2014

Scientific Publications 2014

Keil, J., Engelke, T., Schmitt, M., Bockholt, U., & Pujol, L. (2014). Lean In or Lean Back? Aspects on Interactivity & Mediation in handheld Augmented Reality in the Museum. In R. Klein & P. Santos (Eds.), EUROGRAPHICS Workshops on Graphics and Cultural Heritage. http://doi.org/10.2312/gch.20141319

Tost, L. P. (2014, September). Una historia para Natalie. Creacion de experiencias moviles interactives en el Museo de la Acropolis de Atenas. ICOM Espana, 196–205. Retrieved from http://issuu.com/icom-ce_librovirtual/docs/icom-ce_digital_09

Katifori, A., Karvounis, M., Kourtis, V., Kyriakidi, M., Roussou, M., Tsangaris, M., Vayanou, M., Ioannidis, Y., Balet, O., Prados, T., Keil, J., Engelke, T., & Pujol, L. (2014). CHESS: Personalized Storytelling Experiences in Museums. In A. Mitchell (Ed.), The Seventh International Conference on Interactive Digital Storytelling (ICIDS 2014), LNCS 8832 (pp. 232–235). Springer International Publishing Switzerland.

Abstract: In this work, we present the CHESS research prototype system which offers personalized, interactive digital storytelling experiences to enhance museum visits, demonstrating the authoring and visiting experiences.

Vayanou, M., Katifori, A., Karvounis, M., Kourtis, V., Kyriakidi, M., Roussou, M., Tsangaris, M., Ioannidis, Y., Balet, O., Prados, T., Keil, J., Engelke, T., & Pujol, L. (2014). Authoring Personalized Interactive Museum Stories. In A. Mitchell (Ed.), The Seventh International Conference on Interactive Digital Storytelling (ICIDS 2014), LNCS 8832 (pp. 37–48). Springer International Publishing Switzerland.

Abstract: CHESS is a research prototype system aimed at enriching museum visits through personalized interactive storytelling. Aspiring to replace traditional exhibit-centric descriptions by story-centric cohesive narrations with carefully-designed references to the exhibits, CHESS follows a plot-based approach, where the story authors create stories around pre-selected museum themes. In this paper we place the CHESS system within the Interactive Digital Narrative field, describing the main objectives and requirements addressed. We present the system’s architecture and outline its overall functionality. We describe the underlying storytelling model using examples from the stories authored using the CHESS Authoring Tool. Finally, we report key results focusing on the authors’ perspective for the creation of personalized stories.

Vayanou, M., Karvounis, M., Katifori, A., Kyriakidi, M., Roussou, M., & Ioannidis, Y. (2014). The CHESS Project: Adaptive Personalized Storytelling Experiences in Museums. In The 22nd Conference on User Modelling, Adaptation and Personalization (UMAP), Project Synergy Workshop.

Abstract: In this work, we describe the basic elements of an effort towards achieving personalized storytelling for museum visits in the context of the CHESS project, with a focus on the profiling techniques employed.

Vayanou, M., Katifori, A., Karvounis, M., Kyriakidi, M., Roussou, M., Tsangaris, M., Boile, M., Ioannidis, Y., Rennick-Egglestone, S., Pujol, L. (2014). The Impact of Interactive Digital Storytelling in Cultural Heritage Sites. In International Digital Storytelling Conference: Digital Storytelling in Times of Crisis (to appear). Retrieved from http://dst.ntlab.gr

Tolmie, P., Benford, S., Greenhalgh, C., Rodden, T., & Reeves, S. (2014). Supporting group interactions in museum visiting. In The 17th ACM Conference on Computer Supported Cooperative Work and Social Computing - CSCW ’14 (pp. 1049–1059). New York, New York, USA: ACM Press. doi:10.1145/2531602.2531619

Abstract: Ethnographic study in two contrasting museums highlights a widespread but rarely documented challenge for CSCW design. Visitors’ engagement with exhibits often ends prematurely due to the need to keep up with or attend to fellow group members. We unpack the mechanics of these kinds of phenomena revealing how the behaviours of summoning, pressurizing, herding, sidelining, and rounding up, lead to the responses of following, skimming and digging in. We show how the problem is especially challenging where young children are involved. As an initial prompt we explore two ways in which CSCW could help address this challenge: enabling a more fluid association between information and exhibits; and helping reconfigure the social nature of visiting.

 
 
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