[Conference Proceedings Chapter] Lanz, Francesca, and Elena Montanari. 2014. “Proactive Spaces.” In Engaging Spaces. Interpretation, Design and Digital Strategies, edited by Halina Gottlieb and Marcin Szeląg, 42-49. Nodem: Warsaw. (2024)

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With the constant development of digital means of entertainment – that are easily made available to people and, in most cases, can be used anywhere – nowadays, a visit to a museum have to surround publics with unexpected and interactive experiences, in order to capture their attention and make them want to go to these places, in addition to continue to communicate their collections and promote society education. In this regard, it was discussed in this chapter the actual panorama of interactive technologies used in museums exhibitions worldwide, and there are discussed how these institutions are designing digital installations and utilizing virtual media to enhance the visitors' experience, promoting positive relations between them and their publics. The main conclusion and reflection of the chapter is based on how this new era of technology is allowing increasing physical, cognitive and sensory accessibility, and transforms this kind of experience for disabled publics.

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The Augmented Representation of Cultural Objects (ARCO) system provides software and interface tools to museum curators to develop virtual museum exhibitions, as well as a virtual environment for museum visitors over the World Wide Web or in informative kiosks. The main purpose of the system is to offer an enhanced educative and entertaining experience to virtual museum visitors. In order to assess the usability of the system, two approaches have been employed: a questionnaire based survey and a Cognitive Walkthrough session. Both approaches employed expert evaluators, such as domain experts and usability experts. The result of this study shows a fair performance of the followed approach, as regards the consumed time, financial and other resources, as a great deal of usability problems has been uncovered and many aspects of the system have been investigated. The knowledge gathered aims at creating a conceptual framework for diagnose usability problems in systems in the area of Virtual Cultural Heritage.

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Abstract: Mobile devices as smartphones or PDAs are common in our daily life. Museums and art galleries provide electronic guides in order to do more pleasant a visit or exhibition. The problem tackled in this paper is to prove the suitableness of using a PDA, instead of the traditional guides. In this case an application was specially developed to provide users that are visiting the museum additional information and help. It is interesting to know how to adapt these devices to guide and improve visitors' experience.

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This book covers key issues regarding the research and design of human-computer interactions (HCI) in museums. Through an on-site focus, the book examines how digital interactive technologies impact and shape galleries, exhibitions, and their visitors. Museums have been a domain of study and design intervention for (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills that gap. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage practice. Processes of HCI design and evaluation approaches for museums are also discussed. This book draws from the authors' extensive knowledge of case studies as well as from their own work to provide examples, reflections, and illustrations of relevant concepts and problems. This book is designed for students and early career researchers in HCI or Interaction Design, for more seasoned investigators who might approach the museum domain for the first time, and for researchers and practitioners in related fields such as heritage and museum studies or visitor studies. Designers who might wish to understand the HCI perspective on visitor-facing interactive technologies may also find this book useful.

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TECHNOLOGY ENHANCED VISIT TO MUSEUMS. A CASE STUDY: “KEYS TO ROME”

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What a boring experience!” This could be a teenager comment after a school trip to a museum. In fact, the general idea about museums is that they are locations merely devoted to the exposition of artifacts and showcases, places considered as boring and uncommunicative, far away from our everyday life. In this paper we are going to present a case study based on our experience related to the “Keys to Rome” exhibition, the final event of V-Must.net project (Virtual Museums Transnational Network), where we focused our attention on two main aspects with the purpose of demonstrating that technology can help in changing the common idea about museums. First, we analyzed the users’ ability in interacting with the technology available in the exhibit to measure the real level of user usability. Second, we evaluated the pedagogical potentiality of these technological applications for further researches with schools. “Keys to Rome” is an exhibition, unique in its genre, that runs in parallel in ...

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[Conference Proceedings Chapter] Lanz, Francesca, and Elena Montanari. 2014. “Proactive Spaces.” In Engaging Spaces. Interpretation, Design and Digital Strategies, edited by Halina Gottlieb and Marcin Szeląg, 42-49. Nodem: Warsaw. (2024)
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