Abstract:In recent years there has been a growing interest in the use of multimedia mobile guides in museum environments. Mobile devices have the capabilities to detect the user context and to provide pieces of information suitable to help visitors discover and follow the logical and emotional connections that develop during the visit. In this scenario, location based services (LBS) currently represent an asset, and the choice of the technology to determine users' position, combined with the definition of methods that can effectively convey information, become key issues in the design process. In this work, we present Museum Assistant (MusA), a general framework for the development of multimedia interactive guides for mobile devices. Its main feature is a vision-based indoor positioning system that allows the provision of several LBS, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits according to visitors' personal interest and curiosity. Starting from the thorough description of the system architecture, the article presents the implementation of two mobile guides, developed to respectively address adults and children, and discusses the evaluation of the user experience and the visitors' appreciation of these applications.
Emulating human behaviour is a very desirable characteristic for virtual agents. There is plenty of literature that focuses on a single specific aspect of human behaviour emulation, but it is quite rare to find a collection of implementations encompassing several aspects of the problem. In this work we present VIRTUAL-ME (VIRTUal Agent Library for Multiple Environment), a library that provides programmers with a complete set of classes that assembles various human characteristics and makes it possible to build smart agents. The assessment of the library capabilities to populate a generic virtual environment is also discussed through the analysis of different case studies.
In the last few years, Multitouch and Tangible User Interfaces have emerged as a powerful tool to integrate interactive surfaces and responsive spaces that embody digital information. Besides providing a natural interaction with digital contents, they allow the interaction of multiple users at the same time, thus promoting collaborative activities and information sharing. In particular, these characteristics have opened new exploration possibilities in the edutainment context, as witnessed by the many applications successfully developed in different areas, from children's collaborative learning to interactive storytelling, cultural heritage and medical therapy support. However, due to the availability of different multitouch and tangible interaction technologies and of different target computing platforms, the development and deployment of such applications can be challenging. To this end, in this paper we present GAINE (tanGible Augmented INteraction for Edutainment), a software framework that enables rapid prototyping and development of tangible augmented applications for edutainment purposes. GAINE has two main features. First, it offers developers high-level context specific constructs that significantly reduces the implementation burden. Second, the framework is portable on different operating systems and offers independence from the underlying hardware and tracking technology. In this paper, we also discuss several case studies to show the effectiveness of GAINE in simplifying the development of entertainment and edutainment applications based on multitouch and tangible interaction.
The construction, negotiation and dissemination of cultural heritage in the digital era can take advantage of several approaches, including Virtual Reality (VR). Leveraging on the provision of contextualized multimedia content, VR can foster awareness about the histories of specific times and places, encouraging personal interpretative processes.This paper presents the design, implementation and evaluation of "One Day at the Sands", a VR application aimed at conveying the atmosphere of one of the most famous casinos in Las Vegas from the 1950s onwards. First, we collected a digital database, including a wide range of historical material; then, we developed a presentation medium that allows viewers to navigate the virtual reconstructions and access the archival material following their curiosity and interests. User tests underlined the capability of the application to facilitate a deep and meaningful exploration of the contents reinforcing the argument that virtual reality solutions represent valuable tools to engender awareness and explorative attitudes towards heritage.
Interactive tabletops are gaining an increasing interest since they provide a more natural interaction with digital contents and allow the interaction of multiple users at a time promoting face-to-face collaboration, information sharing and the raise of social experiences. Given the potentialities offered by these devices, several entertainment-edutainment applications based on interactive tabletops have been successfully developed in different areas, from medical therapy support to children's collaborative learning, interactive storytelling and cultural heritage. However, the development of such applications often requires complex technical and implementation skills. Taking this into consideration, in this paper we present GAINE (tanGible Augmented INteraction for Edutainment), a software framework aimed at the rapid prototyping and development of interactive tabletop games. GAINE offers developers context specific high-level constructs and a simple scripting language that simplifies the implementation task. The framework is portable on different operating systems and offers independence from the underlying hardware. Two practical case studies are thoroughly discussed to show how GAINE can simplify the development of interactive tabletop applications in the entertainment and edutainment contexts.
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