16,285 research outputs found

    Human experience in the natural and built environment : implications for research policy and practice

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    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3

    Museum Lighting - an holistic approach

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    Among the environmental parameters that effect exhibited artifacts, light is the most complex and the only essential for the observer as to appreciate the artifacts, thus being one of the most critical variables of art exposure. Research on strategies for energy saving and the renovation of light destined to Heritage is examined by daylight admission and Light-Emitting Diode (LED) technology. The extended review of the literature presented below, over museum lighting, evidenced the parallel advance of lighting principles with lighting design, concerning what determines visual quality and perception. Lighting quality is an interdisciplinaryfield of research affecting human activity and under a requested task, visual performance, while at the same time improving well-being. In this sense, the role of the lighting designer is to match and rank human needs with economic and environmental aspects as to architectural principles and to translate the results into a feasible design and an efficient installation. Quality factors for art exposure, involving color fidelity and damage, along with visual perception necessitate of useful metrics through established criteria. The challenge for the museum for a holistic design of natural and artificial light is still missing of substantial metrics, even though recent findings provide some insight on the workflow to establish. Luminance-based design metrics and contrast criteria are used in this study as key strategies for museum lighting, combining comfort and viewing fine arts through advanced computer rendering. The exploration of the transition inside a daylit gallery where moving in the museum environment offers an experience for a series of adaptation changes through photopic, mesopic and dark-adapted scotopic function, along with change on the sensitivity of the spectrum. The luminance appearance and the transition adaptation in the museum field lack of research examination; the relationship of prescriptive requirements and luminance- based design has been explored initially in the field of road lighting, where the relative visual performance has been evidenced to be in the center of the CIE standard for tunnel lighting. Daylight simulation via climate-based modeling, introducing daylight filters as solar shading devices, has been proposed as the object of experimental research, connecting light “filtering” with luminance; this workflow could be applied in several fields of research considering museum environment and give responses in the preservation of artwork involving daylight. The subject of this thesis is the proposal of a ‘trama’ surface installed on windows to reduce and control daylight, studying how energy and conservation targets can be achieved. New light sources and smart control systems will integrate to a holistic approach for museum lighting design

    Learning a foreign language and locality through an animated documentary film

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    This paper describes one 4-week long online language learning module which utilizes the animated documentary film My Favorite War (Burkovska-Jakobsen, 2020) and analyzes four students’ final essays. The learning module was created considering ethnographic views of cultural inferences (Spradley, 2016), the framework of social space (Lefebvre, 1991), multimodal theory (Kress & van Leeuwen, 2006), and the model of learning activities, or knowledge processes (Cope & Kalantzis, 2015). It was developed for a Latvian language course at the University of Washington (Seattle, USA) in 2021. Its goals are to help students learn more about the target language and locals’ place-based experiences, and to promote students’ semiotic consciousness while developing their multiliteracies. However, the assignment’s assessment criteria related to the interaction of semiotic resources and of linguistic and non-linguistic information were not shared in order to find out if students would include these issues in their essays. Analysis of students’ essays show that after the learning module, students were able to comprehend (a) some individual compositional elements from the film; (b) symbolic and functional meanings of differently marked spaces; and (c) the main character’s feelings in various social spaces, internal conflicts, relationship models, and thoughts about family, work, war, historical truth, and independence. The described learning model can inspire educators worldwide to develop similar teaching practices for other less commonly taught languages

    ARTYCUL: A Privacy-Preserving ML-Driven Framework to Determine the Popularity of a Cultural Exhibit on Display.

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    We present ARTYCUL (ARTifact popularitY for CULtural heritage), a machine learning(ML)-based framework that graphically represents the footfall around an artifact on display at a museum or a heritage site. The driving factor of this framework was the fact that the presence of security cameras has become universal, including at sites of cultural heritage. ARTYCUL used the video streams of closed-circuit televisions (CCTV) cameras installed in such premises to detect human figures, and their coordinates with respect to the camera frames were used to visualize the density of visitors around the specific display items. Such a framework that can display the popularity of artifacts would aid the curators towards a more optimal organization. Moreover, it could also help to gauge if a certain display item were neglected due to incorrect placement. While items of similar interest can be placed in vicinity of each other, an online recommendation system may also use the reputation of an artifact to catch the eye of the visitors. Artificial intelligence-based solutions are well suited for analysis of internet of things (IoT) traffic due to the inherent veracity and volatile nature of the transmissions. The work done for the development of ARTYCUL provided a deeper insight into the avenues for applications of IoT technology to the cultural heritage domain, and suitability of ML to process real-time data at a fast pace. While we also observed common issues that hinder the utilization of IoT in the cultural domain, the proposed framework was designed keeping in mind the same obstacles and a preference for backward compatibility

    The power of immersive technologies: a sociopsychological analysis of the relationship between immersive environments, storytelling, sentiment, and the impact on user experience

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    This dissertation initially focused on exploring the potential of immersive technologies for the distant future. However, the emergence of the COVID-19 virus in late 2019 disrupted the world, causing a pause in many areas. Nevertheless, the butterfly effect of the pandemic spurred the development of immersive technologies, resulting in the rise of the metaverse, web3, non-fungible tokens (NFT), and avatars, which are gaining increasing popularity. The excitement for the metaverse is growing in both academia and industry, leading to new avenues of research, digital marketing, video games, tourism, and social media. This dissertation explores this rapidly emerging technological revolution and its effects on user experience (UX)

    Towards predicting wildness in the United Kingdom

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    This paper reports the findings of a study that presented bi-modal audio-visual stimuli (video footage), to experimental subjects under controlled conditions, in order to obtain reliable estimates of perceived wildness, naturalness, felt remoteness and tranquillity. The research extends beyond the literature and demonstrates that unlike tranquillity, wildness appears to be a more intellectual or cognitive construct. However, it does relate well to remoteness and naturalness and is reduced by the presence of mechanical noise. By using the approach previously employed for the development of a Tranquillity Rating Prediction Tool (TRAPT), it has been demonstrated that a similar methodology is also appropriate for wildness. WRAPT (Wildness Rating Prediction Tool) is the first attempt to predict wildness from physical variables, the values of which can be readily obtained from field surveys supplemented by detailed maps where large areas require assessment. The findings of this study will be of interest to those responsible for managing and marketing protected areas such as National Parks, practitioners involved in carrying out landscape character assessments, cartographers wishing to incorporate reliable acoustic data within their vector or raster based stacks and landscape architects involved in designing wild and tranquil spaces across a range of scales

    Application of the travel cost method to estimate the economic value of cultural goods: Blockbuster art exhibitions

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    In recent years a growing number of studies have started to apply non-market valuation methods to estimate the economic value of cultural goods. The majority of these studies use stated preference techniques, such as the contingent valuation method. This study discusses the application of the travel cost method to estimate the economic value of a specific type of cultural good: special exhibitions. The empirical work focuses on the touring exhibition the ‘Ages of Mankind’, one of the first and most representative examples of a blockbuster art exhibition in Spain. This is the first time, as far as we know, that this method has been applied to a large temporary exhibition and is one of the few applications of this method in the valuation of cultural goods.Blockbuster arts exhibitions, non-market valuation, revealed preferences, travel cost method, cultural economics.

    Exploring the Visual Landscape: Advances in Physiognomic Landscape Research in the Netherlands

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    Exploring the Visual Landscape is about the combination of landscape research and planning, visual perception and Geographic Information Science. It showcases possible ways of getting a grip on themes like: landscape openness, cluttering of the rural landscape, high-rise buildings in relation to cityscape, historic landscapes and motorway panoramas. It offers clues for visual landscape assessment of spaces in cities, parks and rural areas. In that respect, it extends the long tradition in the Netherlands on physiognomic landscape research and shows the state of the art at this moment. Exploring the Visual Landscape offers important clues for theory, methodology and application in research and development of landscapes all over the world, from a specifically Dutch academic context. It provides a wide range of insights into the psychological background of landscape perception, the technical considerations of geomatics and methodology in landscape architecture, urban planning and design. Furthermore, there are some experiences worthwhile considering, which demonstrate how this research can be applied in the practice of landscape policy making

    An Ontology Engineering Approach to User Profiling for Virtual Tours of Museums and Galleries

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    This paper describes a study of the development of a hierarchical ontology for producing and maintaining personalized profiles to improve the experience of visitors to virtual art galleries and museums. The paper begins by describing some of the features of virtual exhibitions and offers examples of virtual tours that the reader may wish to examine in more detail. The paper then discusses the ontology engineering (OE) approach and domain modelling languages (e.g. KACTUS, SENSUS and METHONTOLOGY). It then follows a basic OE approach to define classes for a cultural heritage virtual tour and to produce a Visitor Profile Ontology that is hierarchical and has static and dynamic elements. It concludes by suggesting ways in which the ontology may be automated to provide a richer, more immersive personalized visitor experience
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