69,593 research outputs found

    Museum Experience Design: A Modern Storytelling Methodology

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    In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination

    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

    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

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Traditional museums, virtual museums. Dissemination role of ICTs.

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    Molti spazi della cultura, che si configurano come musei di sé stessi, presentano al loro interno pochi reperti esposti. È il caso di musei in edifici o aree archeologiche di seconda fascia, dai quali la maggior parte dei reperti è stata spostata in musei di importanza superiore o dove i reperti sono stati rimossi per diverse esigenze organizzative/espositive. In queste situazioni le ICT permettono di sviluppare un efficace sistema di comunicazione e disseminazione, coinvolgendo i visitatori e gli studiosi mediante l’utilizzo di procedure collegate all’Edutainment, all’interactive ed immersive experience, ai serious games e alla gamification. Come caso studio sono presi il Museo delle Mura, come museo in un edificio, e la Villa di Massenzio, come area archeologica, entrambi collocati sulla Via Appia Antica a Roma. Le esigenze della Sovrintendenza sono di valorizzare e divulgare: - la presenza del Museo, collocato in una delle numerose porte romane ancora ben conservate e site nel giro delle Mura Aureliane; - la storia della porta e del breve tratto di mura ad essa connesse; - la storia e l’articolazione delle mura di Roma. Per la Villa di Massenzio l’obiettivo principale è far comprendere la storia e la funzione delle due strutture (il circo ed il Mausoleo di Romolo), oggi visibili e visitabili, garantendo una maggiore comprensione di un’area di circa 4 ettari, in cui i visitatori oggi possono beneficiare solo di alcuni pannelli informativi.Many cultural spaces, which have been transformed into museums contain very few exhibits. In particular, museums in buildings or second-tier archaeological areas, where most of the finds have been moved to museums of major importance or exhibits that have been removed for different organizational/exhibition needs. In these situations, the use of ICT affords the possibility to incorporate effective communication and dissemination systems. As a result, it involves visitors and scholars within the exhibit using procedures related to edutainment, interactive and immersive experiences, serious games and gamification. As a case study are taken the Museum of the Walls, as a museum in building, and the archaeological area of the Maxentius archaeological complex, as an open-air museum, both located on the Ancient Appia road. In the Museum of the Walls Superintendent's requirements are to enhance and disseminate: - the presence of the Museum, located in one of the many well-preserved Roman city gates located in the Aurelian Walls; - the history of the city gate and of the short section of walls connected to it; - the history and articulation of the walls of Rome. In the Maxentius archaeological the main goal is to make understand the history and the function of the two main structures (the circus and a Mausoleum of Romulus), which are visible and open to visitors, ensuring a greater understanding of an area with the size of about 4 hectares, where visitors today can only benefit information from some panels

    Nga taonga o Te Urewera

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    This report sets out to establish that Te Urewera and Tuhoe - the place, the people - are synonymous. It is argued by two discrete approaches - cultural property and the significance of place. These are both enmeshed in the Tuhoe concept of matemateaone, which is defined and demonstrated throughout the text. Issues of Tuhoe heritage and cultural property are positioned within the international indigenous context, and considered in detail with reference to the United Nations Report on the Protection of the Heritage of Indigenous Peoples tabled in June 1995. A Tuhoe response to the nine sections of this document form the basis of this submission, as they clearly reflect the intentions and principles that configure the articles of the Treaty of Waitangi

    Language attitudes and use in a transplanted setting: Greek Cypriots in London

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    In this paper we explore language attitudes and use in the Greek Cypriot community in London, England. Our study is based on an earlier survey carried out in Nicosia, Cyprus and we compare attitudes to language and reported language use in the two communities. We thereby highlight the significance of sociolinguistic variables on similar groups of speakers. We further extend our investigation to include codeswitching practices in the London community. \ud Analysis of language attitudes and use within the Greek-Cypriot population of London, and comparisons with findings in Nicosia, reflect symbolic forces operating in the two contexts. Despite obvious differences between the two communities, (most obviously the official languages and distinct cultural backgrounds of the two nations), the Greek Cypriot Dialect continues to play an active role in both. English is however the ‘default choice‘ for young Cypriots in the UK and Standard Modern Greek occupies a much more limited role than in Cyprus. It is argued that differences in language attitudes and use can be interpreted in light of different market forces operating in the nation (i.e. Cyprus) and the Diaspora (i.e. UK)

    Heritage and Resilience: Issues and Opportunities for Reducing Disaster Risks

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    This paper examines the unique role of cultural heritage in disaster risk reduction. Itintroduces various approaches to protect heritage from irreplaceable loss and considers ways to draw upon heritage as an asset in building the resilience of communities and nations to disasters. The paper proposes ways forward and builds on the current momentum provided by the Hyogo Framework for Action 2005-2015: Building the Resilience of Nations and Communities to Disasters” (HFA) and the advancement of a post-2015 framework for disaster risk reduction (HFA2) and the post-2015 development agenda. Cultural heritage is often associated with grandiose monuments and iconic archaeological sites that can hold us in awe of their beauty, history and sheer scale. However, the understanding of cultural heritage has undergone a marked shift during the last few decades in terms of what it is, why it is important, why it is at risk and what can be done to protect it. Cultural heritage today encompasses a broader array of places such as historic cities, living cultural landscapes, gardens or sacred forests and mountains, technological or industrial achievements in the recent past and even sites associated with painful memories and war. Collections of movable and immoveable items within sites, museums, historic properties and archives have also increased significantly in scope, testifying not only to the lifestyles of royalty and the achievements of great artists, but also to the everyday lives of ordinary people. At the same time intangibles such as knowledge, beliefs and value systems are fundamental aspects of heritage that have a powerful influence on people’s daily choices and behaviors. Heritage is at risk due to disasters, conflict, climate change and a host of other factors.At the same time, cultural heritage is increasingly recognized as a driver of resilience that can support efforts to reduce disaster risks more broadly. Recent years have seen greater emphasis and commitment to protecting heritage and leveraging it for resilience;but initiatives, such as the few examples that are presented here, need to be encouraged and brought more fully into the mainstream of both disaster risk reduction and heritage management. These are issues that can be productively addressed in a post-2015 framework for disaster risk reduction and, likewise, in the post-2015 development agenda

    CREATe 2012-2016: Impact on society, industry and policy through research excellence and knowledge exchange

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    On the eve of the CREATe Festival May 2016, the Centre published this legacy report (edited by Kerry Patterson & Sukhpreet Singh with contributions from consortium researchers)
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