Project Category: User Experience

A cognition-centered approach for delivering personalized cultural-heritage experiences

Abstract The heterogeneity of the audience of cultural heritage institutions introduces numerous challenges to the delivery of the content. Considering that people differ in the way they perceive, process, and recall information and that their individual cognitive differences influence their experience, performance, and knowledge acquisition when performing cultural-heritage activities, the cognition factor should be considered as an important personalization factor within cultural-heritage contexts. To this end, in this case -study, we present a cognition-centered approach for delivering personalized cultural-heritage activities, tailored to the users’ cognitive characteristics. The approach supports both the pre-visit (e.g., a designer creates a cognition-centered personalized...

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Virtual Lady Ada, an interactive museum exhibition

Abstract This case study will describe the method on how to create, animate and interact with virtual humans in the context of cultural heritage. Our contribution to these several projects was to show the state of the art of virtual humans and in-teractive applications. We will focus on the interaction loop between the detection of visitors and the reacted expression of the avatar, the dynamic and the integra-tion of metadata such as pictures, storytelling, information that enriched the user experience through an exhibition presented at the biggest museum of computer science in the world: Lady Ada. Keywords  cultural heritage,...

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EMOTIVE HUNTERIAN MUSEUM DIGITAL STORYTELLING ABOUT THE ANTONINE WALL*

Abstract EMOTIVE is a 3-year H2020 project, which aims to use emotional storytelling to change how we experience museums and heritage sites. The principal objective for EMOTIVE is to research, design, develop and evaluate methods and tools that can support the cultural and creative industries in offering their diverse audiences effective emotive storytelling. The Hunterian EMOTIVE prototype experiences include VR/AR technologies and 3D printed objects to convey two personal stories (told by a Roman centurion and by a local a local Caledonian slave girl) that tackle personal dilemmas and issues of identity. These stories were created with an Authoring...

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CEPROQHA: Cost-Effective Preservation Of Qatar Cultural Heritage Through Advanced Holoscopic 3D Imaging And Data Science

Abstract Cultural heritage takes an important part of the history of humankind as it is one of the most powerful tools for the transfer and preservation of moral identity. As a result, these cultural assets are considered highly valuable and sometimes priceless. Digital technologies provided multiple tools that address challenges related to the promotion and information access in the cultural context. However, the large data collections of cultural information have more potential to add value and address current challenges in this context with the recent progress in artificial intelligence (AI) with deep learning and data mining tools. Through the...

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“Adventure Soil Life” – A virtual journey through an unknown world

Abstract Few people are aware that there are more organisms living within a cube metre of soil than man on earth. With the virtual reality (VR) experience “Adventure soil life”, the Senckenberg Museum of Natural History Görlitz brings visitors closer to the biodiversity underneath their feet; this approach reflects the research focus of the museum: soil organisms. Shrunk to the size of a woodlouse, they explore the hidden world and get an almost realistic impression of the habitats and their inhabitants. The VR experience has been created as part of the Senckenberg activities within the pilot project “museum4punkt0 –...

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