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1.
This paper discusses the rationale for—and describes the methodology of—a new system of interactive storytelling being developed by the Ename Centre for Public Archaeology Heritage Presentation in Belgium. Based on 5 years' experience with multimedia heritage presentation systems, both on‐site and in museum contexts, this approach to the presentation of history and archaeology enables visitors to create their own ‘stories’ as they explore the information contained in a database. The collaborative virtual environment in this case is the visitor's exploration of a historical monument through a series of interactive panoramas and navigation options that allow the visitor to weave archaeological facts and historical information to larger narratives. Because the visitor can follow a number of different trajectories (of time, space and theme) through the monument, and can freely switch trajectories, hundreds of different narratives are possible. The creation of these interactive stories has a larger educational purpose. It has proved to be a uniquely flexible medium for the communication of personalized, interest‐oriented, and user‐driven heritage information for the general public. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   

2.
Quick Response (QR) code technologies offer potentially outstanding opportunities to transform public experience in museum-like spaces. However, although QR codes are a cost-effective way of delivering digital information in these spaces, there is as yet little information on the resulting effects on visitor engagement. We conducted two different controlled experiments in order to examine the effects of QR codes on visitor engagement in museum-like spaces. These experiments were structured in two research cycles and followed the Design-Based Research methodology. The first experiment compares the effects of QR codes versus traditional display screens for providing information about the exhibits. This experiment was carried out with 200 participants in a public garden. The second experiment was carried out with 260 college students at a university campus hall. This experiment compares traditional (or one-way) QR codes with two-way QR codes as different methods for delivering information. Two-way QR codes allow visitors to search for information about the exhibit, as well as contributing by leaving comments. In both experiments, we measured engagement as a combination of three variables: (1) amount of information consumed by visitors; (2) the time visitors spend at the exhibit; and (3) the visitors’ perceived quality of the experience. The results show that visitors prefer direct mechanisms for obtaining information about the exhibits, such as text on a panel or videos on a screen. However, we also found that two-way QR codes are a cheaper alternative for delivering digital content in museum-like spaces, especially for college-age visitors.  相似文献   

3.
Arie van Deursen  Joost Visser 《Software》2004,34(14):1345-1379
Program understanding tools manipulate program representations, such as abstract syntax trees, control‐flow graphs, or data‐flow graphs. This paper deals with the use of visitor combinators to conduct such manipulations. Visitor combinators are an extension of the well‐known visitor design pattern. They are small, reusable classes that carry out specific visiting steps. They can be composed in different constellations to build more complex visitors. We evaluate the expressiveness, reusability, ease of development, and applicability of visitor combinators to the construction of program understanding tools. To that end, we conduct a case study in the use of visitor combinators for control‐flow analysis and visualization as used in a commercial Cobol program understanding tool. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

4.
Enterprise websites nowadays have become one of the most important conversation channels between the enterprise and its existing/potential customers (visitors). We envision that novel ways of managing visitor relationships will bring about loyalty from the existing customers and stimulate the interests in the enterprise from the potential customers. This paper is the first attempt to apply the traditional concept of CRM for managing visitor relationships, that is, visitor relationship management (VRM). In other words, visitors are differentiated by means of their different values and served with different relationship strengthening practices in accordance with the varying understanding of the visitors. This paper presents a methodology to understand visitors, to compute the values of those visitors, and to differentiate the services required for each of those visitors. In other words, to generate differentiated experience space for the visitors in the environment of an enterprise website. This methodology is a combination of dynamic web page contents, dynamic web page navigation, and dynamic web page portal, which are based on the techniques of information retrieval, (IR) clustering, and a novel valuing mechanism. This would enable an effective marketing campaign on behalf of the enterprise by separating the loyal visitors from the disloyal ones.  相似文献   

5.
The amount of multimedia data collected in museum databases is growing fast, while the capacity of museums to display information to visitors is acutely limited by physical space. Museums must seek the perfect balance of information given on individual pieces in order to provide sufficient information to aid visitor understanding while maintaining sparse usage of the walls and guaranteeing high appreciation of the exhibit. Moreover, museums often target the interests of average visitors instead of the entire spectrum of different interests each individual visitor might have. Finally, visiting a museum should not be an experience contained in the physical space of the museum but a door opened onto a broader context of related artworks, authors, artistic trends, etc. In this paper we describe the MNEMOSYNE system that attempts to address these issues through a new multimedia museum experience. Based on passive observation, the system builds a profile of the artworks of interest for each visitor. These profiles of interest are then used to drive an interactive table that personalizes multimedia content delivery. The natural user interface on the interactive table uses the visitor’s profile, an ontology of museum content and a recommendation system to personalize exploration of multimedia content. At the end of their visit, the visitor can take home a personalized summary of their visit on a custom mobile application. In this article we describe in detail each component of our approach as well as the first field trials of our prototype system built and deployed at our permanent exhibition space at LeMurate (http://www.lemurate.comune.fi.it/lemurate/) in Florence together with the first results of the evaluation process during the official installation in the National Museum of Bargello (http://www.uffizi.firenze.it/musei/?m=bargello).  相似文献   

6.
This paper reports an empirical study that takes a multimodal analytical approach to examine how mobile technologies shape students' exploration and experience of place during a history learning activity in situ. In history education, mobile technologies provide opportunities for authentic experiential learning activities that have the potential to re‐mediate students' understanding of space and place through enacted interaction, and to make the learning more memorable. A key question is how learners work with the physical and digital information in the context of that learning experience, and how this supports new experiences and understanding of space and place. Findings suggest that embodied mobile experiences foster the creation of both physical and digital markers, which were instrumental in concretizing the history experience and developing new narratives. The findings also show how different representational forms of digital information mediated interaction in specific ways and how digital augmentation can lead to conflation in student understanding of space and time. These findings inform our understanding of the value of mobile applications in supporting embodied learning experiences and provide key implications for pedagogical design, both in situ and back in the classroom.  相似文献   

7.
Kinesthetic interactions allow users to interact with 3D applications through their body movements and hand gestures. When kinesthetic applications are introduced in museums and heritage institutions, they add embodiment to visitor experience. An appropriate fit for kinesthetic technology in museums rests on visitors engaging in purposeful body movements and hand gestures that convey meanings about both intangible and tangible heritage. This paper presents the design, development and evaluation of a kinesthetic application of sculpturing Cycladic figurines, which places the user at the role of an ancient craftsman who creates a figurine with bare-hand movements (translated by Leap Motion to respective sculpting actions) in a simplified virtual environment. The Cycladic sculpture application has been evaluated in laboratory and field testing (as part of a wider educational activity in the museum) with positive results on usability, fun and learning. We identify several benefits as well as challenges of designing kinesthetic interactions in museums and we report on design issues that need to be taken into account in similar applications.  相似文献   

8.
Previous studies have highlighted the difficulty that designers face in creating mobile museum guides to enhance small group experiences. In this paper, we report a study exploring the potential of mobile visual recognition technology (Artcodes) to improve users’ experiences in a visitor centre. A prototype mobile guide in the form of a treasure hunt was developed and evaluated by means of a field study comparing this technology with the existing personal guided tour. The results reveal a preference for the mobile guide amongst participants and show significant learning gains from pre-test to post-test compared with the pre-existing personal tour. Our observational analyses indicate how the mobile guide can be used to improve visitors’ learning experiences by supporting active discovery and by balancing physical and digital interactions. We further expand the concept of design trajectories to consider micro-scaffolding as a way of understanding and designing future public technologies.  相似文献   

9.
This paper reports on ongoing research of various aspects of multi-modal interactions in a Virtual Reality environment in which visitors can interact in diverse ways with agents and objects in the environment. The virtual environment is a copy of a theatre and is inhabited by both embodied and non-embodied agents that can assist the visitor: providing information about the performances, selling tickets, or helping the visitor navigate through the building.Interactions in this environment are typically multimodal. Several agents are capable of natural language interactions with the user. However, because the interactions take place in a virtual reality environment, a lot of information can also be presented visually.  相似文献   

10.
Virtual tours provide an interactive experience for potential visitors, influencing the destination image and the intention to visit. However, virtual tours are limited to one-way communication, and there is a need to quantitatively analyze the influence of virtual tours based on the context of physical movement. Therefore, this study aimed to quantitatively analyze the virtual influence from a network perspective and to analyze changes in destination image and intention to visit through a two-way virtual tour. We noted that virtual tours are confirmed to improve destination image and intention to visit, and the experience of a place in Minecraft plays a mediator role in the activation of local visits. This study demonstrates that virtual tours can be a mediator to help local visits and that virtual tours affect physically marginalized. We believe these findings can be applied as practical solutions for areas with physical mobility constraints and contribute to urban visitor studies.  相似文献   

11.
中国传统哲学思想具有博大精深、隽永多义的思辨内涵和古朴恢宏、神奇玄妙的魅力,经过千年的传承繁衍而辐射到中国传统文化的各领域,特别是对文学艺术产生了久远而重大的影响。文章介绍了一些具有代表性的哲学思想,以及对这些哲学思想的理解,和它们对现代设计的启示。  相似文献   

12.
Cultural heritage is an area that has recently drawn research attention, especially for exploring ways to harness novel mobile technologies for supporting visitors. The main benefit of these novel technologies is their ability to provide personalized, context-aware information services to their users. However, the use of context-awareness is connected to a fundamental issue of proactiveness - should the system keep the user in control all the time and only respond to user requests, or should the system take initiative and propose its services when needed? Proactiveness of mobile visitors’ guides brings with it a possibility for better service to the user at the cost of taking control out of the user’s hand. The amount of choice given to visitors is another key issue. With the vast amount of information available for each exhibit, adaptation of the amount of information by limiting the number of content items, could be warranted to filter the information according to the visitors needs. However, it is not clear how reducing choice in terms of the number of content items that are presented to the visitor affects visitor behavior and satisfaction. We examined these issues in a controlled user study conducted with actual museum visitors; comparing usage, behavior patterns, and attitudes of visitors using three versions of a location-aware mobile museum guide.  相似文献   

13.
Smartphone technologies are now used to deploy audio and multimedia guides in cultural spaces, including historic churches. It is important to measure what effect the use of such technologies has on visitor experience of the cultural space and the usability and user experience of the guide. An “in the wild” study was conducted to investigate visitor experience in a historic church, with two versions of a multimedia iPhone Guide and with a traditional paper guide. The Church Experience Scale (CES) and the Multimedia Guide Scale (MMGS) were used to measure the experience of 59 visitors to Holy Trinity Church, Stratford-upon-Avon, known as Shakespeare’s church. A total of 40 visitors used an iPhone guide, 21 a free choice version and 19 a guided tour version, and 19 visitors used a paper guide. Results showed that participants with a smartphone guide had a significantly more positive visitor experience and spent significantly longer on their visit to the church. There was a significant correlation between length of visit and the Enjoyment, Intellectual Stimulation, and Curiosity factor of the CES, but further work is needed to understand the direction of causality in this relationship. The usability and user experience of the multimedia guide conditions did not differ from each other, but the results of the MMGS showed that both guides could be improved in terms of general usability and quality of interaction. Challenges of conducting a study “in the wild” of a smartphone app in a cultural space are discussed.  相似文献   

14.
We present a detailed case study of the design, launch, and evaluation of a handheld mobile computing guide for visitors to the Smithsonian American Art Museums Renwick Gallery. Of particular emphasis is integrating methods and tools of evaluation into the process of designing for new visitor experiences. Using a method of reflective design and evaluation incorporating interviews, surveys, observation, and clickstream analysis, we uncover assumptions and hypothesis for further testing. Finally, we discuss the cross-over between physical navigation of museum spaces and information navigation of online museum data.  相似文献   

15.
We designed and built a mobile phone-based guidance system to support shared group experiences by suggesting the use of an eavesdropping metaphor inspired by Sotto Voce that allows visitors to eavesdrop on each other’s audio. Going beyond Sotto Voce, we create a shared experience by synchronizing the audio controls of all people who are eavesdropping on each other. Our contribution is the design of a mobile phone guide for cultural tours that combines a linear tour with in-depth information exploration, GPS-based maps offering group awareness, simple content customization and suggestions, and fluid movement between individual and ad-hoc group touring. The most important contribution is the design of a simple sharing scheme that gives all users in an ad hoc group implicit control over the audio content of everyone currently linked together. We evaluated our approach using data collected from participants, and our results validated the effectiveness and usefulness of our sharing scheme and interface for group experiences. In addition, we gained an understanding of how sharing information during visits to cultural heritage sites by socially related people influences the visiting experience; differing mutual eavesdropping and content control behaviors emerged according to group types (family vs. friends). By enabling groups to share their experience on-site, our system should increase the appeal of mobile phones as electronic tour guides, providing adequate support for shared group experiences.  相似文献   

16.
Mixed reality (MR) is a powerful interactive technology for new types of user experience. We present a semantic-based interactive MR framework that is beyond current geometry-based approaches, offering a step change in generating high-level context-aware interactions. Our key insight is that by building semantic understanding in MR, we can develop a system that not only greatly enhances user experience through object-specific behaviours, but also it paves the way for solving complex interaction design challenges. In this paper, our proposed framework generates semantic properties of the real-world environment through a dense scene reconstruction and deep image understanding scheme. We demonstrate our approach by developing a material-aware prototype system for context-aware physical interactions between the real and virtual objects. Quantitative and qualitative evaluation results show that the framework delivers accurate and consistent semantic information in an interactive MR environment, providing effective real-time semantic-level interactions.  相似文献   

17.
ABSTRACT

In this article, we explore how visitors engage with a science museum exhibit that displays controversial topics. Through a case study methodology, we focus on the Brazilian exhibit Preventing Youth Pregnancy that delves into teen pregnancy, sexual practices, and sexually transmitted diseases. Using the lens of science communication (an emergent field of research) we explore (a) communication patterns established between the exhibit and the public and (b) the dimensions of engagement that visitors experienced. Data were collected through observations and interviews with visitors, field notes, exit comment cards, and interviews with staffers. Our findings revealed the potential of articulating different models of science communication and exposed a visitor experience in which informed decision making, sharing of personal stories, co-production of knowledge, and learning how to care (and act) were at play while negotiating the complexities of the issues raised by the displays.  相似文献   

18.
The friend locator: supporting visitors at large-scale events   总被引:1,自引:0,他引:1  
According to festival visitors, the best way to experience a music festival is to be together with friends. However, when at a crowded festival, visitors tend to lose each other especially when a lot of people are in motion. This paper reports upon findings made in an ethnographic field study that was carried out during Sweden’s largest music event, the Hultsfred Rock Festival. The study was part of an international research and development project, called the Wireless Festival, which focuses on solutions for large-scale events. The aim of our study was to determine who the typical visitor to the festival was, identify what was important for festival visitors and finally to observe the visitors use of mobile phones. Our findings imply the festival visitors’ need for a friend locator appliance. An early design solution for such appliance is discussed in relation to the findings made.  相似文献   

19.
Museums increasingly rely on technology as a guarantee of enhanced visitor experience. However, both in Information Systems and Museology research, little attention has been paid to the evaluation of user experience (UX) with technologies in cultural heritage environments. This paper reports research in this area that uses a framework of interpretive archaeology and phenomenology. Users of museum technologies are studied to determine whether the framework's criteria correspond to visitor expectations and can be met by Information Technologies (IT). Our epistemology is methodologically independent and by using a multi-methodological approach, mixing both qualitative and quantitative approaches, it is consistent with the original spirit of the theory of understanding. The findings confirm the importance of phenomenology and post-phenomenology as a reference to assess IT UX in museums. In addition, our field study indicates that technologies available in museums – namely audio guides, interactive kiosks and computers – contribute positively to an experience of the past.  相似文献   

20.
Information technology research has mainly focussed on supporting visitors with guides, whilst a lot of opportunities for the development of technology for collecting, manipulating and re-travelling through material from the visits remain unexplored. On the basis of observations from a specific setting, we have developed prototype technology to combine multimedia content with position information. In particular, we developed mobile support to record and organise multimedia using the walked path in order to preserve more of the experience of the visit. We created tools to edit and store multimedia paths. Additional components make it possible to configure a mixed-media environment to navigate a multimedia path, using such physical interfaces as gesturing, and link the recorded media to other artefacts. When discussing field observations of current practices and prototype trials, we investigate what kind of functionality is needed to support the whole activity of collecting, manipulating and playing multimedia content in combination with position information.  相似文献   

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