmbit del museu

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    Aquest estudi busca confirmar la hipòtesi que la inclusió d’instruments i narracions digitals contribueix a generar un major engagement entre els museus i perfils específics del públic. Per a això, es defineix el perfil de consumidor cultural, s’expliquen les principals estratègies per a estudiar aquest públic i s’esclareix el potencial de la narrativa digital en l’àmbit museístic a través d’un estudi bibliogràfic i de bones pràctiques.This study seeks to confirm the hypothesis that including digital tools and narratives contributes to generating greater engagement between museums and specific audience profiles. To this end, the cultural consumer profile is defined, the main strategies to study this audience are explained and the potential of digital storytelling in the museum field is clarified through a bibliographical study and best practices

    Museum, memories and digital stories : A liminal space for human computer interaction.

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    Objects, material or digital, mediate memories: they act as anchors in between temporal notions and relations of past and present. Through those objects of memory, the act of remembering occurs neither completely relived in the mind, nor fully captured in the medium. Essential to personal memories, objects represent also our collective memory and capture our social history.The papers submitted for this PhD by selected publications look at the design of innovative technology that can make remembering more evocative and affective. They look at both museums, where digital and material are combined in an augmented reality, and personal/family contexts, where the home and mundane objects can be technologically enhanced to encapsulate digital memories.The museum was ideal to experiment with hybrid settings that combine material (the collection and the architectural space) and digital (the information) (papers 1 to 3). Personalization of information was used to augment the reality of rooms and exhibits: whole body interaction (i.e. physical movements in the space) was used to select and personalize the content and engage visitors with both material (the object) and digital (the information). Although the mobile technology is dated, these papers show the value of combining digital and physical to provide a holistic experience that made visitors wonder. Where the fusion occurs, however, is in the digital technology. To balance this perspective, paper 4 looks at the effect of taking the digital content out into the exhibition space. My recent research (papers 5-9) looks at objects of memory in the personal realm, in particular in the family home. Starting from observing the role and function of mementos, I conclude that a more holistic and organic approach has to be taken to make personal digital objects of memory more present in people's life. Materialization can be achieved with digital devices designed for individual and family use, so that the product fits with the mundane aspects of life, is immediate, and stimulates affect, not efficiency.Finally papers 10 and 11 provide evidence of the innovative methodologies I have developed and successfully used in iterative user studies and evaluations across different research projects and many years of research. As a whole this submission shows that there is a huge design space to explore in looking at how technology could be used in public or private spaces to bring together the two aspects of memory: remembering in the mind and capturing through objects, in order to preserve our digital life as tangible interactive objects

    Situated Interaction in Art

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    This paper describes metaphors and design strategies used to conceive and develop a hand-held, location-aware tourist guide that delivers information related to the surrounding space mainly by reacting to the physical movements of the visitors. The guide is designed to minimise the boundary between the physical space and the related information through a number of situated and contextual aware interaction mechanisms. These mechanisms are conceived to support the activity both at individual and social level

    Situated Interaction in Art

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