2013

Scientific Publications 2013

 

Rennick-Egglestone, S. J., Roussou, M., Brundell, P., Chaffardon, C., Kourtis, V., Koleva, B., & Benford, S. (2013). Indoors and outdoors: designing mobile experiences for Cité de l’Espace.In NODEM (Network of Design and Digital Heritage) 2013 Conference: Beyond Control – The Collaborative Museum and its Challenges (pp. 89–97). Stockholm, Sweden. Also at http://repo.nodem.org/?objectId=111.

Abstract: The CHESS project has been working with Cité de l’Espace, a space technology centre, to explore the use of tablets and mobile phones to deliver visitor experiences that integrate across multiple experiences. In this paper, we articulate three key challenges present at Cité, describe a prototype experience developed by CHESS, and present a set of five observations developed through an evaluation conducted in October 2012.

Keil, J., Pujol, L., Roussou, M., Engelke, T., Schmitt, M., Bockholt, U., & Eleftheratou, S. (2013). A digital look at physical museum exhibits: Designing personalized stories with handheld Augmented Reality in museums. In Digital Heritage International Congress (DigitalHeritage), 2013 (Volume:2) (pp. 685–688). Marseille, France: IEEE. doi:10.1109/DigitalHeritage.2013.6744836

Abstract: In this paper we present the design of handheld Augmented Reality (AR) experiences that are seamlessly incorporated into interactive museum narratives, specifically for the Acropolis Museum. The experiences start by forming a visitor profile that later dynamically adapts the narrative, including the AR activities, to the user‘s behaviour. In this cohesive narrative context, the AR activities provide four ways to digitally look at the exhibits: virtual reconstruction of the original aspect; placement in the original location; visual highlighting of interesting details and annotations; and recreation of mythological appearances. The challenges of this design are presented, conluding with a discussion and lessons learned.

Ioannidis, Y., Raheb, K. El, Toli, E., Boile, M., Katifori, A., & Mazura, M. (2013). One object many stories: Introducing ICT in museums and collections through digital storytelling. In Digital Heritage International Congress 2013 (pp. 421–424). Marseille, France: IEEE. doi:978-1-4799-3169-9/13

Abstract: This paper discusses issues related to digital storytelling and its use in Cultural Heritage institutions. It will demonstrate the usefulness and advantages of digital storytelling by providing concrete examples of adoption and suggest how digital storytelling may be used in different cultural heritage environments. We will identify issues and challenges and also focus on lessons learnt, all of them being important aspects for the further deployment of ICT in museums and collections.

Keil, J., Zoellner, M., Engelke, T., Wientapper, F., & Schmitt, M. (2013). Controlling and Filtering Information Density with Spatial Interaction Techniques via Handheld Augmented Reality. In R. Shumaker (Ed.), 15th International Conference on Human-Computer Interaction, 5th International Conference on Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments (VAMR) 2013 (pp. 49–57). Las Vegas, Nevada USA: Springer Berlin Heidelberg. doi:10.1007/978-3-642-39405-8_6

Abstract: In our paper we are proposing a method for contextual information filtering based on the user’s movement and location in order to enable the intuitive usage of an ”internet of things” via augmented reality (AR) without information overload. Similar to Ray & Charles Eames’ ”Power of Ten” and Jef Raskin’s ”Zooming Interface” we are displaying seamless information layers by simply moving around a Greek statue or a miniature model of an Ariane-5 space rocket. Therefore we are employing concepts of camera- and motion-based interaction techniques and use the metaphors of ”investigation” and ”exploration” to control the way augmented and visually superimposed elements are presented in order to mediate information in an enhanced and engaging manner with aspects of digital storytelling techniques.

Pujol, L., Katifori, A., Vayanou, M., Roussou, M., Karvounis, M., Kyriakidi, M., Eleftheratou, S., & Ioannidis, Y. (2013). From personalization to adaptivity. Creating immersive visits through interactive digital storytelling at the Acropolis Museum. In J. A. Botía & D. Charitos (Eds.), Museums as intelligent environments workshop (MasIE), Proceedings of the 9th International Conference on Intelligent Environments (pp. 541–554). Athens, Greece: IOS Press. doi:10.3233/978-1-61499-286-8-541.

Abstract: 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.

 

Roussou, M., Katifori, A., Pujol, L., Vayanou, M., & Rennick-Egglestone, S. J. (2013). A Life of Their Own: Museum Visitor Personas Penetrating the Design Lifecycle of a Mobile Experience. In CHI 2013 Extended Abstracts on Human Factors in Computing Systems - CHI EA  ’13 (pp. 547–552). New York, New York, USA: ACM Press. doi:10.1145/2468356.2468453

Abstract: Sets of "personas" representing archetypical visitors of two very different museums, the Acropolis Museum in Greece and Cité de l'espace in France, were defined and described as part of a multitude of user-centered design methods used to better understand the needs of visitors and develop for them a personalized mobile storytelling experience. Here we reflect on the role and impact that these personas have had, not only on the design process but also as a mechanism to support the story authors and to bootstrap personalization of experiences. We conclude with a discussion of research challenges inherent in the integration of personas directly into systems intended to support the personalization of experiences.

 

 

Fosh, L., Benford, S., Reeves, S., Koleva, B., & Brundell, P. (2013). “See Me, Feel Me, Touch Me, Hear Me”: Trajectories and Interpretation in a Sculpture Garden. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI  ’13 (p. 149). New York, New York, USA: ACM Press. doi:10.1145/2470654.2470675

Abstract: We apply the HCI concept of trajectories to the design of a sculpture trail. We crafted a trajectory through each sculpture, combining textual and audio instructions to drive directed viewing, movement and touching while listening to accompanying music. We designed key transitions along the way to oscillate between moments of social interaction and isolated personal engagement, and to deliver official interpretation only after visitors had been given the opportunity to make their own. We describe how visitors generally followed our trajectory, engaging with sculptures and making interpretations that sometimes challenged the received interpretation. We relate our findings to discussions of sense-making and design for multiple interpretations, concluding that curators and designers may benefit from considering \'18trajectories of interpretation'.

 
 
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