scholarly journals Evaluation in Virtual Heritage

10.5334/bck.k ◽  
2021 ◽  
pp. 115-127
Author(s):  
Panayiotis Koutsabasis

Evaluation in virtual heritage is concerned with learning about and assessing the extent to which an interactive system offers a satisfactory user experience (UX) and meets user goals and expectations. Evaluation in virtual heritage is an empirical process of research, which reaches for conclusions about the quality of a system by observing, measuring (aspects of), and interpreting the UX. It is inherently a complex activity that requires careful planning and selection of methods. It does not rely on underlying technology; however, adaptations of process and methods must be made to allow for results and feedback in context. Therefore, it must be designed so that it is useful, reliable, valid, and productive. Evaluation methods and processes are of interest to both cultural heritage (CH) professionals and technology designers, who aim to provide systems that address the widest range of potential users. This chapter discusses basic concepts, processes, and empirical evaluation methods in virtual heritage, with examples.

Author(s):  
Panayiotis Koutsabasis

An increasing number of interactive systems aim to enhance the user experience (UX) of visitors at museums, archaeological places and cultural sites. This paper presents a review of empirical evaluations of interactive systems in cultural heritage (CH) based on a systematically selected sample of 53 publications from 2012-2016. Empirical evaluations examine the degree an interactive system satisfies user goals and expectations and are inherently complex activities that require careful planning and selection of methods. The review reports on (a) interactive systems of CH in terms of: purpose, technology, cultural content and location of interaction and (b) methods of empirical evaluation in terms of: dimensions of UX, general approach, data collection and participants. The paper provides discussion, critique and outlook on issues including: extending the evaluation dimensions towards the cultural value and the essence of interactivity; placing more consideration on CH professionals; identifying new evaluation methods that balance qualitative results to evidence-based approaches.


2020 ◽  
pp. 1331-1355
Author(s):  
Panayiotis Koutsabasis

An increasing number of interactive systems aim to enhance the user experience (UX) of visitors at museums, archaeological places and cultural sites. This paper presents a review of empirical evaluations of interactive systems in cultural heritage (CH) based on a systematically selected sample of 53 publications from 2012-2016. Empirical evaluations examine the degree an interactive system satisfies user goals and expectations and are inherently complex activities that require careful planning and selection of methods. The review reports on (a) interactive systems of CH in terms of: purpose, technology, cultural content and location of interaction and (b) methods of empirical evaluation in terms of: dimensions of UX, general approach, data collection and participants. The paper provides discussion, critique and outlook on issues including: extending the evaluation dimensions towards the cultural value and the essence of interactivity; placing more consideration on CH professionals; identifying new evaluation methods that balance qualitative results to evidence-based approaches.


i-com ◽  
2016 ◽  
Vol 15 (1) ◽  
Author(s):  
Holger Fischer ◽  
Michaela Kauer-Franz ◽  
Dominique Winter ◽  
Stefan Latt

AbstractThe establishment of human-centered design within software development processes is still a challenge. Numerous methods exist that aim to increase the usability and user experience of an interactive system. Nevertheless, the selection of appropriate methods remains to be challenging, as there are multiple different factors that have a significant impact on the appropriateness of the methods in their context of use. The present article investigates current strategies of method selection based on a conference workshop with practitioners. The results show that usability and user experience professionals concentrate on five to seven well-known methods and will need more support to select and use further ones.


2015 ◽  
Vol 25 (09n10) ◽  
pp. 1759-1764 ◽  
Author(s):  
Emanuelle Cavalcante ◽  
Luis Rivero ◽  
Tayana Conte

User Experience (UX) is an important attribute for the success and quality of a software application. UX explores how an application is used and the emotional and behavioral consequences of such use. Although several UX evaluation methods allow understanding the reasons for a poor UX, some of them are tedious or too intrusive, making the evaluation unpleasant. This paper presents the Method for the Assessment of eXperience (MAX), which through cards and a board assists software engineers in gathering UX data while motivating users to report their experience. We conducted two pilot studies to verify the feasibility of MAX, which showed that the method is useful for evaluating the UX of finished/prototyped applications from the point of view of users and software engineers.


Author(s):  
Vasiliki Nikolakopoulou ◽  
Panayiotis Koutsabasis

Over the last few years, an increasing number of cultural sites, including museums, archaeological places, and historic cities, have adopted a wide range of interactive technologies to enhance the visitor (user) experience. This chapter presents a review of interactive systems for cultural heritage, selected from a total of 83 publications in 2012-2019, from the perspective of the methods employed for their empirical evaluation (i.e., the degree to which the system satisfies user goals and expectations). The review reports on several characteristics of interactive systems of CH including purpose, technology, content, and location of the interaction, and then emphasizes methods of empirical evaluation. The chapter provides discussion comparing to the results of the previous report, and outlook on particular challenges of interaction design and evaluation for CH.


Author(s):  
Rizza Indah Mega Mandasari ◽  
Bambang Pudjoatmodjo

Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging, and fun. In the development of a game, it needs to emphasize a good user experience. The measurement of user experience in the game called the gameplay experience. This paper discussed the measurement gameplay experience (GX) using Immerse Experience Questionnaire (IEQ) on Wayang Game. The results of GX measurements become a benchmark for the quality of the game ‘pewayangan’ in attracting the young generation.


Author(s):  
F. Condorelli ◽  
F. Rinaudo ◽  
F. Salvadore ◽  
S. Tagliaventi

Abstract. Searching for suitable material for photogrammetry is a key part in the documentation of Cultural Heritage. Photogrammetry can be used to produce a metrically certified 3D model. Material contained in historical film footage archives is especially useful for documentation when the heritage has been lost. In this research an innovative match-moving method is proposed that aims to exploit Artificial Intelligence and SfM algorithms to identify the frames extracted from a film footage in which the lost monument appears and that are suitable to be processed with photogrammetry for its 3D reconstruction. First of all the identification and tracking of the heritage in the videos was performed training an object detection Neural Network. Then the frames detected were automatically extracted with the coordinates of the bounding boxes that contain the monument. The camera motions were identified by selecting only the shots taken from multiple points of view of the same scene and analysing the evolution of the bounding boxes position over time. A further check of the material was necessary to select only sequences and to eliminate single frames and images from different historic periods. After this process, only the correct frames were automatically selected and processed with photogrammetry and the quality of the obtained 3D model was assessed. The method experimented in this research represents a powerful tool in the field of Cultural Heritage because it makes the selection of suitable material for photogrammetry automatic. Moreover it offers important insights that could be extended to other sectors.


2016 ◽  
Vol 15 ◽  
pp. 163-171
Author(s):  
M. G. Shcherbakovskiy

The article discusses the reasonsfor an expert to participate in legal proceedings. The gnoseological reason for that consists of the bad quality of materials subject to examination that renders the examination either completely impossible or compromises objective, reasoned and reliable assessment of the findings. The procedural reason consists ofa proscription for an expert to collect evidence himself or herself. The author investigates into the ways of how an expert can participate in legal proceedings. If the defense invites an expert to participate in the proceedings, then it is recommended that his or her involvement should be in the presence of attesting witnesses and recorded in the protocol. In the course of the legal proceedings an expert has the following tasks: adding initial data, acquiring new initial data, understanding the situation of the incident, acquiring new objects to be studied, including samples for examination. An expert’s participation in legal proceedings differs from the participation of a specialist or an examination on the scene of the incident. The author describes the tasks that an expert solves in the course of legal proceedings, the peculiarities ofan investigation experiment practices, the selection of samples for an examination, inspection, interrogation.


2019 ◽  
Vol 9 (01) ◽  
pp. 47-54
Author(s):  
Rabbai San Arif ◽  
Yuli Fitrisia ◽  
Agus Urip Ari Wibowo

Voice over Internet Protocol (VoIP) is a telecommunications technology that is able to pass the communication service in Internet Protocol networks so as to allow communicating between users in an IP network. However VoIP technology still has weakness in the Quality of Service (QoS). VOPI weaknesses is affected by the selection of the physical servers used. In this research, VoIP is configured on Linux operating system with Asterisk as VoIP application server and integrated on a Raspberry Pi by using wired and wireless network as the transmission medium. Because of depletion of IPv4 capacity that can be used on the network, it needs to be applied to VoIP system using the IPv6 network protocol with supports devices. The test results by using a wired transmission medium that has obtained are the average delay is 117.851 ms, jitter is 5.796 ms, packet loss is 0.38%, throughput is 962.861 kbps, 8.33% of CPU usage and 59.33% of memory usage. The analysis shows that the wired transmission media is better than the wireless transmission media and wireless-wired.


Sign in / Sign up

Export Citation Format

Share Document