La versione italiana del toolkit di progettazione etica con l'intelligenza artificiale in modo et... more La versione italiana del toolkit di progettazione etica con l'intelligenza artificiale in modo etico originariamente sviluppato da Oonagh Murphy di Goldsmiths University ed Elena Villaespesa di Pratt Institute. La versione italiana contiene case history tratte da musei italiani e tratta di visione artificiale, chatbot ed AI generativa.
The notion of cooperative visit and interaction within a web site, both at 2D and 3D level, could... more The notion of cooperative visit and interaction within a web site, both at 2D and 3D level, could add decisive motivation to pursue exploitation of the third dimension in networked environments. A prototype developed at the HOC laboratory in Politecnico of Milan, WEBTALK, allows development of custom 3D environments in which actions and situations can be shared throughout a network. The current prototype makes use of standard web-based Internet/Intranet technology: it is composed of a VRML (Virtual Reality Modeling Language) graphical engine and a Java-based TCP/IP (the Internet Protocol) communication layer. The technique has proven itself successful and has given rise to several interesting applications, such as the creation of Virtual 3D Museum Spaces at the National Science Museum (www.museoscienza.org), in which visitors can visit the museum interacting with the exhibits themselves and sharing their experiences with other visitors even joining a guided tour with the virtual mus...
This chapter explores the application of artificial intelligence (AI) in museums and galleries in... more This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualizing narrative using a convergence of chatbot and gamification platforms.
In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the earl... more In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the early 2000s) to understand how the characteristics of the Internet (specifically the World Wide Web), of museum staff, and museum audiences shaped the adoption of technology and new forms of participation and what they can tell us about engagement for museums of the future. The early development of online museum resources parallels the development of the EVA conference, which was establishing itself at a similar time.
... Page 5. DigitalLifeStyle® II tuo podcast Giuliano Gaia - Stefania Boiano EDIZIONI FAG s One M... more ... Page 5. DigitalLifeStyle® II tuo podcast Giuliano Gaia - Stefania Boiano EDIZIONI FAG s One MILANO WNSB-L6B-C1FW Page 6. ... Ora, X potrebbe connettersi tutte le sere al sito della radio, loca-lizzare I'MP3 della puntata del giorno e avviarne manualmente lo scarica-mento. ...
"Magic, also called prestidigitation or conjuring is the art of entertaining an audience by ... more "Magic, also called prestidigitation or conjuring is the art of entertaining an audience by performing illusions that baffle and amaze, often by giving the impression that something impossible has been achieved, almost as if the performer had magic or supernatural powers." ...
Museums and Digital Culture, Springer Series on Cultural Computing, 2019
This chapter explores the application of artificial intelligence (AI) in museums and galleries in... more This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualizing narrative using a convergence of chatbot and gamification platforms.
Museums and Digital Culture, Springer Series on Cultural Computing, 2019
This chapter explores the application of artificial intelligence (AI) in museums and galleries in... more This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualizing narrative using a convergence of chatbot and gamification platforms.
In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the earl... more In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the early 2000s) to understand how the characteristics of the Internet (specifically the World Wide Web), of museum staff, and museum audiences shaped the adoption of technology and new forms of participation and what they can tell us about engagement for museums of the future. The early development of online museum resources parallels the development of the EVA conference, which was establishing itself at a similar time. Museum collections. Museum websites. Digital history. Digital preservation. Open source. Virtual museums.
This paper explores how chatbots can offer opportunities for museums and galleries in engaging th... more This paper explores how chatbots can offer opportunities for museums and galleries in engaging their audiences through recent developments, and through a case study approach focusing on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualising narrative using a convergence of chatbot technology and gamification.
The audio guide is included in the ticket price and is given to every visitor. The audio guide is... more The audio guide is included in the ticket price and is given to every visitor. The audio guide is therefore the main tool of interpretation the museum offers the visitor. Knowing the crucial importance of the audio guide, the museum management asked us at InvisibleStudioto design a training process with two main goals: 1. to provide the museum staff with ideas and features useful for the audioguide redesign, which is due in 2019.
Chatbots have caught the headlines recently with businesses starting to adopt them to stimulate c... more Chatbots have caught the headlines recently with businesses starting to adopt them to stimulate conversation with customers. But what are chatbots? How do they work? What can they do for museums and their audiences?
Statistics about social media usage show that instant messaging apps are increasingly popular (Ke... more Statistics about social media usage show that instant messaging apps are increasingly popular (Kemp 2016). So far only a few museums use instant messaging to get in touch with their public, actual and potential. In 2014 and 2016 for example the Horniman Museum in South London experimented using WhatsApp to communicate with their visitors (Murphy 2016), while the Brooklyn Museum launched in 2015 a proprietary chat app called ASK with a dedicated answering team (Simon 2015). Even if completely different in scale, both experiments share the same goal: to provide real-time answers by human staff to visitors’ questions about the museums and the collections.
he Web is such a powerful and comprehensive medium that we usually consider it as a world apart. ... more he Web is such a powerful and comprehensive medium that we usually consider it as a world apart. But the Web fully develops its potential when combined with other media. For example, when integrated with broadcast media such as radio and TV, it can provide the interactivity and in-depth content that broadcast media cannot offer. On the other hand, broadcast media can provide the massive audience Web sites usually lack. Moreover, digital formats are making media boundaries less and less significant, and increasingly media products (such as TV formats) are thought of as structurally multi-media. The concept of medium is now crossing the borders of traditional media like radio or newspapers. Pervasive and mediated environments such as conventions, theme parks, and museums are nowadays considered media. The paper will present case histories of successful and interesting integration of the Web and other media, with a specific focus on cultural usages. For example, a very successful TV program by Channel 4, TimeTeam Big Dig, used the Web to involve its watchers in a vast collective archaeological experiment in the UK, with unexpected results. Also, integration between Web and radio was the key for the success of Lifegate, a small local Italian radio station that combined in a very effective way the different characteristics of the two media. Now one of the most important radio stations in the area, Lifegate simply would not exist without the Web. Another successful case of integration was MuVi, a cultural program from another Italian radio station. MuVi asked people to send old photos to the Web, rapidly creating a vast and valuable on-line visual database of recent Milan history; in this case the radio was key to reach audiences (older people) not reachable via the Web, and to create a sense of community necessary for the collecting operation. Finally, by examining the main characteristics of the Web as they emerge in comparison to other media, we will have a look at how far the Web has been integrated with the Museum as a medium, trying to get from this analysis some suggestions for future steps in this direction.
La versione italiana del toolkit di progettazione etica con l'intelligenza artificiale in modo et... more La versione italiana del toolkit di progettazione etica con l'intelligenza artificiale in modo etico originariamente sviluppato da Oonagh Murphy di Goldsmiths University ed Elena Villaespesa di Pratt Institute. La versione italiana contiene case history tratte da musei italiani e tratta di visione artificiale, chatbot ed AI generativa.
The notion of cooperative visit and interaction within a web site, both at 2D and 3D level, could... more The notion of cooperative visit and interaction within a web site, both at 2D and 3D level, could add decisive motivation to pursue exploitation of the third dimension in networked environments. A prototype developed at the HOC laboratory in Politecnico of Milan, WEBTALK, allows development of custom 3D environments in which actions and situations can be shared throughout a network. The current prototype makes use of standard web-based Internet/Intranet technology: it is composed of a VRML (Virtual Reality Modeling Language) graphical engine and a Java-based TCP/IP (the Internet Protocol) communication layer. The technique has proven itself successful and has given rise to several interesting applications, such as the creation of Virtual 3D Museum Spaces at the National Science Museum (www.museoscienza.org), in which visitors can visit the museum interacting with the exhibits themselves and sharing their experiences with other visitors even joining a guided tour with the virtual mus...
This chapter explores the application of artificial intelligence (AI) in museums and galleries in... more This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualizing narrative using a convergence of chatbot and gamification platforms.
In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the earl... more In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the early 2000s) to understand how the characteristics of the Internet (specifically the World Wide Web), of museum staff, and museum audiences shaped the adoption of technology and new forms of participation and what they can tell us about engagement for museums of the future. The early development of online museum resources parallels the development of the EVA conference, which was establishing itself at a similar time.
... Page 5. DigitalLifeStyle® II tuo podcast Giuliano Gaia - Stefania Boiano EDIZIONI FAG s One M... more ... Page 5. DigitalLifeStyle® II tuo podcast Giuliano Gaia - Stefania Boiano EDIZIONI FAG s One MILANO WNSB-L6B-C1FW Page 6. ... Ora, X potrebbe connettersi tutte le sere al sito della radio, loca-lizzare I'MP3 della puntata del giorno e avviarne manualmente lo scarica-mento. ...
"Magic, also called prestidigitation or conjuring is the art of entertaining an audience by ... more "Magic, also called prestidigitation or conjuring is the art of entertaining an audience by performing illusions that baffle and amaze, often by giving the impression that something impossible has been achieved, almost as if the performer had magic or supernatural powers." ...
Museums and Digital Culture, Springer Series on Cultural Computing, 2019
This chapter explores the application of artificial intelligence (AI) in museums and galleries in... more This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualizing narrative using a convergence of chatbot and gamification platforms.
Museums and Digital Culture, Springer Series on Cultural Computing, 2019
This chapter explores the application of artificial intelligence (AI) in museums and galleries in... more This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualizing narrative using a convergence of chatbot and gamification platforms.
In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the earl... more In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the early 2000s) to understand how the characteristics of the Internet (specifically the World Wide Web), of museum staff, and museum audiences shaped the adoption of technology and new forms of participation and what they can tell us about engagement for museums of the future. The early development of online museum resources parallels the development of the EVA conference, which was establishing itself at a similar time. Museum collections. Museum websites. Digital history. Digital preservation. Open source. Virtual museums.
This paper explores how chatbots can offer opportunities for museums and galleries in engaging th... more This paper explores how chatbots can offer opportunities for museums and galleries in engaging their audiences through recent developments, and through a case study approach focusing on the design and implementation of an audience development pilot in Milan involving four historic house museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage teenagers in visiting these museums through visualising narrative using a convergence of chatbot technology and gamification.
The audio guide is included in the ticket price and is given to every visitor. The audio guide is... more The audio guide is included in the ticket price and is given to every visitor. The audio guide is therefore the main tool of interpretation the museum offers the visitor. Knowing the crucial importance of the audio guide, the museum management asked us at InvisibleStudioto design a training process with two main goals: 1. to provide the museum staff with ideas and features useful for the audioguide redesign, which is due in 2019.
Chatbots have caught the headlines recently with businesses starting to adopt them to stimulate c... more Chatbots have caught the headlines recently with businesses starting to adopt them to stimulate conversation with customers. But what are chatbots? How do they work? What can they do for museums and their audiences?
Statistics about social media usage show that instant messaging apps are increasingly popular (Ke... more Statistics about social media usage show that instant messaging apps are increasingly popular (Kemp 2016). So far only a few museums use instant messaging to get in touch with their public, actual and potential. In 2014 and 2016 for example the Horniman Museum in South London experimented using WhatsApp to communicate with their visitors (Murphy 2016), while the Brooklyn Museum launched in 2015 a proprietary chat app called ASK with a dedicated answering team (Simon 2015). Even if completely different in scale, both experiments share the same goal: to provide real-time answers by human staff to visitors’ questions about the museums and the collections.
he Web is such a powerful and comprehensive medium that we usually consider it as a world apart. ... more he Web is such a powerful and comprehensive medium that we usually consider it as a world apart. But the Web fully develops its potential when combined with other media. For example, when integrated with broadcast media such as radio and TV, it can provide the interactivity and in-depth content that broadcast media cannot offer. On the other hand, broadcast media can provide the massive audience Web sites usually lack. Moreover, digital formats are making media boundaries less and less significant, and increasingly media products (such as TV formats) are thought of as structurally multi-media. The concept of medium is now crossing the borders of traditional media like radio or newspapers. Pervasive and mediated environments such as conventions, theme parks, and museums are nowadays considered media. The paper will present case histories of successful and interesting integration of the Web and other media, with a specific focus on cultural usages. For example, a very successful TV program by Channel 4, TimeTeam Big Dig, used the Web to involve its watchers in a vast collective archaeological experiment in the UK, with unexpected results. Also, integration between Web and radio was the key for the success of Lifegate, a small local Italian radio station that combined in a very effective way the different characteristics of the two media. Now one of the most important radio stations in the area, Lifegate simply would not exist without the Web. Another successful case of integration was MuVi, a cultural program from another Italian radio station. MuVi asked people to send old photos to the Web, rapidly creating a vast and valuable on-line visual database of recent Milan history; in this case the radio was key to reach audiences (older people) not reachable via the Web, and to create a sense of community necessary for the collecting operation. Finally, by examining the main characteristics of the Web as they emerge in comparison to other media, we will have a look at how far the Web has been integrated with the Museum as a medium, trying to get from this analysis some suggestions for future steps in this direction.
Ricordate il boom delle radio private negli anni Settanta-Ottanta? Avete presente come si sono in... more Ricordate il boom delle radio private negli anni Settanta-Ottanta? Avete presente come si sono intrecciati web, email, chat, blog, mp3 e via digitalizzando? Bene, frullate insieme tutti questi ingredienti e avrete il podcasting: dopo il blog, è la nuova parola d’ordine della comunicazione creativa di massa, che incuriosisce e coinvolge tanto i teenager quanto gli attempati giornalisti di stampa e TV. Ecco il manuale perfetto per chi vuole scoprire il podcasting e per chi già lo conosce ma vuole diventarne un mago. Fare un podcast non è difficile. Fare un *buon* podcast è un’altra cosa: qui trovate in esclusiva i consigli dei maghi della radio. Interviste agli esperti: Pendodeliri, Valerio Di Giampietro (Notizie Digitali), Paolo Attivissimo (Attivissimo.net), Marta Cagnola (Radio24), Matteo Merzagora (giornalista scientifico), Macchiaradio (Macchianera.net), Antonio Dini (giornalista e blogger). Curiosità, tecniche, trucchi e finezze: tutto quello che serve per diventare un podcaster senza fatica e con tanto divertimento. Visitate il sito creato appositamente dagli autori e segnalate i vostri podcast: www.IlTuoPodcast.com. All'interno del sito, un bonus aggiuntivo: intervista inedita a Michela Sechi di Radio Popolare.
We consider the design and provision of Web sites, with respect to gender issues, from various pe... more We consider the design and provision of Web sites, with respect to gender issues, from various perspectives. A general view of the field is given, and educational issues are specifically considered in relation to gender differences in the use of IT as an effective educational aid, especially by children. Human-computer interaction (HCI) models at different levels of abstraction are presented, together with how gender issues could impinge at each of these levels. A number of examples, both from the commercial and cultural fields, are discussed as design case studies of home pages for Web sites that exhibit gender-related orientation. Finally, look
The majority of museum visitors do not want to learn while visiting the museums, they just want t... more The majority of museum visitors do not want to learn while visiting the museums, they just want to enjoy the experience. How can museums cope with this attitude?
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Papers by Giuliano Gaia
The concept of medium is now crossing the borders of traditional media like radio or newspapers. Pervasive and mediated environments such as conventions, theme parks, and museums are nowadays considered media.
The paper will present case histories of successful and interesting integration of the Web and other media, with a specific focus on cultural usages. For example, a very successful TV program by Channel 4, TimeTeam Big Dig, used the Web to involve its watchers in a vast collective archaeological experiment in the UK, with unexpected results. Also, integration between Web and radio was the key for the success of Lifegate, a small local Italian radio station that combined in a very effective way the different characteristics of the two media. Now one of the most important radio stations in the area, Lifegate simply would not exist without the Web. Another successful case of integration was MuVi, a cultural program from another Italian radio station. MuVi asked people to send old photos to the Web, rapidly creating a vast and valuable on-line visual database of recent Milan history; in this case the radio was key to reach audiences (older people) not reachable via the Web, and to create a sense of community necessary for the collecting operation.
Finally, by examining the main characteristics of the Web as they emerge in comparison to other media, we will have a look at how far the Web has been integrated with the Museum as a medium, trying to get from this analysis some suggestions for future steps in this direction.
The concept of medium is now crossing the borders of traditional media like radio or newspapers. Pervasive and mediated environments such as conventions, theme parks, and museums are nowadays considered media.
The paper will present case histories of successful and interesting integration of the Web and other media, with a specific focus on cultural usages. For example, a very successful TV program by Channel 4, TimeTeam Big Dig, used the Web to involve its watchers in a vast collective archaeological experiment in the UK, with unexpected results. Also, integration between Web and radio was the key for the success of Lifegate, a small local Italian radio station that combined in a very effective way the different characteristics of the two media. Now one of the most important radio stations in the area, Lifegate simply would not exist without the Web. Another successful case of integration was MuVi, a cultural program from another Italian radio station. MuVi asked people to send old photos to the Web, rapidly creating a vast and valuable on-line visual database of recent Milan history; in this case the radio was key to reach audiences (older people) not reachable via the Web, and to create a sense of community necessary for the collecting operation.
Finally, by examining the main characteristics of the Web as they emerge in comparison to other media, we will have a look at how far the Web has been integrated with the Museum as a medium, trying to get from this analysis some suggestions for future steps in this direction.