2021
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Antoniou, Aggeliki; Vayanou, M.; Katifori, A.; Chrysanthi, A.; Cheilitsi, F.; Ioannidis, Y. “Real change comes from within!”Towards a symbiosis of human and digital guides in the museum Journal Article In: Journal of Computing and Cultural Heritage, vol. 15, no. 1, pp. 1-19, 2021. @article{Antoniou2021b,
title = {“Real change comes from within!”Towards a symbiosis of human and digital guides in the museum},
author = {Antoniou, Aggeliki and Vayanou, M. and Katifori, A. and Chrysanthi, A. and Cheilitsi, F. and Ioannidis, Y.},
url = {https://dl.acm.org/doi/10.1145/3465557},
doi = {http://dx.doi.org/10.1145/3465557},
year = {2021},
date = {2021-12-14},
journal = {Journal of Computing and Cultural Heritage},
volume = {15},
number = {1},
pages = {1-19},
abstract = {Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work, we present a user study with 10 experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. First, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences.},
keywords = {collaborative interfaces, cultural heritage, HCI, Human guides, human-computer interaction, museum applications},
pubstate = {published},
tppubtype = {article}
}
Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work, we present a user study with 10 experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. First, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences. |
Chrysanthi, A.; Katifori, A.; Vayanou,; Antoniou, Aggeliki Place-based digital storytelling. The interplay between narrative forms and the cultural heritage space Conference RISEIMET 2021, Emerging Technologies and the Digital Transformation of Museums and Heritage Sites , Springer, 2021. @conference{Chrysanthi2021,
title = {Place-based digital storytelling. The interplay between narrative forms and the cultural heritage space},
author = {Chrysanthi, A. and Katifori, A. and Vayanou and Antoniou, Aggeliki},
url = {https://cyprusconferences.org/riseimet2021/},
year = {2021},
date = {2021-06-02},
booktitle = {RISEIMET 2021, Emerging Technologies and the Digital Transformation of Museums and Heritage Sites },
publisher = {Springer},
abstract = {Digital storytelling has been extensively used in cultural heritage sites with the aim to construct knowledge about the past and promote its significance to the present. From the body of research and practical implementations that are concerned with hybrid forms of storytelling in cultural heritage sites, only a few systematically explore the interplay between narrative form and space. Focusing on the interactive paradox as it manifests in the connection between the narrative structure and the physical space of heritage sites, this paper explores the theory and practice of place-based storytelling and provides an analytic and comparative discussion based on best practice examples in an attempt to identify current challenges and lessons learned.},
keywords = {cultural heritage, digital storytelling},
pubstate = {published},
tppubtype = {conference}
}
Digital storytelling has been extensively used in cultural heritage sites with the aim to construct knowledge about the past and promote its significance to the present. From the body of research and practical implementations that are concerned with hybrid forms of storytelling in cultural heritage sites, only a few systematically explore the interplay between narrative form and space. Focusing on the interactive paradox as it manifests in the connection between the narrative structure and the physical space of heritage sites, this paper explores the theory and practice of place-based storytelling and provides an analytic and comparative discussion based on best practice examples in an attempt to identify current challenges and lessons learned. |
2018
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Vassilakaki, Evgenia; Kyriaki-Manessi, Daphne; Giannakopoulos, Georgios An Evaluation Framework for a Digital Cultural Heritage Project Conference 10th Qualitative and Quantitative Methods in Libraries, 2018. @conference{Vassilakaki2018,
title = {An Evaluation Framework for a Digital Cultural Heritage Project},
author = {Vassilakaki, Evgenia and Kyriaki-Manessi, Daphne and Giannakopoulos, Georgios},
url = {https://www.researchgate.net/publication/332257675_An_evaluation_framework_for_a_Digital_Cultural_Heritage_project},
year = {2018},
date = {2018-05-25},
booktitle = {10th Qualitative and Quantitative Methods in Libraries},
abstract = {The abundance of online applications and platforms that promise to efficiently and effectively meet the demands of their customers have introduced the need of their evaluation. Along this line, organizations allocate multimillion funds for projects securing to assist and ameliorate the way that the wider public experiences the web and uses online information. In the context of Digital Cultural Heritage studies (Locatelli et al. 2012) more and more projects aim to develop applications and platforms that would change visitor's experience. This paper aims to provide a methodological framework for evaluating online applications addressing the needs of museum and archaeological venue visitors. In particular, the steps undertaken for evaluating the different aspects of a project (i.e. cultural impact, technological impact, social impact) will be outlined with specific examples and evaluation scales. In the relevant literature, there is a lot of discussion about the use of qualitative (i.e. interview, focus group) (Prekop 2002) versus quantitative methods (i.e. questionnaire, log files) (Katsirikou and Skiadas 2011), mixed methods research and triangulation (Kwon 2008). Moreover, the use of technology acceptance model is often proposed (Teo 2014; Jaradat 2012). However, these approaches address only part of the multi-dimension elements of a digital cultural heritage project (i.e. only technology, only user experience). This paper contributes by providing a detailed and hands-on methodology that could be used in evaluating Digital Cultural Heritage projects.},
keywords = {cultural heritage, evaluation, framework, projects},
pubstate = {published},
tppubtype = {conference}
}
The abundance of online applications and platforms that promise to efficiently and effectively meet the demands of their customers have introduced the need of their evaluation. Along this line, organizations allocate multimillion funds for projects securing to assist and ameliorate the way that the wider public experiences the web and uses online information. In the context of Digital Cultural Heritage studies (Locatelli et al. 2012) more and more projects aim to develop applications and platforms that would change visitor's experience. This paper aims to provide a methodological framework for evaluating online applications addressing the needs of museum and archaeological venue visitors. In particular, the steps undertaken for evaluating the different aspects of a project (i.e. cultural impact, technological impact, social impact) will be outlined with specific examples and evaluation scales. In the relevant literature, there is a lot of discussion about the use of qualitative (i.e. interview, focus group) (Prekop 2002) versus quantitative methods (i.e. questionnaire, log files) (Katsirikou and Skiadas 2011), mixed methods research and triangulation (Kwon 2008). Moreover, the use of technology acceptance model is often proposed (Teo 2014; Jaradat 2012). However, these approaches address only part of the multi-dimension elements of a digital cultural heritage project (i.e. only technology, only user experience). This paper contributes by providing a detailed and hands-on methodology that could be used in evaluating Digital Cultural Heritage projects. |