93 research outputs found

    Blending customisation, context-awareness and adaptivity for personalised tangible interaction in cultural heritage

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    Shaping personalization in a scenario of tangible, embedded and embodied interaction for cultural heritage involves challenges that go well beyond the requirements of implementing content personalization for portable mobile guides. Content is coupled with the physical experience of the objects, the space, and the facets of the context – being those personal or social – acquire a more prominent role. This paper presents a personalization framework to support complex scenarios that combine the physical, the digital, and the social dimensions of a visit. It is based on our experience in collaborating with curators and museum experts to understand and shape personalization in a way that is meaningful to them and to visitors alike, that is sustainable to implement and effective in managing the complexity of context-awareness. The pro posed approach features a decomposition of personalization into multiple layers of complexity that involve a blend of customization on the visitor’s initiative or according to the visitor’s profile, system context-awareness, and automatic adaptivity computed by the system based on the visitor’s behaviour model. We use a number of case studies of implemented exhibitions where this approach was used to illustrate its many facets and how adaptive techniques can be effectively complemented with interaction design, rich narratives and visitors’ choice to create deeply personal experiences. Overarching reflections spanning case studies and prototypes provide evidence of the viability of the proposed frame work, and illustrate the final effect of the user experience

    Generating Multilingual Personalized Descriptions of Museum Exhibits - The M-PIRO Project

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    This paper provides an overall presentation of the M-PIRO project. M-PIRO is developing technology that will allow museums to generate automatically textual or spoken descriptions of exhibits for collections available over the Web or in virtual reality environments. The descriptions are generated in several languages from information in a language-independent database and small fragments of text, and they can be tailored according to the backgrounds of the users, their ages, and their previous interaction with the system. An authoring tool allows museum curators to update the system's database and to control the language and content of the resulting descriptions. Although the project is still in progress, a Web-based demonstrator that supports English, Greek and Italian is already available, and it is used throughout the paper to highlight the capabilities of the emerging technology.Comment: 15 pages. Presented at the 29th Conference on Computer Applications and Quantitative Methods in Archaeology, Gotland, Sweden, 2001. A version of the paper with higher quality images can be downloaded from: http://www.iit.demokritos.gr/~ionandr/caa_paper.pd

    An authoring environment for smart objects in museums : the meSch approach

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    The meSch project addresses the challenges of creating a personally meaningful, sensorily rich, and socially expanded museum visitor experience through tangible and embodied interaction with digital content. It is of paramount importance that cultural heritage professionals are directly involved in the design of those experiences. The meSch approach is to empower cultural heritage professionals with tools that guide them through a do-it-yourself process of creating or adapting digitally augmented experiences for their own museum spaces, therefore reducing the barriers of introducing Internet of Things technology in cultural heritage spaces

    Writing Postcards from the Museum: Composing Personalised Tangible Souvenirs

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    Building a long-lasting personal relationship with visitors by maintaining their engagement after the visit is one of the most challenging endeavours cultural heritage sites face. When successful, this connection fosters new opportunities for the visitor to get in touch with the heritage, e.g. to visit again or to take part in cultural activities. One way to establish a personal connection is via personalisation services that generate souvenirs for the visitors to take away and foster future engagements with the heritage. This paper discusses how the techniques for personalised text generation can be applied to produce post-visit postcards exploiting the interaction logs collected during the museum visit. The personalised postcard summarises the visit, creates a link with what was experienced and suggests further paths for content discovery. A user study conducted over four weeks confirms the appreciation for the personalised postcard and suggests future developments

    Microscopic examination after concentration techniques for Blastocystis sp. detection in serial faecal samples : How many samples are needed?

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    Blastocystis sp. is one of the most frequently observed intestinal parasites in humans. It is suggested that sensitivity of classical parasitological tests for the Blastocystis sp. diagnosis increases when increasing the number of investigated samples, although there is a lack of information. The aim of the study is to evaluate the sensitivity of classical parasitological tests for the Blastocystis sp. diagnosis depending on the number of investigated samples and to determine risk factors associated to high parasite burden. Retrospective study where patients in whom three consecutive stool samples were examined for parasitic diagnosis through microscopic examination at Vall d'Hebron University Hospital (Barcelona, Spain) from January to April 2019 were included. To determine risk factors associated to high parasite burden, a case-control study was performed including patients with at least one positive stool sample for Blastocystis sp.: cases were those patients with only one or two positive stool samples, and controls were those with all three stool positive samples). Clinical records were reviewed from included patients to collect clinical and demographic information. In 2771 patients three consecutive stool samples were examined for parasitic diagnosis, with an overall prevalence of Blastocystis sp. detection of 23.3%. The proportions of positive cases depending on the number of investigated samples were: 22.3% when taking into account the first sample, 22.9% when taking into account the first and second samples, and 23.3% when taking into account the three samples, with no statistically significant differences among them. For the case-control study we finally included 63 cases and 133 controls. No differences were found regarding clinical and demographic characteristics among groups. Prevalence of Blastocystis sp. infection was high in our study (23.3%). The sensitivity of classical parasitological methods for Blastocystis sp. diagnosis did not increase when increasing the number of investigated samples, and no risk factors associated to high parasite burden were identified

    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

    Audio-based narratives for the trenches of World War I : intertwining stories, places and interaction for an evocative experience

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    We report in detail the co-design, setup and evaluation of a technological intervention for a complex outdoor heritage site: a World War I fortified camp and trenches located in the natural setting of the Italian Alps. Sound was used as the only means of content delivery as it was considered particularly effective in engaging visitors at an emotional level and had the potential to enhance the physical experience of being at an historical place. The implemented prototype is visitor-aware personalised multi-point auditory narrative system that automatically plays sounds and stories depending on a combination of features such as physical location, visitor proximity and visitor preferences. The curators created for the trail multiple narratives to capture the different voices of the War. The stories are all personal accounts (as opposed to objective and detached reporting of the facts); they were designed to trigger empathy and understanding while leaving the visitors free to interpret the content and the place on the bases of their own understanding and sensitivity. The result is an evocative embodied experience that does not describe the place in a traditional sense, but leaves its interpretation open. It takes visitors beyond the traditional view of heritage as a source of information toward a sensorial experience of feeling the past. A prototype was set up and tested with a group of volunteers showing that a design that carefully combines content design, sound design, tangible and embodied interaction can bring archaeological remains, with very little to see, back to file

    Mining mobile application usage data to understand travel planning for attending a large event

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    Information and communication technology can play a crucial role in advertising large events and in making infor-mation available for the attendance experience to be attractive, easy to plan, pleasant and engaging, and to promote the other tourist attractions of the hosting place. Few studies have focused on understanding the role of mobile applications in supporting travellers’ information needs while attending an event onsite and during the preceding travel planning stage. Starting from a concrete case study, this paper discusses the utility of mining usage data collected by a mobile application to identify patterns of adoption and context-dependent usages (in time and space) that characterize different categories of large event attendees. The findings highlight the existence of classes of users with varied travel planning behaviour, ranging from users who start looking for practical information quite in advance, to users who look for in-formation at the very last minute or just when arrived onsite. The outcomes of the study provide useful information and guidelines for designers and developers of information systems as well as for event organizers and tourism stakehold-ers. Suggestions include how to prepare information sources and adapt them to different classes of users, when to launch and advertise bespoke mobile services, what interaction aspects to trace to gather insights on visitors’ behaviour before and during the event. Benchmarking measures are proposed to evaluate the popularity of mobile applications for events. The research demonstrates the contribution that user behaviour analysis can provide to the field of electronic tourism management and marketing, for a deeper understanding of consumers’ behaviour and preferences that goes beyond standard analytics

    Studying the information seeking preferences of participants to a large event

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    This paper presents a research study that investigated the usage of different information services related to a large event. Overall we considered the logs generated by approximately 145,000 users in the five weeks preceding the event. We focused in particular on aspects of user interaction and behavior that are normally neglected by standard analytics for web sites and mobile applications (like for example differences across alternative information sources, advance of access, impact of the context), but that shed light on different user preferences about technology usage, information needs and travel planning for attending a large event. The research is an example of the contribution that CHI empirical studies can provide to the field of electronic tourism management and marketing
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