Interaction Initiation with a Museum Guide Robot—From the Lab into the Field

2021 ◽  
pp. 438-447
Author(s):  
Laura-Dora Daczo ◽  
Lucie Kalova ◽  
Kresta Louise F. Bonita ◽  
Marc Domenech Lopez ◽  
Matthias Rehm
Keyword(s):  
2009 ◽  
Vol 72 (4-6) ◽  
pp. 760-766 ◽  
Author(s):  
Antonio Chella ◽  
Irene Macaluso
Keyword(s):  

10.28945/3018 ◽  
2006 ◽  
Author(s):  
Anton Nijholt

There are many ways to present information to visitors and users of 2D and 3D interface environments. In these virtual environments we can provide visitors with simulations of real environments, including simulations of presenters in such environments (a lecturer, a sales agent, a receptionist, a museum guide) and including audience participation in these environments. Our research aims at generating presentations from available multimedia information. In particular, we would like to see the generation of presentations by embodied conversational agents that employ verbal and nonverbal capabilities. In the past we have seen the introduction of embodied agents and robots that take the role of a museum guide, a news presenter, a teacher, a receptionist, or someone who is trying to sell insurance, houses or tickets. In all these cases the embodied agent needs to explain and to describe. The automatic generation of presentations and presentation agents from information sources is still too ambitious a task. Therefore we look at research from the perspective of the design of tools that can support presenters or can help to provide natural access to presentations and lectures. Can we use a given collection of sheets and maybe other accessible media sources to design, create and generate an embodied presenter? Among others we discuss manual annotation of available information and the way in which presenter agents can use it. Clearly, the development of tools for these purposes is a first step towards automating the generation of presentations and presentation agents.


Author(s):  
George Kapnas ◽  
Asterios Leonidis ◽  
Maria Korozi ◽  
Stavroula Ntoa ◽  
George Margetis ◽  
...  
Keyword(s):  

Author(s):  
Umar Mahmud ◽  
Shariq Hussain ◽  
Arif Jamal Malik ◽  
Sherjeel Farooqui ◽  
Nazir Ahmed Malik

Widespread use of numerous hand-held smart devices has opened new avenues in computing. Internet of things (IoT) is the next big thing resulting in the 4th industrial revolution. Coupling IoT with data collection, storage, and processing leads to Internet of everything (IoE). This work outlines the concept of smart device and presents an IoE ecosystem. Characteristics of IoE ecosystem with a review of contemporary research is also presented. A comparison table contains the research finding. To realize IoE, an object-oriented context aware model is presented. This model is based on Unified Modelling Language (UML). A case study of a museum guide system is outlined that discusses how IoE can be implemented. The contribution of this chapter includes review of contemporary IoE systems, a detailed comparison, a context aware IoE model, and a case study to review the concepts.


Author(s):  
Yoshinori Kobayashi ◽  
Takashi Shibata ◽  
Yosuke Hoshi ◽  
Yoshinori Kuno ◽  
Mai Okada ◽  
...  
Keyword(s):  

2020 ◽  
Vol 8 (2) ◽  
pp. 206-212
Author(s):  
Benjamin Hanussek

OverviewThe introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-to-day living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.


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