82 research outputs found
Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach
An increasing number of museums and cultural institutions
around the world use personalized, mostly mobile, museum
guides to enhance visitor experiences. However since a typical
museum visit may last a few minutes and visitors might only visit
once, the personalization processes need to be quick and efficient,
ensuring the engagement of the visitor. In this paper we
investigate the use of indirect profiling methods through a visitor
quiz, in order to provide the visitor with specific museum content.
Building on our experience of a first study aimed at the design,
implementation and user testing of a short quiz version at the
Acropolis Museum, a second parallel study was devised. This
paper introduces this research, which collected and analyzed data
from two environments: the Acropolis Museum and social media
(i.e. Facebook). Key profiling issues are identified, results are
presented, and guidelines towards a generalized approach for the
profiling needs of cultural institutions are discussed
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
Shared Digital Experiences Supporting Collaborative Meaning-Making at Heritage Sites
A growing body of research testifies to the capacity for archaeological and other cultural heritage sites to generate wonder, attachment, personal transformation and restoration, family bonding and community building amongst their visitors. Using evaluation data from two related European Commissionâfunded research projects, CHESS and EMOTIVE, we discuss here our work in developing mobile-based emotionallyâengaging digital stories for visitors to diverse cultural heritage sites. The sites range from world-renowned museums, such as the Acropolis Museum in Athens (Greece), to UNESCO World Heritage sites, such as the ĂatalhöyuÌk Neolithic archeological site (in Turkey). The evaluation studies feature detailed observations of visitors onâsite as well as postâexperience questionnaires and interviews, providing us with rich data on several axes; e.g. in relation to interactive story plot and narration, staging and wayfinding in the physical space, personalisation and social interaction. In this chapter, we specifically focus on shared experience and the impact that digital technology can have in promoting the cultural site as a social space. On the one hand, our findings testify that digital empathic stories can evoke narrative transportation, and even, in some cases, personal attachment and critical (selfâ)reflection, which leads us to consider how their enchanting capacities might be pushed even further into the building of broader, collective social conscience. At the same time, the findings reveal the challenges, both conceptual and practical, of designing a shared digital experience in which visitors engage with the site and each other in meaningful ways
Profiling Attitudes for Personalized Information Provision
PAROS is a generic system under design whose goal is to offer personalization, recommendation, and other adaptation services to information providing systems. In its heart lies a rich user model able to capture several diverse aspects of user behavior, interests, preferences, and other attitudes. The user model is instantiated with profiles of users, which are obtained by analyzing and appropriately interpreting potentially arbitrary pieces of user-relevant information coming from diverse sources. These profiles are maintained by the system, updated incrementally as additional data on users becomes available, and used by a variety of information systems to adapt the functionality to the usersâ characteristics
DL.org Digital Library Conformance Checklist
This work has been partially supported by DL.org (December 2008-February 2011), a Coordination and support action, received funding from the Commission of the European Union (EC) under the 7th Framework Programme ICT Thematic Area âDigital libraries and technology-enhanced learningâ through the ECâs Cultural Heritage and Technology Enhanced Learning Unit
Digital library reference model - in a nutshell
This work has been partially supported by DL.org (December 2008-February 2011), a Coordination and support action, received funding from the Commission of the European Union (EC) under the 7th Framework Programme ICT Thematic Area âDigital libraries and technology-enhanced learningâ through the ECâs Cultural Heritage and Technology Enhanced Learning Unit
DL.org Digital Library Manifesto
This booklet is abstracted and abridged from âThe Digital Library Reference Modelâ, D3.2b DL.org Project Deliverable, April 2011.
This work has been partially supported by DL.org (December 2008-February 2011), a Coordination and support action, received funding from the Commission of the European Union (EC) under the 7th Framework Programme ICT Thematic Area âDigital libraries and technology-enhanced learningâ through the ECâs Cultural Heritage and Technology Enhanced Learning Unit
From the web of data to a world of action
This is the authorâs version of a work that was accepted for publication in Web Semantics: Science, Services and Agents on the World Wide Web. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Web Semantics: Science, Services and Agents on the World Wide Web 8.4
(2010): 10.1016/j.websem.2010.04.007This paper takes as its premise that the web is a place of action, not just information, and that the purpose of
global data is to serve human needs. The paper presents several component technologies, which together work
towards a vision where many small micro-applications can be threaded together using automated assistance to
enable a unified and rich interaction. These technologies include data detector technology to enable any text to
become a start point of semantic interaction; annotations for web-based services so that they can link data to
potential actions; spreading activation over personal ontologies, to allow modelling of context; algorithms for
automatically inferring 'typing' of web-form input data based on previous user inputs; and early work on inferring
task structures from action traces. Some of these have already been integrated within an experimental web-based
(extended) bookmarking tool, Snip!t, and a prototype desktop application On Time, and the paper discusses how the
components could be more fully, yet more openly, linked in terms of both architecture and interaction. As well as
contributing to the goal of an action and activity-focused web, the work also exposes a number of broader issues,
theoretical, practical, social and economic, for the Semantic Web.Parts of this work were supported by the Information
Society Technologies (IST) Program of the European
Commission as part of the DELOS Network of
Excellence on Digital Libraries (Contract G038-
507618). Thanks also to Emanuele Tracanna, Marco
Piva, and Raffaele Giuliano for their work on On
Time
Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums
Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach
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