Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Item Type
      Item Type
      Clear All
      Item Type
  • Subject
      Subject
      Clear All
      Subject
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
13 result(s) for "Pescarin, Sofia"
Sort by:
Authenticity in Interactive Experiences
Building on our previous work presented at the Eurographics GCH conference, this paper further explores the characteristics of an “authentic experience”, developing a framework that can be applied to the development of XR and hybrid applications in the field of cultural heritage. While recognising the broader concept of authenticity, we have not focused on an in-depth analysis of it. Instead, we focus specifically on “authentic experiences”. Here, we have extended the definition of authenticity beyond realism or sense of presence, proposing instead a multi-dimensional approach to engaging users cognitively, emotionally, and sensorially (the “Self” dimension) and, at the same time, including two other fundamental dimensions (the “Others” and the “World”) intrinsically connected to the “Self”. We have then further detailed these three dimensions, which are the pillars of the perception of authenticity, identifying their “components” and “elements”. Finally, we transformed the elements into “actionable” design indications, setting the ground to further develop specific design (UI and UX) strategies for digital heritage and serious game applications.
How Much Do We Care About Cultural Heritage? A Rasch Scale Validation Study Among Young Adults
Research in museum studies, heritage science, and cultural tourism highlights the “care theory” as a key framework for understanding the relationship between citizens and cultural heritage. Assessing the “sense of care” toward cultural objects and sites can provide valuable insights for museums, education, and public policy. However, visitor studies lack suitable assessment tools. This study fills the gap by introducing the Scale for the Assessment of Caring for Cultural Heritage (CHARE), developed using the Rasch model. A preliminary 16-item questionnaire on visitors’ “caring behaviours” was designed through a literature review and expert focus groups, then tested on young adults: statistical analysis confirms the model’s reliability. While the study serves as a starting point for future research and further validation is needed, CHARE already offers a practical tool for museum practitioners to assess young visitors’ engagement and caring attitudes toward cultural heritage.
Social Cohesion in Interactive Digital Heritage Experiences
Presently, social cohesion (SC) is a priority at different levels. Cultural heritage is an ideal context to promote SC through interactive digital technologies designed to engage groups of visitors. The purpose of the present study is to identify how to design digital heritage applications for SC and how to measure it. The results are based on the design of a cultural probe kit used to identify the design elements on top of which a collaborative and hybrid prototype, the Brancacci POV, was developed. Here, we analysed the results of this prototype, which included 107 visitors with respective groups of 5 participants and guided by an expert. From this analysis, the possibility of strengthening SC when collaborative tasks are included emerged. Additionally, it appeared to be possible to shorten the distance between citizens and cultural institutions if “mediated dialogue” approaches were adopted and if focus, motivation, trust and “in-group” perception of inclusion emerge when digital heritage experiences were set in intimate and quiet environments.
The Impact of Story Structure, Meaningfulness, and Concentration in Serious Games
This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecting the cognitive-emotional impact of immersive Virtual Reality (VR), specifically Educational Environmental Narrative (EEN) Games. The experiment was designed around three main research questions: if passive or active interaction is preferable for factual and spatial knowledge acquisition; whether meaningfulness is a relevant experience in a serious game (SG) context; and if concentration impacts knowledge acquisition and engagement also in VR educational games. The findings highlight that passive interaction should only be encouraged for factual knowledge acquisition, that meaningfulness is a relevant experience and should be included in serious game design, and, finally, that concentration is a factor that impacts the experience in immersive games. The authors discuss potential design paths to improve both factual and spatial knowledge acquisition, such as abstract concept-oriented design, concluding that SGs should contain game mechanics explicitly supporting players’ moments of reflection, and story structures explicitly aligned to educational facts.
Comparing Immersive and Non-Immersive VR: Effects on Spatial Learning and Aesthetic Experience in Museum Settings
Background/Objectives: The use of virtual reality (VR) solutions in design has rapidly increased globally. However, it remains unclear to what extent these technologies enhance people’s cognitive abilities. Understanding the impact of such technologies is essential for assessing their validity and effectiveness. In this controlled study, we investigated how HMD and non-immersive VR museum environments affect the ability to learn about the environment and the perception of the experience. Methods: A total of 87 college students (46 females) were randomly assigned to either HMD or non-immersive VR museum environments. Subsequently, they had to answer questions related to the sense of immersion and pleasantness of the museum experience, as well as their willingness to repeat similar museum experiences. Results: The results indicated that the HMD setting was preferred for its greater sense of immersion, pleasantness, and intention to repeat a similar experience. Conclusions: The data are discussed in the context of fostering appreciation and promoting the preservation of cultural heritage.
BEYOND STATIC COLORS: AN INTERACTIVE PARTICIPATORY DESIGN PERSPECTIVE ON COLOR-CENTRIC EXPERIENCES
By combining cognitive, sensorial, historical, and artistic aspects into one experience, digital interactive technologies have afforded new ways to perceive, preserve, curate, exhibit, and access cultural objects. However, there is a critical lack of frameworks and tools designed specifically for colored cultural artifacts-cultural items for which color is a key means of conveying the creative message. While colored artifacts are a priority for Conservation Science, due to their fragility and to the complexity of recreating original appearances, in this article we argue that the conservation of colored artifacts is not merely a matter of scientific studies, analysis and static preservation. Instead, we argue for holistic conservation including the valorization of the social dimensions of color, including for civic engagement. The work first investigates the types of data and knowledge that Conservation Science produces regarding colored collections which specifically consider the social dimension of color. We then research the relational ties between humans and colored cultural artifacts, proposing ways that caring attitudes can be triggered and maintained. We finally survey previous color-centric approaches to such artifacts with digital technologies in an interactive media participatory design perspective. We conclude with lessons learned and further directions, including novel research questions and ideas for future user experiences.
Leveraging virtual technologies to enhance museums and art collections: insights from project CHANGES
We investigated the use of virtual technologies to digitise and enhance cultural heritage (CH), aligning with Open Science and FAIR principles. Through case studies in museums, we developed reproducible workflows, 3D models, and tools fostering accessibility, inclusivity, and sustainability of CH. Applications include interdisciplinary research, educational innovation, and CH preservation.
Evaluating Virtual Museums: Archeovirtual Case Study
November 2011 saw the opening of the exhibition \"Archeovirtual\" organized by CNR ITABC and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA (BMTA is the Mediterranean Expo on Archaeological Tourism directed by Ugo Picarelli and organised by Salerno Province). The event, part of a wider European project on virtual museums, was a rare opportunity to show many different projects about Virtual Reality and Cultural Heritage. During the show, four types of evaluation tools were employed to examine user behaviour and usability of the interfaces, plus understanding the gap between user expectation and experience. First analyses revealed that the impact of interactive applications on the user seems to depend on the capability of technology to be \"invisible\" and to allow a range of possibilities for accessing content. To achieve this, virtual museums need a more integrated approach between cultural contents, interfaces and social and behavioural studies.
Archaeology in the Digital Era
The Conference on Computer Applications and Quantitative Methods in Archaeology is the leading conference on digital archaeology, and this volume offers a comprehensive and up-to-date account of the state of the field today. It features a selection of the best papers presented at the fortieth annual conference in 2012 and explores a multitude of topics of interest to all those working in digital archaeology.
Archaeology in the Digital Era
CAA is the foremost conference on digital archaeology, and this volume offers a comprehensive and up-to date reference to the state of the art. This volume contains a selection of the best papers presented at the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA), held in Southampton from 26 to 29 March 2012. The papers, all written and peer-reviewed by experts in the field of digital archaeology, explore a multitude of topics to showcase ground-breaking technologies and best practice from various archaeological and informatics disciplines, with a variety of case studies from all over the world. Download the Table of Contents and a sample chapter