Museum Guides Research Papers - Academia.edu (original) (raw)

The aim of this paper is to explore the content and the purpose of the creation of the 57-page museum guidebook for a museum within a videogame, namely the Leyendecker Museum created for the videogame of Dagger of Ammon Ra 1992. Our... more

The aim of this paper is to explore the content and the purpose of the creation of the 57-page museum guidebook for a museum within a videogame, namely the Leyendecker Museum created for the videogame of Dagger of Ammon Ra 1992. Our methodology relates to the presentation and content analysis of the Leyendecker Museum guidebook, aiming to investigate the need for such a museum guidebook for the imaginary museum within the given videogame. Results show that the Leyendecker Museum guidebook does not contribute directly towards the plot of the game, nor it helps players to advance in the game. It serves as an extra read towards better understanding of the imaginary Leyendecker Museum institution and it offers extra game-related material within the videogame, similar to further readings or audio files. Next research steps relate to define and addressing the role(s) of such museum guidebooks and their impact to gamers, as well as connections to museology and game studies. This work is part of the 'Museums in Popular Videogames' research project, directed by the authors and run by the

Abstract. This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and... more

Abstract. This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and interaction, accessible via tangible user interfaces. Families engage in an educational game where family members are assigned individual challenges and their progress is monitored and coordinated by the family member with a PDA. After each round of challenges, the family returns to a tabletop ...

We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype... more

We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning.

Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing... more

Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work we present a user study with ten experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. Firstly, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences.

This paper examines the current state of museum guide technologies and applications in order to develop an analytical foundation for future research on an adaptive museum guide for families. The analysis focuses on three critical areas of... more

This paper examines the current state of museum guide technologies and applications in order to develop an analytical foundation for future research on an adaptive museum guide for families. The analysis focuses on three critical areas of interest in considering group and social interaction in museums: tangibility  the role of tangible user interfaces; interaction  visit types and visit flows; and adaptivity  user modeling approaches. It concludes with a discussion of four interrelated trajectories for interactive museum guide research including embodied interaction, gameplay, transparent and opaque interaction and the role of personal digital assistants.

We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype... more

We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning.

We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype... more

We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning.

Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing... more

Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work, we present a user study with 10 experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. First, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a...

Abstract. This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and... more

Abstract. This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and interaction, accessible via tangible user interfaces. Families engage in an educational game where family members are assigned individual challenges and their progress is monitored and coordinated by the family member with a PDA. After each round of challenges, the family returns to a tabletop ...

This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and interaction,... more

This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and interaction, accessible via tangible user interfaces. Families engage in an educational game where family members are assigned individual challenges and their progress is monitored and coordinated by the family member with a PDA. After each round of challenges, the family returns to a tabletop display to review their progress. In this paper we present the overall evaluation result of Kurio and, using the model discovery approach, we determine which experience structuring factors have a substantial influence on the learning experience.