Posts tagged: Museums

iDiscover: Towards the next generation of contextualised mobile museum guides

In this paper we present a conceptual reference framework – the iDiscover framework – to make informed decisions on integrating technology in a museum environment in order to enhance the visitor experience. Our framework presents four dimensions of context that have proven to be indispensible for situation the most appropriate solutions for a specific cultural heritage site: the degree of mobility, the degree of personalisation, the degree of interaction with the environment and the degree of social interactions. Three cases are described in which we succesfully used this reference framework for creating mobile guides that fit both with the context of use and with the needs of the cultural heritage institute.

The design of context-specific educational mobile games

Mobiele ICT en erfgoed: De bezoekerservaring verrijken met mobiele gidsen

Gedurende de laatste jaren steeg de populariteit van mobiele computers om de bezoekerservaring te verrijken en vonden deze apparaten hun weg naar musea en andere erfgoedinstellingen. De voordelen van het gebruik van mobiele computers zijn duidelijk: informatie kan op een dynamische manier via het toestel gepresenteerd worden, zonder dat de fysieke ruimte zelf erdoor wordt verstoord. Bovendien kan de presentatie op een multimediale manier gebeuren: een mobiele computer kan verscheidene media tonen, zoals foto's, audio- en videofragmenten, tekst, … Omdat de bezoeker op verschillende manieren met het toestel kan interageren, worden ook interactieve spelen mogelijk. De dynamiek en autonomie die met deze toestellen behaald kunnen worden, zorgen er bovendien voor dat gebruikers hun eigen tempo kunnen aanhouden en informatie kunnen verkrijgen die afgestemd is op het persoonlijk interesseprofel.

Supporting social interaction: A collaborative trading game on PDA

ARCHIE is a research project in which the educational staff of the Gallo-Roman Museum collaborates with the Human-Computer Interaction research group of the Expertise Centre for Digital Media (Hasselt University) in the context of the expansion of the museum. The starting point of this interdisciplinary collaboration is our strong belief that handheld guides are a promising medium to enhance visitors' learning experiences in a museum and strengthen the experience of a group visit.In this paper we present a first application: a collaborative trading game for (school)groups of children; from conceptual stage towards final implementation and conclude with user test results. We designed the museum game so that every player is dependent on the concrete actions of other players; only through social interaction and cooperation can they come to a good result.

Beyond mere information provisioning: A handheld museum guide based on social activities and playful learning

During a museum visit, social interaction can improve intellectual, social, personal and cultural development. With the advances in technology, the use of personal mobile handheld devices – such as Personal Digital Assistants (PDAs) – that replace the traditional paper guidebooks is becoming a common sight at various heritage sites all over the world. This technology often leads to problems such as isolating visitors from their companions and distracting visitors away from their surroundings. We believe careful design of mobile applications and taking advantage of low-cost networking infrastructure can avoid such isolation of the visitor from his or her surroundings and encourage interaction with both surroundings and companions. In this paper, we describe our approach to create a mobile handheld guide that supports the learning process by exploiting social interaction between visitors and subtly matching the content and concepts shown on the hand- held guide with what can be found in the museum.

Designing for interaction: Socially-aware museum handheld guides

We present ARCHIE, an interdisciplinary research project of the Expertise Centre for Digital Media (Hasselt University) and the Gallo-Roman Museum of Tongeren (Province of Limburg) which aims to discover how a handheld guide can be used to enhance the museum learning experience. Because we stress on the important role of social interaction as a prerequisite for intellectual, social, personal and cultural development, one of the main objectives of the ARCHIE project is to encourage and stimulate interaction with the museum, the PDA and fellow visitors. Designing for interaction however asks for a mental switch. At this point, we developed a first application: a collaborative trading game.

ARCHIE: Disclosing a museum by a socially-aware mobile guide

We present ARCHIE, a research project which aims to discover how handheld guides can be used as powerful instruments to enhance the visitor's learning experience. Although mobile devices are becoming a common aid to support a museum visit, they often lead to an individualized experience. However, most people do not visit a museum alone, and recent research has pointed out that social interaction is a prerequisite for an intensified and improved learning process. To accommodate the shortcomings in many of the current solutions, we are designing a platform that enables us to create a socially-aware handheld guide that stimulates interaction between group members. They can communicate with each other either directly (by voice) or indirectly (by collaborative games) by means of their mobile guides. Besides the aforementioned communication possibilities, handheld guides can also provide a way to present per- sonalized content. By using a personal profile, it is possible to adapt the interface and tailor the information to the needs and interests of every visitor. The combination of personalized content and interfaces, communication channels between visitors in the same group and support for localization might lead to an innovative mobile guide that integrates with the museum as well as with other visitors. Our platform enables social, and, in many cases, playful interactions with other visitors in the same group. At the same time the context-awareness (proximity and personalization) increases the involvement of the visitor with the content presented in the museum.

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