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2021 ◽  
Author(s):  
Alma Leopardi ◽  
Silvia Ceccacci ◽  
Maura Mengoni

Abstract In the last years, museums have begun to apply new technological solutions to manage their exhibits in a more open, inclusive, and creative way, to improve the visitors’ experience to respond to the need to expand the audience. The main goal is to face the increasing competition in an economy referred to as the “Experience Economy”. To this end, Augmented Reality technology seems to represent a good solution for museum guide systems, to improve visitors’ learning and enjoyment. In this context, the present paper proposes a museum guide system based on Spatial Augmented Reality powered by dynamic projection. The paper describes the overall HW and SW system architecture and reports in detail the developed process adopted to design and implement a museum guide and entertainment application, in the context of the “Studiolo of Federico da Montefeltro” in the Ducal Palace of Urbino. A preliminary survey has been carried out, which involved a total of 79 subjects, aimed at investigating the quality of visitor’s experience, aroused by the proposed application, in terms of the “Four Experience Realms” defined by Pine & Gilmore (1998). Results suggest that the proposed application can be used to stage experiences that satisfy the visitors and may help to enable museums into the Experience Economy.


2021 ◽  
Vol 20 (05) ◽  
pp. A01
Author(s):  
Maycon Gomes Barbosa ◽  
Luiz Antonio de Saboya ◽  
Diego Vaz Bevilaqua

This paper studies how science centers and museums around the world have used mobile apps with museum guide characteristics and tries to identify the best interface design principles to improve their use as a tool for interaction with the public. For this purpose, we mapped mobile apps from science centers and museums and applied an evaluation tool for each one to identify good practices. This allowed us to produce guidelines for identifying good practices in the development of apps as a way of expanding visitors' experience in these institutions through these devices.


2021 ◽  
Vol 1828 (1) ◽  
pp. 012051
Author(s):  
Yuhan Xu ◽  
Qing Guo ◽  
Aopin Tan ◽  
Liying Xu ◽  
Yiwei Tu ◽  
...  

2021 ◽  
pp. 438-447
Author(s):  
Laura-Dora Daczo ◽  
Lucie Kalova ◽  
Kresta Louise F. Bonita ◽  
Marc Domenech Lopez ◽  
Matthias Rehm
Keyword(s):  

2020 ◽  
Vol 4 (2) ◽  
pp. 208-217
Author(s):  
Ginanjar Legiansyah ◽  
Ida Zuraida Supri

This research aims at identifying types of implicature and analyzing types  speech acts  and the strategies employed by the speakers and hearers during the visit at the Museum Asian African Conference.  The method used in this research is qualitative descriptive analysis, where the data is collected, then sorted and categorized and finally analyzed based on the theory. The results show that 1) two types of implicatures are found; conversational implicature (91%) and conventional implicature (9%), 2) Four types of illocutionary acts encountered in the conversation; assertive (90%), directive (6%) commissive (93%) and expressive (1%) and 3) Both strategies are used in delivering illocutionary acts; direct strategies (94%) is more dominant than the indirect one (6%).


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.


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.


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