A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and... more A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and Storytelling), a project which aspires to create narrative-driven cultural "adventures", which adapt continuously to their visitors, extend over space (e.g. physical/on-site and virtual/off-site) and time (before, during, and after the visit), and involve users according to their varying interests, needs and desires.
Designing interactive learning experiences for informal educational settings, such as museums, pr... more Designing interactive learning experiences for informal educational settings, such as museums, presents challenges due to the particularities of context. In this presentation, the implications of applying user modeling and human computer interaction methods in the design of informal digital learning experiences will be highlighted. The discussion will be based on the example of the CHESS project and its formative and summative evaluation effort in two museums.
A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and... more A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and Storytelling), a project which aspires to create narrative-driven cultural "adventures", which adapt continuously to their visitors, extend over space (e.g. physical/on-site and virtual/off-site) and time (before, during, and after the visit), and involve users according to their varying interests, needs and desires.
This work presents an overview of the EU-funded project EMOTIVE (Emotive virtual cultural experie... more This work presents an overview of the EU-funded project EMOTIVE (Emotive virtual cultural experiences through personalized storytelling). EMOTIVE works from the premise that cultural sites are, in fact, highly emotional places, seedbeds not just of knowledge, but of emotional resonance and human connection. From 2016-2019, the EMOTIVE consortium will research, design, develop and evaluate methods and tools that can support the cultural and creative industries in creating narratives and experiences which draw on the power of 'emotive storytelling', both on site and virtually. This work focuses on the project objectives and results so far and presents identified challenges.
ABSTRACT Digital storytelling is one resource museums have in hand for enriching their offer to a... more ABSTRACT Digital storytelling is one resource museums have in hand for enriching their offer to audiences and society at large. But how is the museum to author digital storytelling experiences that cater to various needs while maintaining scientific integrity? In this paper, we report on a series of experiences involving the creation of several interactive rich-media museum stories. These digital stories were authored by experts who collaborated in numerous intensive, hands-on participatory design workshops held at high-profile cultural sites: the Acropolis Museum in Greece, the archaeological site of Çatalhöyük in Turkey, and the Stedelijk Museum in Amsterdam. We present the story-authoring methodology and discuss the lessons learned regarding collaborative authoring of museum stories. We conclude with the potential impact this authoring process may have at the institutional level.
Historical sites are places where the past and the present, the tangible and the intangible meet ... more Historical sites are places where the past and the present, the tangible and the intangible meet and offer visitors an opportunity to immerse themselves in history. The design of digital mobile applications for open-air archaeological sites presents specific challenges; however, it also has the potential to enhance visitor experience in unique ways. In this paper, we focus on the design and evaluation of a dramatized multimedia interactive story for the Ancient Agora (market) of Athens, with the objective to bring the site's function and essence to life. The iterative design and evaluation approach we have followed revealed elements concerning the effective balance between the characteristics of the site, the needs of the visitor and the possibilities offered by the technology, including the role and use of 3D and Augmented Reality (AR) technologies, the importance of sound and the level of interaction desired by the users.
This deliverable presents the framework for evaluating the EMOTIVE experiences and related guidel... more This deliverable presents the framework for evaluating the EMOTIVE experiences and related guidelines for carrying this out at the different stages of the project. It includes both the formative and summative stages of evaluation work, as well as detailed plans for the evaluation of the alpha, beta, and final release EMOTIVE tools and experiences. It is divided in two main parts: a) the evaluation of EMOTIVE authoring; and b) the evaluation of EMOTIVE experiencing. The framework integrates qualitative and quantitative methods and empirical studies. The evaluation plans are a ‘living document’ in the sense that they are not set in stone but can be adjusted if the future evaluation work brings up the need for adjusting or extending the framework.
The use of interactive storytelling by museums and heritage sites lends to the creation of experi... more The use of interactive storytelling by museums and heritage sites lends to the creation of experiences that support visitors in engaging emotionally with the objects on display. Finding ways to connect to the cultural content is even more important for visitors of archaeological sites due to the often fragmentary nature of the exhibits, which can leave them wondering what was once there and how it relates to them. In this paper, we describe the creation of a prototype mobile storytelling experience that attempts to explore a more emotive kind of storytelling in cultural contexts. The prototype was evaluated in a preliminary study that took place at the archaeological site of the Ancient Agora of Athens. The observations provide insights for the design of future iterations of such emotive storytelling experiences.
Proceedings of the 9th International Conference on Intelligent Environments, Jul 31, 2013
Storytelling has recently become a popular way to guide museum visitors, replacing traditional ex... more Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work.
A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and... more A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and Storytelling), a project which aspires to create narrative-driven cultural "adventures", which adapt continuously to their visitors, extend over space (e.g. physical/on-site and virtual/off-site) and time (before, during, and after the visit), and involve users according to their varying interests, needs and desires.
Designing interactive learning experiences for informal educational settings, such as museums, pr... more Designing interactive learning experiences for informal educational settings, such as museums, presents challenges due to the particularities of context. In this presentation, the implications of applying user modeling and human computer interaction methods in the design of informal digital learning experiences will be highlighted. The discussion will be based on the example of the CHESS project and its formative and summative evaluation effort in two museums.
A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and... more A presentation about CHESS (Cultural Heritage Experiences through Socio-personal interactions and Storytelling), a project which aspires to create narrative-driven cultural "adventures", which adapt continuously to their visitors, extend over space (e.g. physical/on-site and virtual/off-site) and time (before, during, and after the visit), and involve users according to their varying interests, needs and desires.
This work presents an overview of the EU-funded project EMOTIVE (Emotive virtual cultural experie... more This work presents an overview of the EU-funded project EMOTIVE (Emotive virtual cultural experiences through personalized storytelling). EMOTIVE works from the premise that cultural sites are, in fact, highly emotional places, seedbeds not just of knowledge, but of emotional resonance and human connection. From 2016-2019, the EMOTIVE consortium will research, design, develop and evaluate methods and tools that can support the cultural and creative industries in creating narratives and experiences which draw on the power of 'emotive storytelling', both on site and virtually. This work focuses on the project objectives and results so far and presents identified challenges.
ABSTRACT Digital storytelling is one resource museums have in hand for enriching their offer to a... more ABSTRACT Digital storytelling is one resource museums have in hand for enriching their offer to audiences and society at large. But how is the museum to author digital storytelling experiences that cater to various needs while maintaining scientific integrity? In this paper, we report on a series of experiences involving the creation of several interactive rich-media museum stories. These digital stories were authored by experts who collaborated in numerous intensive, hands-on participatory design workshops held at high-profile cultural sites: the Acropolis Museum in Greece, the archaeological site of Çatalhöyük in Turkey, and the Stedelijk Museum in Amsterdam. We present the story-authoring methodology and discuss the lessons learned regarding collaborative authoring of museum stories. We conclude with the potential impact this authoring process may have at the institutional level.
Historical sites are places where the past and the present, the tangible and the intangible meet ... more Historical sites are places where the past and the present, the tangible and the intangible meet and offer visitors an opportunity to immerse themselves in history. The design of digital mobile applications for open-air archaeological sites presents specific challenges; however, it also has the potential to enhance visitor experience in unique ways. In this paper, we focus on the design and evaluation of a dramatized multimedia interactive story for the Ancient Agora (market) of Athens, with the objective to bring the site's function and essence to life. The iterative design and evaluation approach we have followed revealed elements concerning the effective balance between the characteristics of the site, the needs of the visitor and the possibilities offered by the technology, including the role and use of 3D and Augmented Reality (AR) technologies, the importance of sound and the level of interaction desired by the users.
This deliverable presents the framework for evaluating the EMOTIVE experiences and related guidel... more This deliverable presents the framework for evaluating the EMOTIVE experiences and related guidelines for carrying this out at the different stages of the project. It includes both the formative and summative stages of evaluation work, as well as detailed plans for the evaluation of the alpha, beta, and final release EMOTIVE tools and experiences. It is divided in two main parts: a) the evaluation of EMOTIVE authoring; and b) the evaluation of EMOTIVE experiencing. The framework integrates qualitative and quantitative methods and empirical studies. The evaluation plans are a ‘living document’ in the sense that they are not set in stone but can be adjusted if the future evaluation work brings up the need for adjusting or extending the framework.
The use of interactive storytelling by museums and heritage sites lends to the creation of experi... more The use of interactive storytelling by museums and heritage sites lends to the creation of experiences that support visitors in engaging emotionally with the objects on display. Finding ways to connect to the cultural content is even more important for visitors of archaeological sites due to the often fragmentary nature of the exhibits, which can leave them wondering what was once there and how it relates to them. In this paper, we describe the creation of a prototype mobile storytelling experience that attempts to explore a more emotive kind of storytelling in cultural contexts. The prototype was evaluated in a preliminary study that took place at the archaeological site of the Ancient Agora of Athens. The observations provide insights for the design of future iterations of such emotive storytelling experiences.
Proceedings of the 9th International Conference on Intelligent Environments, Jul 31, 2013
Storytelling has recently become a popular way to guide museum visitors, replacing traditional ex... more Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work.
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Papers by Maria Roussou