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.
{"title":"Enhancing Online Accessibility of Digitized Artifacts from Small Museum Collections in Cyprus: An Empirical Evaluation of the CyprusArk Solution","authors":"A. Avgousti, G. Papaioannou, S. Hermon","doi":"10.1145/3648229","DOIUrl":"https://doi.org/10.1145/3648229","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"127 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769846","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Differences in Heritage Tourism Experience Between VR and AR: A Comparative Experimental Study based on Presence and Authenticity","authors":"Yuqing Guo, Shizhu Lu, Min Shen, Wei Huang, Xiaolie Yi, Jifa Zhang","doi":"10.1145/3648001","DOIUrl":"https://doi.org/10.1145/3648001","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"14 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139770370","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Computer-Aided Design Tool for Muqarnas","authors":"Sevde Gülizar Dinçer, Mustafa Korumaz, Tuğrul Yazar","doi":"10.1145/3648000","DOIUrl":"https://doi.org/10.1145/3648000","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"127 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769858","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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/.
{"title":"Learning to Detect Attended Objects in Cultural Sites with Gaze Signals and Weak Object Supervision","authors":"Michele Mazzamuto, Francesco Ragusa, Antonino Furnari, Giovanni Maria Farinella","doi":"10.1145/3647999","DOIUrl":"https://doi.org/10.1145/3647999","url":null,"abstract":"<p>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/.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"26 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769927","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Comprehensive User Experience Analysis of Cultural Heritage Progressive Web App Using A Hybrid UEQ-IPA Approach","authors":"Mohd Kamal Othman, Nurfarahani Norman Anuar, Mohamad Hardyman Barawi, Abdulrazak Saleh Al-Hababi Yahya, Ahmad Azaini Abdul Manaf","doi":"10.1145/3647998","DOIUrl":"https://doi.org/10.1145/3647998","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"27 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Applying Cinematic Virtual Reality with Adaptability to Indigenous Storytelling","authors":"Lingwei Tong, Robert W. Lindeman, Heide Lukosch, Rory Clifford, Holger Regenbrecht","doi":"10.1145/3647996","DOIUrl":"https://doi.org/10.1145/3647996","url":null,"abstract":"<p>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 <i>adaptability to viewer situations</i> and the <i>coherence to Māori</i> (the indigenous people of New Zealand) <i>storytelling contexts</i> 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 <i>storytelling event</i>, 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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"7 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769835","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Passive Haptics and Conversational Avatars for Interacting with Ancient Egypt Remains in High-Fidelity Virtual Reality Experiences","authors":"Alberto Cannavò, Simona Pacchiotti, Nicola Retta, Martina Terzoli, Roberta Spallone, Fabrizio Lamberti","doi":"10.1145/3648003","DOIUrl":"https://doi.org/10.1145/3648003","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"39 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"What's in a ? Cross-Lingual Topic Detection & Information Retrieval in Archives Portal Europe","authors":"Marta Musso, Kerstin Arnold, Federico Nanni, Beatrice Cannelli","doi":"10.1145/3494572","DOIUrl":"https://doi.org/10.1145/3494572","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"261 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139482899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"“The Spanish Cathedral”, A Prototype of Mobile Application for the Access to the Religious Cultural Heritage of Gothic Hispanic Cathedrals","authors":"Jennifer Carolina Cruz Barbosa, Herbert González Zymla","doi":"10.1145/3640456","DOIUrl":"https://doi.org/10.1145/3640456","url":null,"abstract":"<p>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.</p><p>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.</p><p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"23 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139465159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"How to Arrange Texts and Pictures for Online Visitors? Comparing Basic Ceramic Display Forms with Eye-Tracking","authors":"Xia Zheng, Yicheng Jiang, Hua Cheng, Aiqing Nie","doi":"10.1145/3639938","DOIUrl":"https://doi.org/10.1145/3639938","url":null,"abstract":"<p>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.</p>","PeriodicalId":54310,"journal":{"name":"ACM Journal on Computing and Cultural Heritage","volume":"1 1","pages":""},"PeriodicalIF":2.4,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139471212","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}