8 research outputs found

    Robots and Cultural Heritage: New Museum Experiences

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    The introduction of new technologies to enhance the visiting museum experience is not a novelty. A large variety of interactive systems are nowadays available, including virtual tours, which makes cultural heritage accessible remotely. The theme of increase in accessibility and attractiveness has lately been faced with the employment of the service robotics, covering various types of applications. Regrettably, many of robotics solutions appear less successful in terms of utility and usability. On the basis of this awareness, a design for a new robotic solution for cultural heritage has been proposed. The project, developed at the royal residence of Racconigi Castle, consists of a telepresence robot designed as a tool to explore inaccessible areas of the heritage. The employed robot, called Virgil, was expressly designed for the project. The control of the robot is entrusted to the museum guides in order to enhance their work and enrich the cultural storytelling

    We Don’t Connect – Negotiations between Usability, User and Art Experience in Online Art Interaction

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    Art and its conceptualization enable a richer understanding of human computer interaction (HCI). User experience (UX), usability and art experience (AE) have extensive traditions of scholarship. UX and AE especially, have rarely been combined. While systematic approaches to identifying contrasts between the types of experience are lacking, there is also a lag in academic knowledge on how UX and AE relate to one another in the action context of HCI. This paper presents a study in which UX and perceived usability, were investigated in the context of online art experience. The study’s participants (N=128) responded to a questionnaire based on an adapted model of interactive art systems while experiencing an online art exhibition. Results revealed three significant correlations: 1) the impact of usability on the sense of immersion; 2) how immersion influenced the art experience; and 3) how the viewer’s background (skills and knowledge) affects art experience in digital spaces.©2022 International Conference on Information Systems Development.fi=vertaisarvioitu|en=peerReviewed

    We Don’t Connect – Negotiations between Usability, User and Art Experience in Online Art Interaction

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    Art and its conceptualization enable a richer understanding of human computer interaction (HCI). User experience (UX), usability and art experience (AE) have extensive traditions of scholarship. UX and AE especially, have rarely been combined. While systematic approaches to identifying contrasts between the types of experience are lacking, there is also a lag in academic knowledge on how UX and AE relate to one another in the action context of HCI. This paper presents a study in which UX and perceived usability, were investigated in the context of online art experience. The study’s participants (N=128) responded to a questionnaire based on an adapted model of interactive art systems while experiencing an online art exhibition. Results revealed three significant correlations: 1) the impact of usability on the sense of immersion; 2) how immersion influenced the art experience; and 3) how the viewer’s background (skills and knowledge) affects art experience in digital spaces

    Exploration Games:Can Game-Guided Systems Support Users in Automated Exhibition Sites?

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    This article delves into the potential of incorporating elements fromadventure games into museum exhibitions, with a particular focus on automatedexhibition sites. We advocate that principles derived from adventure games canadeptly bridge the two primary expectations of exhibitions: enlightenment andexperience. Exploration-based games, such as Explore the Redoubt (XTR)crafted for automated venues, enable users to fulfill both these objectives. XTR,conceived to address the prevailing research voids, integrates game mechanicsinto the automated exhibition environment, enhancing visitor motivation andengagement. It harnesses interactive digital mediums to present cultural heritagein a relaxed, informal manner.Existing research scarcely touches upon the design of experiential learninggames developed for automated sites, which encompass both indoor and outdoordisplays. Our methodology contemplates the transformation of visitor conduct atexhibitions, morphing them into avid knowledge seekers. We challenge theadequacy of current user experience models in portraying exhibitions striving toprovide both enlightenment and an immersive experience. Consequently, weintroduce a framework for museum interactions that deeply engages users, urgingthem to define their exploration trajectories, seamlessly fusing enlightenment,and engagement. Our study is set in a 17th-century redoubt where initialobservations indicated greater outdoor engagement compared to indoor spaces.This observation fueled our initiative to amplify indoor visitor participation.After testing XTR with 30 participants and employing a combination ofobservations and interviews, we derived key insights on designing digitalexploration games that seamlessly combine enlightenment and engagement. Weconclude with three design strategies to enhance visitor curiosity and exploration

    Exploring Online Art Museum Website Design Criteria from the Perspective of Special Interest Visitors

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    How to integrate the strengths and opportunities of digital and physical museums to enhance visitors’ experiences and encourage them to revisit the museums is a challenge. We used the websites of the National Palace Museum and the CHIMEI Museum in Taiwan as research targets to recruit thirty participants who have special interests in arts. We examined important criteria of evaluating museum websites based on the related frameworks of literature and adopted the modified Delphi method to develop the evaluation framework. We then analyzed their weight, causal relationship, and performance according to a multi-criteria decision-making approach, specifically the decision making trial and evaluation laboratory-based analytical network processing (DEMATEL-based ANP) approach. Then, we carried out qualitative interviews to gain a thorough understanding of the viewpoints of participants. The evaluation results demonstrate that the interactivity of the museum in regards to audience entertainment and engagement is the most important dimension. Furthermore, the criterion of “multimedia design” related to esthetic is a key actor to museum performance and can easily influence other criteria. Moreover, the “feedback” criteria show the importance of social media in promoting the museums and maintaining long-term relationships with visitors. This study can provide future research with a reference framework and guidance in the design of museum websites in consideration of special interest visitors needs and experiences. (Article content in Chinese with English extended abstract

    Usability evaluation of virtual museums’ interfaces visualization technologies

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    Summarization: This paper reports on a user-centered formative usability evaluation of diverse visualization technologies used in Virtual Museums. It initially presents the selection criteria and the five museum websites involved in the analysis. Then, it describes the evaluation process, in which a group of subjects explored the museums’ on-line resources and answered in two usability questions concerning overall reaction to the website and the subjective satisfaction of the users. After user testing, quantitative and qualitative data have been collected and statistically analysed. However, much research remains to be done on future research in terms of larger sample, different methodologies and varied contexts.Παρουσιάστηκε στο: 6th International Conferenc

    Automated journalism and algorithms

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    162 p.- Nuevas narrativas sobre la violación de derechos humanos en México. - El desafío de TikTok para los medios en España. - Responsabilidad y criterio: valores para la participación ciudadana en el entorno informativo del siglo XXI. - Formatos digitales del medio publicitario exterior como herramienta clave del periodismo ciudadano. Comunicar a los mass media qué está pasando, cuándo y dónde. - Periodismo automatizado en noticias sobre accidentes de tráfico. - Visitas virtuales y campus universitarios: Propuesta de un modelo a partir de la imagen 360 y la fotogrametría en la era de la Inteligencia Artificial. - La implementación de la inteligencia artificial en el periodismo. El caso de China en el mapa geotecnológico mundial, Baidu y Vid Press como estudio de caso. - Periodismo chileno en la mira: La amenaza de la violencia digital. - El storytelling visual mediante memes aplicado a la cobertura del cambio climático. - Entre lo controvertido y lo falso: clasificación semántica de bulos y noticias falsas. - Periodismo con enfoque en derechos humanos. Estudio de medios digitales feministas. - Percepción de la juventud sobre la televisión pública en el Estado español. - Unibertsitateetako aditu-gidak emakume zientzialari eta ikertzaileak ikustarazteko baliabide egokiak dira? - La evolución transmedia de los influencers: nuevas estrategias de comunicación. - Análisis de proyectos educativos contra la desinformación: una perspectiva exploratoria. - Nuevos mecanismos de distribución personalizada de contenidos: algoritmos y sistemas de recomendación en las radiotelevisiones públicas europeas. - ¿Charlamos? Las redes sociales como herramienta de comunicación de la prensa femenina. - Dinámicas de atención mediática dedicada al Covid-19 durante el primer estado de alarma en España. - Impacto de los medios digitales emergentes en contextos de protesta social. El caso del cubrimiento mediático del paro nacional en Colombia (abril – junio 2021). - ¿Qué lugar tiene la ciudadanía entre las cuentas que medios y periodistas comenzaron a seguir en Twitter? - “Plurinacionalidad”: Caracterización de medios digitales de comunicación indexados en Google Noticias durante la Convención Constitucional chilena, a partir del abordaje de una palabra clave contrahegemónica. - Desafíos en el ejercicio del periodismo digital en Uruguay. - Una nueva tecnología de la información y comunicación: El podcast. - Cultura startup y nostalgia periodística. - Perfiles nacionales vs perfiles autonómicos en Instagram: estrategia de los partidos políticos durante las elecciones andaluzas de 2022. - La atención mediática de las líderes sub-estatales durante la pandemia. - Journalistic values and algorithmic interdependence: the mediated role of GNI affordances within the newsrooms. - Propaganda o conversación: una propuesta de identificación de actores en los comentarios de YouTube. - Narrativas automatizadas contra la desinformación y el discurso de odio para periodistas y redes sociales. - Reflejo mediático de la discriminación hacia las personas obesas: un análisis exploratorio de la gordofobia en los medios españoles. - Discurso de odio y medios digitales en España. Retos de su detección en la web. - La adaptación de los medios de comunicación tradicionales españoles al formato de Instagram. - El método dialógico-crítico en educomunicación: una propuesta metodológica para fomentar el diálogo intercultural en el entorno educativo. - Enfoque longitudinal de los fact-checkers: Análisis de la evolución de su diseño y contenido. - NewsNet: Interface design and cross/multi/transmedia logics. - Udaberri Arabiarraren jarraipena Euskal Hedabideetan: gatazka kazetarien lan eta segurtasun baldintzak

    Conceptual model of mobile augmented reality for engaging hearing-impaired museum visitors

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    Mobile Augmented Reality (MAR) has matured significantly over the past decades since the birth of multimedia system. It has evolved from the conceptual idea of augmented reality experience to its actual practical applications in use on smartphones. Researchers in MAR have resolved to employ the concept of engagement in designing MAR applications to attract museum visitors’ interest and ensure a more effective learning environment. However, most of these MAR applications are tailored to normal hearing visitors while the hearing-impaired (HI) visitors are less supported. This makes HI visitors to go through unpalatable experiences and eventually become dissatisfied with their visit to the museum. Also, there is lack of studies on the conceptual model of MAR for engaging the HI museum visitors. Therefore, this study proposes a conceptual model of MAR for the HI museum engagement (MARHIME) and eventually enhances their engagement during their museum visits. In achieving the aim of this study, design science research methodology was adapted. This study has determined engagement elements through expert review which were used to design the conceptual model of MARHIME. In addition, an MAR prototype was developed based on the MARHIME conceptual model and its architecture. The MARHIME prototype includes three-dimensional models, video, text, and images to deliver salient information of important artefacts to HI museum visitors. Moreover, the MARHIME application may only function in the museum by scanning the museum environment because the HI can use MAR as a visual signal guide in order to catch missing aural signals during their visit to the museums. The study involved 73 HI museum visitors as participants in order to evaluate the MARHIME prototype on their engagement experience. From the results of the evaluation, it was found that the MARHIME prototype was able to engage the HI visitors during their visit to the museum. Therefore, this study has validated a conceptual model on MAR for engaging the HI museum visitors. This conceptual model of MARHIME can be used as guidelines for researchers in understanding the elements of MAR in engaging the HI museum visitors and for developers in assisting the process of designing and developing MAR application for the HI museum visitors. This study contributes to the engagement of HI people during their museum visits to ensure the inclusiveness of disabled people in the MAR design
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