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Enhancing Online Accessibility of Digitized Artifacts from Small Museum Collections in Cyprus: An Empirical Evaluation of the CyprusArk Solution 提高塞浦路斯小型博物馆藏品数字化文物的在线可访问性:塞浦路斯方舟解决方案的实证评估
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-16 DOI: 10.1145/3648229
A. Avgousti, G. Papaioannou, S. Hermon

Small museums play a pivotal role in Cyprus cultural landscape by carefully safeguarding and curating historical artifacts, thereby showcasing the country's rich heritage. However, in order to enhance accessibility to a wider audience, it is crucial to make these objects available online. This research aims to explore the effectiveness of the CyprusArk solution (a high-fidelity prototype) in enhancing the online presence of digitized artifacts within Cypriot small museums. By collecting and analyzing qualitative data from six out of ten classified as small museums, the study aims to demonstrate the potential of such solutions, specifically designed for small museums in Cyprus. CyprusArk is a Content Management System, serving as a stand-alone platform for each museum. Instances of the solution will be hosted, supported, and maintained at Cyprus national infrastructure in the high-performance computer facility (HPC), at The Cyprus Institute (CyI). The study has broader implications for the global museum sector, as it showcases the potential of new digital tools to enhance online access to cultural heritage resources and contribute to the dissemination of information “knowledge” among the broader population.

小型博物馆在塞浦路斯文化景观中发挥着举足轻重的作用,它们精心保护和收藏历史文物,从而展示了该国丰富的文化遗产。然而,为了让更多的人了解这些文物,在网上提供这些文物至关重要。本研究旨在探索 CyprusArk 解决方案(高保真原型)在加强塞浦路斯小型博物馆数字化文物在线展示方面的有效性。通过收集和分析十家小型博物馆中六家的定性数据,该研究旨在展示此类专为塞浦路斯小型博物馆设计的解决方案的潜力。CyprusArk 是一个内容管理系统,是每个博物馆的独立平台。该解决方案的实例将由塞浦路斯研究所(CyI)高性能计算机设施(HPC)中的塞浦路斯国家基础设施托管、支持和维护。这项研究对全球博物馆部门具有更广泛的影响,因为它展示了新的数字工具在加强文化遗 产资源的在线获取和促进信息 "知识 "在更广泛人群中传播方面的潜力。
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引用次数: 0
Differences in Heritage Tourism Experience Between VR and AR: A Comparative Experimental Study based on Presence and Authenticity VR 和 AR 在遗产旅游体验方面的差异:基于临场感和真实性的比较实验研究
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-15 DOI: 10.1145/3648001
Yuqing Guo, Shizhu Lu, Min Shen, Wei Huang, Xiaolie Yi, Jifa Zhang

This study developed two distinct types of remote heritage virtual tourism programs, namely VR and AR. We utilized the Stimulus-Organism-Response (S-O-R) model to understand how users’ perceptions of vividness and interactivity in VR and AR influence their sense of presence and perceived authenticity. Furthermore, we explored how the sense of presence and perceived authenticity further impact tourists’ responses, including satisfaction and behavioral intention. The findings indicate differences between VR and AR in several aspects. To elaborate, in the context of VR, vividness significantly influences perceived authenticity, an effect not found within the AR setting. Furthermore, interactivity impacts the sense of presence in AR, but this is not the case in VR. Within an AR setting, a user's sense of presence directly influences their level of satisfaction, yet no corresponding impact was found in VR. Even though the results show varying influences of presence on user intention in VR and AR, no significant differences were discovered. By gaining an in-depth understanding of tourists’ actual perceptions of VR and AR applications, this study provides insights for heritage site managers on how to employ VR and AR to enhance the efficiency of virtual heritage experiences for tourists.

本研究开发了两种不同类型的远程遗产虚拟旅游项目,即 VR 和 AR。我们利用刺激-组织-反应(S-O-R)模型来了解用户对 VR 和 AR 中的生动性和互动性的感知如何影响他们的临场感和感知真实性。此外,我们还探讨了临场感和感知真实性如何进一步影响游客的反应,包括满意度和行为意向。研究结果表明,VR 和 AR 在多个方面存在差异。具体来说,在 VR 环境中,生动性对感知真实性有显著影响,而在 AR 环境中却没有发现这种影响。此外,在 AR 中,交互性会影响临场感,但在 VR 中则不会。在 AR 环境中,用户的临场感会直接影响其满意度,但在 VR 中却没有发现相应的影响。尽管研究结果表明,在 VR 和 AR 中,临场感对用户意向的影响各不相同,但并未发现显著差异。通过深入了解游客对 VR 和 AR 应用的实际看法,本研究为遗产地管理者提供了如何利用 VR 和 AR 提高游客虚拟遗产体验效率的见解。
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引用次数: 0
A Computer-Aided Design Tool for Muqarnas 用于木卡纳的计算机辅助设计工具
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-14 DOI: 10.1145/3648000
Sevde Gülizar Dinçer, Mustafa Korumaz, Tuğrul Yazar

In numerous instances of Islamic architecture, the geometric arrangement of muqarnas was established using square-rhombus tessellations in their flat projections. Similarly, in Türkiye, square-rhombus projection schemes have been employed in muqarnas designs since the era of the Anatolian Seljuks. This study introduces a computer-aided design (CAD) tool called "Anatolian Muqarnas," which aims to recreate muqarnas schemes with square-rhombus projections. The tool is built upon a novel geometric analysis approach specifically tailored for Anatolian Seljuks muqarnas, drawing inspiration from Ammann-Beenker tiling and supertiles. Users of Anatolian Muqarnas can easily simulate existing or new designs by following predetermined rules. This contribution is expected to enhance discussions regarding the geometric analysis of muqarnas and the interplay between computing and cultural heritage at large.

在许多伊斯兰建筑中,木卡纳的几何排列都是通过平面投影中的方形菱形图案来实现的。同样,在土尔其,自安纳托利亚塞尔柱人时代起,方菱形投影方案就被用于木卡纳设计。本研究介绍了一种名为 "安纳托利亚木卡纳 "的计算机辅助设计(CAD)工具,其目的是重新创建具有方菱形投影的木卡纳方案。该工具基于一种新颖的几何分析方法,专门为安纳托利亚塞尔柱人的木卡纳量身定制,并从阿曼-宾克平铺法和超级平铺法中汲取灵感。安纳托利亚木卡纳的用户可以按照预先确定的规则轻松模拟现有的或新的设计。这项贡献有望促进有关木卡纳几何分析以及计算机与文化遗产之间相互作用的讨论。
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引用次数: 0
Learning to Detect Attended Objects in Cultural Sites with Gaze Signals and Weak Object Supervision 利用凝视信号和弱目标监督学习检测文化遗址中的被关注物体
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-13 DOI: 10.1145/3647999
Michele Mazzamuto, Francesco Ragusa, Antonino Furnari, Giovanni Maria Farinella

Cultural sites such as museums and monuments are popular tourist destinations worldwide. Visitors come to these places to learn about the cultures, histories and arts of a particular region or country. However, for many cultural sites, traditional visiting approaches are limited and may fail to engage visitors. To enhance visitors’ experiences, previous works have explored how wearable devices can be exploited in this context. Among the many functions that these devices can offer, understanding which artwork or detail the user is attending to is fundamental to provide additional information on the observed artworks, understand the visitor’s tastes and provide recommendations. This motivates the development of algorithms for understanding visitor attention from egocentric images. We considered the attended object detection task, which involves detecting and recognizing the object observed by the camera wearer, from an input RGB image and gaze signals. To study the problem, we collect a dataset of egocentric images collected by subjects visiting a museum. Since collecting and labeling data in cultural sites for real applications is a time-consuming problem, we present a study comparing unsupervised, weakly supervised, and fully supervised approaches for attended object detection. We evaluate the considered approaches on the collected dataset, assessing also the impact of training models on external datasets such as COCO and EGO-CH. The experiments show that weakly supervised approaches requiring only a 2D point label related to the gaze can be an effective alternative to fully supervised approaches for attended object detection. To encourage research on the topic, we publicly release the code and the dataset at the following url: https://iplab.dmi.unict.it/EGO-CH-Gaze/.

博物馆和纪念碑等文化场所是全球热门的旅游目的地。游客来到这些地方是为了了解某个地区或国家的文化、历史和艺术。然而,对于许多文化遗址来说,传统的参观方式存在局限性,可能无法吸引游客。为了增强游客的体验,以往的工作已经探索了如何在这种情况下利用可穿戴设备。在这些设备所能提供的众多功能中,了解用户正在关注的艺术品或细节对于提供有关所观察艺术品的额外信息、了解游客的品味和提供推荐至关重要。这就促使我们开发算法,以便从自我中心图像中了解参观者的注意力。我们考虑了被关注物体检测任务,该任务涉及从输入的 RGB 图像和注视信号中检测和识别相机佩戴者所观察到的物体。为了研究这个问题,我们收集了一个由参观博物馆的受试者收集的以自我为中心的图像数据集。由于在文化遗址中收集和标注实际应用的数据是一个耗时的问题,因此我们对无监督、弱监督和完全监督的方法进行了比较研究。我们在收集的数据集上对所考虑的方法进行了评估,同时还评估了在 COCO 和 EGO-CH 等外部数据集上训练模型的影响。实验结果表明,只需要与注视相关的二维点标签的弱监督方法可以有效替代完全监督方法来检测被关注物体。为鼓励相关研究,我们在以下网址公开发布了代码和数据集:https://iplab.dmi.unict.it/EGO-CH-Gaze/。
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引用次数: 0
A Comprehensive User Experience Analysis of Cultural Heritage Progressive Web App Using A Hybrid UEQ-IPA Approach 使用 UEQ-IPA 混合方法全面分析文化遗产渐进式网络应用的用户体验
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-13 DOI: 10.1145/3647998
Mohd Kamal Othman, Nurfarahani Norman Anuar, Mohamad Hardyman Barawi, Abdulrazak Saleh Al-Hababi Yahya, Ahmad Azaini Abdul Manaf

This study utilised a user-centred design (UCD) approach integrated into the Agile framework to develop Sarawak Cultural Heritage Progressive Web Apps (SCHPWA). The user experience (UX) of SCHPWA was evaluated using a combination of the User Experience Questionnaire (UEQ) and Importance-Performance Analysis (IPA) to measure six dimensions of UX. The evaluation involved 239 participants, comprising 184 females and 55 males. The results indicated that the SCHPWA scored above average in attractiveness, perspicuity, efficiency, and stimulation. However, the dimensions of novelty and dependability scored below average. Therefore, the attributes related to attractiveness, efficiency, stimulation, and perspicuity are grouped using IPA under Quadrant 2 (Possible Overkill), while novelty and dependability fall under Quadrant 3 (Low Priority). The study highlights the benefits of using a combination of UEQ and IPA for evaluating Progressive Web Applications (PWA). Furthermore, it suggests the potential to improve the UX of cultural heritage PWAs. These findings offer insights for designers and developers in optimising the UX of cultural heritage PWA.

本研究采用以用户为中心的设计(UCD)方法,将其融入敏捷框架,以开发沙捞越文化遗产渐进式网络应用程序(SCHPWA)。通过结合使用用户体验问卷(UEQ)和重要性-性能分析(IPA)来测量用户体验的六个维度,对SCHPWA的用户体验(UX)进行了评估。共有 239 人参与了评估,其中女性 184 人,男性 55 人。结果表明,SCHPWA 在吸引力、清晰度、效率和刺激性方面的得分高于平均水平。但是,新颖性和可靠性的得分低于平均水平。因此,使用 IPA 将与吸引力、效率、刺激性和清晰度相关的属性归入第 2 象限(可能矫枉过正),而新颖性和可靠性则归入第 3 象限(低优先级)。这项研究强调了在评估渐进式网络应用程序(PWA)时结合使用 UEQ 和 IPA 的好处。此外,研究还提出了改进文化遗产 PWA 用户体验的潜力。这些发现为设计人员和开发人员优化文化遗产 PWA 的用户体验提供了启示。
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引用次数: 0
Applying Cinematic Virtual Reality with Adaptability to Indigenous Storytelling 将具有适应性的电影虚拟现实技术应用于讲述土著故事
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-12 DOI: 10.1145/3647996
Lingwei Tong, Robert W. Lindeman, Heide Lukosch, Rory Clifford, Holger Regenbrecht

Cinematic Virtual Reality (CVR) is a style of narrative-based Virtual Reality (VR) experience built on filmed or computer-generated 360-degree videos. Since CVR is becoming more popular and widely accessible, researchers and practitioners have been trying to address challenges such as the conflict between the viewer’s freedom of choice and the creator’s control over where to look, or the risk of missing key story elements due to such freedom. As part of the solution, CVR creators employ attention-guiding cues, introduce viewer interaction, and combine these two techniques into all-encompassing CVR production frameworks. However, there are very few CVR projects that embrace the various differences in the backgrounds, preferences, and expectations of each individual viewer. Further to this, they do not consider the content creator/owners’ perspective when presenting and digitizing stories from the real world, especially when considering viewer’s connection to the cultural significance contained. In this paper, a case study is presented to explore the use of adaptability to viewer situations and the coherence to Māori (the indigenous people of New Zealand) storytelling contexts in CVR experiences. In the case study, we began with co-design sessions with storytellers from Te Rau Aroha Marae (an active Māori cultural heritage site in the deep south of New Zealand), about appropriate features to collect from visitors to a virtual storytelling event, then co-built personas as representative tools. 360-degree videos of pūrākau (stories) were then captured and presented via an adaptable VR system. Evaluations were conducted with the storytellers to validate the system, and to collect reflections and opinions on both the use of CVR in Māori storytelling and the cultural appropriateness of CVR with adaptability. We conclude this paper with a discussion of possible improvements for future CVR frameworks.

电影虚拟现实(CVR)是一种基于叙事的虚拟现实(VR)体验风格,建立在拍摄或计算机生成的 360 度视频基础上。由于 CVR 越来越流行和普及,研究人员和从业人员一直在努力解决各种挑战,例如观众的自由选择与创作者对观看位置的控制之间的冲突,或者由于这种自由而错过关键故事元素的风险。作为解决方案的一部分,CVR 创作者采用了注意力引导线索,引入观众互动,并将这两种技术结合到包罗万象的 CVR 制作框架中。然而,很少有 CVR 项目能考虑到每个观众在背景、喜好和期望方面的各种差异。此外,这些项目在展示和数字化现实世界中的故事时,没有考虑内容创作者/所有者的视角,尤其是在考虑观众与所包含的文化意义之间的联系时。本文介绍了一个案例研究,以探讨在 CVR 体验中如何使用对观众情况的适应性以及与毛利人(新西兰土著人)讲故事语境的一致性。在案例研究中,我们首先与 Te Rau Aroha Marae(新西兰南部深处一个活跃的毛利文化遗址)的说书人进行了共同设计会议,讨论了从虚拟说书活动的参观者那里收集适当特征的问题,然后共同建立了角色作为代表工具。然后,通过一个适应性强的虚拟现实系统捕捉并展示 pūrākau(故事)的 360 度视频。我们与讲故事的人一起进行了评估,以验证该系统,并收集关于在毛利人讲故事中使用 CVR 以及具有适应性的 CVR 的文化适宜性的反思和意见。最后,我们对未来 CVR 框架可能的改进进行了讨论。
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引用次数: 0
Passive Haptics and Conversational Avatars for Interacting with Ancient Egypt Remains in High-Fidelity Virtual Reality Experiences 在高保真虚拟现实体验中与古埃及遗迹互动的被动触觉技术和会话头像
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-12 DOI: 10.1145/3648003
Alberto Cannavò, Simona Pacchiotti, Nicola Retta, Martina Terzoli, Roberta Spallone, Fabrizio Lamberti

As Extended Reality (XR) continues to grow, new possibilities arise to provide users with novel ways to experience cultural heritage (CH). In particular, applications based on Virtual Reality (VR) like, e.g., virtual museums, have gained increasing popularity, since they can offer new ways for preserving and presenting CH content that are not feasible in physical museums. Despite the numerous benefits, the level of immersion and presence provided by VR experiences still present challenges that could hinder the effectiveness of this technology in the CH context. In this perspective, it is crucial to provide the users with high-fidelity experiences, in which also the interaction with the objects and the characters populating virtual environments are realistic and natural. This paper focuses on this challenge and specifically investigates how the combined use of tangible and speech interfaces can help to improve the overall experience. To this aim, a immersive VR experience is proposed, which allows the users to manipulate virtual objects belonging to a museum collection (in the specific case, Ancient Egypt remains) by physically operating on 3D printed replicas and to talk with a curator’s avatar to get explanations by using their voice. A user study was conducted to evaluate the impact of the considered interfaces on immersion, presence, user experience, usability, and intention to visit, comparing the richest configuration against simpler setups obtained by either removing the tangible interface, the speech interface or both (and using only handheld controllers). The results showed that the combined use of the two interfaces can effectively contribute at making the CH experience in VR more engaging.

随着扩展现实(XR)技术的不断发展,为用户提供体验文化遗产(CH)新方式的新机遇应运而生。特别是基于虚拟现实(VR)的应用,如虚拟博物馆,已经越来越受欢迎,因为它们可以提供在实体博物馆无法实现的保存和展示文化遗产内容的新方式。尽管VR体验有诸多好处,但其提供的沉浸感和临场感仍然存在挑战,可能会阻碍该技术在文化遗产领域的应用效果。从这个角度来看,为用户提供高保真体验至关重要,在这种体验中,与虚拟环境中的物体和人物的互动也要逼真自然。本文将重点关注这一挑战,并具体研究如何结合使用有形界面和语音界面来帮助改善整体体验。为此,本文提出了一种沉浸式 VR 体验,允许用户通过在 3D 打印的复制品上进行物理操作来操纵属于博物馆藏品的虚拟物品(在具体案例中为古埃及遗骸),并与馆长的化身对话,通过语音获得解释。为了评估所考虑的界面对沉浸感、临场感、用户体验、可用性和参观意愿的影响,我们进行了一项用户研究,将最丰富的配置与去掉有形界面、语音界面或两者(仅使用手持控制器)后得到的更简单的设置进行了比较。结果表明,两种界面的结合使用可以有效地提高 VR 中的 CH 体验的吸引力。
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引用次数: 0
What's in a ? Cross-Lingual Topic Detection & Information Retrieval in Archives Portal Europe 欧洲档案门户中的跨语言主题检测和信息检索
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-17 DOI: 10.1145/3494572
Marta Musso, Kerstin Arnold, Federico Nanni, Beatrice Cannelli

Archives Portal Europe (APE, www.archivesportaleurope.net) is the portal of European archives, an aggregator that connects on a single research point the catalogues and digitised archival material of all archives in and about Europe. It currently hosts material from more than 30 countries, and from a variety of archival institutions (such as State archives, city archives, university and parish archives, private institutions, and more). It is maintained by the Archives Portal Europe Foundation, an international consortium of State archives and other archival institutions that aim to connect the archival material of single institutions into one digital repository, in order to allow universal access to the archival heritage of Europe, promoting new forms of archival research beyond national or local boundaries. One of the research tools made available by Archives Portal Europe is by topics; however, these are currently maintained manually by the archivists, and the vast amount of archival material ingested in the portal makes it impossible to have a comprehensive body of topics that describe the whole of the APE repository. Archives are traditionally not organised by their subject content, but around the entity (person, organization, body) that created and/or collected the documents in the course of their activities. While this is an undisputed pillar of archival management, the availability of online digital repositories for archival research requires new tools for digital archival research, particularly when different archival traditions from different countries and different types of institutions are merged into a unique research portal. Topic detection becomes a fundamental tool to guide archival research and to allow archives to be accessible to potentially world-wide users, in a situation where national and linguistics barriers blur, or are re-defined. This paper presents the preliminary results and plan for future iterations of an AI tool for automated topic detection in a multi- lingual environment, where human-created taxonomies act as bases for the algorithms to aggregate relevant material around a specific topic. The development is based on supervised machine learning, with a combination of human inputs in different languages, and of the usage of Wikipedia pages to model the relevant vocabulary and entities.

欧洲档案馆门户网站(APE,www.archivesportaleurope.net)是欧洲档案馆的门户网站,是一个将欧洲及欧洲周边所有档案馆的目录和数字化档案资料连接在一个研究点上的聚合器。它目前收录了来自 30 多个国家和各种档案机构(如国家档案馆、城市档案馆、大学和教区档案馆、私人机构等)的资料。该网站由欧洲档案门户基金会维护,该基金会是一个由国家档案馆和其他档案机构组成的国际联盟,旨在将单个机构的档案资料连接到一个数字存储库中,以实现对欧洲档案遗产的普遍访问,促进超越国家或地方界限的新型档案研究。欧洲档案门户网站(Archives Portal Europe)提供的研究工具之一是按主题分类;然而,这些主题目前是由档案管理员手工维护的,而且门户网站收录的档案资料数量庞大,不可能有一套全面的主题来描述整个 APE 存储库。传统上,档案不是按其主题内容组织的,而是围绕在其活动过程中创建和/或收集文件的实体(个人、组织、机构)组织的。虽然这是档案管理无可争议的支柱,但在线数字档案库用于档案研究的可用性需要新的数字档案研究工具,特别是当来自不同国家和不同类型机构的不同档案传统被合并到一个独特的研究门户网站时。在国家和语言障碍变得模糊或被重新定义的情况下,主题检测成为指导档案研究的基本工具,并使档案能够被潜在的全球用户访问。本文介绍了在多语言环境中自动检测主题的人工智能工具的初步成果和未来迭代计划,其中人类创建的分类法是算法围绕特定主题汇总相关材料的基础。该工具的开发以监督机器学习为基础,结合不同语言的人类输入以及维基百科页面的使用,为相关词汇和实体建模。
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引用次数: 0
“The Spanish Cathedral”, A Prototype of Mobile Application for the Access to the Religious Cultural Heritage of Gothic Hispanic Cathedrals "西班牙大教堂"--用于访问西班牙哥特式大教堂宗教文化遗产的移动应用程序原型
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-12 DOI: 10.1145/3640456
Jennifer Carolina Cruz Barbosa, Herbert González Zymla

After an in-depth examination of the communication strategies, digital offerings, and audio guides currently employed by various Spanish cathedrals constructed during the 12th and 15th centuries, it was detected that there was a need to gradually build and improve an integral and unified tool that serves as a reference for the learning of the artistic elements that characterize the mentioned constructions. This will contribute to both the promotion of the cathedral —understood as an ensemble— and its communication with the public.

This article introduces the conceptualization and design of the mobile application "La Catedral Hispana", a high-fidelity prototype that seeks to promote Spanish cathedrals with Gothic elements in their construction. This prototype encompasses two areas of study for its task: the research of Gothic architecture in cathedrals and the principles of user experience (interaction design, information architecture, and interface development), for the correct development of the sample, using the Figma software for its design and implementation.

The objectives lay not only in providing a tool that facilitates access and shares academic information, but also in establishing relationships among the diverse Spanish cathedrals by means of their common features. The Spanish Cathedral is a proposal for promoting the democratization of cultural information, the learning of the value of heritage, and the development of a new solid and accessible communication channel that enables the target audience to both value and recognize one of the most important types of constructions as a part of Spanish identity.

在深入研究了 12 世纪至 15 世纪期间建造的西班牙各座大教堂目前所采用的传播策略、数字产品和语音指南之后,我们发现有必要逐步建立和完善一个完整统一的工具,作为学习上述建筑艺术元素的参考。本文介绍了移动应用程序 "La Catedral Hispana "的构思和设计,这是一个高保真原型,旨在推广西班牙哥特式建筑元素的大教堂。该原型的任务包括两个研究领域:大教堂哥特式建筑研究和用户体验原则(交互设计、信息架构和界面开发),以正确开发样本,并使用 Figma 软件进行设计和实施。其目标不仅在于提供一个便于访问和共享学术信息的工具,还在于通过不同西班牙大教堂的共同特征建立它们之间的关系。西班牙大教堂 "是一项促进文化信息民主化、学习遗产价值和开发新的可靠、易用的交流渠道的建议,它使目标受众能够重视和认识作为西班牙身份一部分的最重要的建筑类型之一。
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引用次数: 0
How to Arrange Texts and Pictures for Online Visitors? Comparing Basic Ceramic Display Forms with Eye-Tracking 如何为在线访客安排文字和图片?利用眼动跟踪比较基本陶瓷展示形式
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-12 DOI: 10.1145/3639938
Xia Zheng, Yicheng Jiang, Hua Cheng, Aiqing Nie

In the context of online text-picture relic exhibitions, two exploratory experiments were conducted to investigate the role of integrate / separate display, background information, and annotation type in learning tangible heritage. Using ceramic as an example, we tracked the eye movement of subjects under different display forms and tested if they obtained the relevant information. Experiment 1 (N = 48) adopted a 2 (integrate / separate display) × 2 (with / without background information) design and Experiment 2 (N = 93) investigated distinct types of annotation (no annotation, indicative / direct / picture / contour shape annotation). We found that: (1) In the segmented relic display, the usage time, fixation count, and total fixation duration of relic names were lower than those in the integrated case. The probability that subjects would learn comparatively was also lower in the separate display. However, the performance on retention or transfer tests did not differ depending on the integrate / separate display. After reading the background information, subjects paid less attention to relic names but had better knowledge transfer performance. (2) The viewers’ attention allocation to the materials was not significantly influenced by the annotations. Mere visual annotations did not provide an advantage for information acquisition. By contrast, indicative verbal annotation required relatively more time for better target information memory, and the direct verbal cue consumed the least time. Based on the results, we discussed the application scenario of multimedia learning principles and potential recommendations for designing online relic displays.

在网上文字-图片文物展的背景下,我们进行了两项探索性实验,研究整合/分离展示、背景信息和注释类型在学习物质遗产中的作用。以陶瓷为例,我们追踪了受试者在不同展示形式下的眼球运动,测试他们是否获得了相关信息。实验 1(48 人)采用 2(综合/单独显示)×2(有/无背景信息)设计,实验 2(93 人)调查了不同类型的注释(无注释、指示性/直接/图片/轮廓形状注释)。我们发现(1)在分段文物展示中,文物名称的使用时间、固定次数和总固定时间均低于综合情况下的使用时间、固定次数和总固定时间。在单独显示的情况下,被试学习的概率也相对较低。然而,在保留或迁移测试中,受试者的表现并没有因整合/分离显示而有所不同。在阅读背景信息后,受试者对文物名称的关注度降低,但知识迁移表现较好。(2) 观看者对材料的注意力分配没有受到注释的显著影响。单纯的视觉注释在信息获取方面没有优势。相比之下,指示性语言注释需要相对更多的时间才能获得更好的目标信息记忆,而直接的语言提示消耗的时间最少。根据研究结果,我们讨论了多媒体学习原理的应用场景,以及对在线文物展示设计的潜在建议。
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ACM Journal on Computing and Cultural Heritage
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