2014
DOI: 10.1145/2584250
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Experiments with Mobile Drama in an Instrumented Museum for Inducing Conversation in Small Groups

Abstract: Small groups can have a better museum visit when that visit is both a social and an educational occasion. The unmediated discussion that often ensues during a shared cultural experience, especially when it is with a small group whose members already know each other, has been shown by ethnographers to be important for a more enriching experience. We present DRAMATRIC, a mobile presentation system that delivers hourlong dramas to small groups of museum visitors. DRAMATRIC continuously receives sensor data from t… Show more

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Cited by 25 publications
(12 citation statements)
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References 27 publications
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“…These works typically are organized into a comparative evaluation, like the work of Ijaz et al (2016) who conducted an evaluation study of their proposed system (virtual world, city of Uruk) with three groups of students (n=20) who used the system in contrast to a book and a video. In addition, some systems investigate user engagement (9.4%, 5/53), although this is not always explicitly declared as such but with statements like 'increased conversations among groups of users' for the case of DRAMATRIC, a mobile presentation system that delivers hour-long dramas to small groups of museum visitor (Callaway et al 2014); or 'usage time' for the case of the installation for the visualization of a 3D reconstruction of a castle chapel (Madsen and Madsen, 2016).…”
Section: Methods Of Empirical Evaluationmentioning
confidence: 99%
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“…These works typically are organized into a comparative evaluation, like the work of Ijaz et al (2016) who conducted an evaluation study of their proposed system (virtual world, city of Uruk) with three groups of students (n=20) who used the system in contrast to a book and a video. In addition, some systems investigate user engagement (9.4%, 5/53), although this is not always explicitly declared as such but with statements like 'increased conversations among groups of users' for the case of DRAMATRIC, a mobile presentation system that delivers hour-long dramas to small groups of museum visitor (Callaway et al 2014); or 'usage time' for the case of the installation for the visualization of a 3D reconstruction of a castle chapel (Madsen and Madsen, 2016).…”
Section: Methods Of Empirical Evaluationmentioning
confidence: 99%
“…Another considerable number of systems allow users to identify POIs in urban cultural sites as well as inside buildings of cultural value (15.1%, 8/53), like the work of Duguleana et al (2016) who present a mobile application that allows outdoor exploration of the Leaning Tower of Pisa (Italy) and the nearby Cathedral and the Baptistery, throughout different periods of time. In addition, several systems present to the user some kind of fiction or plot (13.2%, 7/53), like DRAMATRIC (Callaway et al 2014), which is a mobile presentation system that delivers hour-long dramas to small groups of museum visitors.…”
Section: Interactive Systems Of Cultural Heritagementioning
confidence: 99%
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“…Visitors preferences have been studied [13], and more engaging approaches have been proposed for stimulating the visitor interests by using presentations such as film or drama [14]. The drama was adapting to the visitors so that different available independent drama segments were played to be group based on characteristics of the group of visitors, the specific context of the visit, and implicit input from the visitors themselves.…”
Section: Unconventional Interfaces For Art Accessibilitymentioning
confidence: 99%
“…The value of social interactions during cultural visits is advocated in several museum studies [1]. Aiming to foster verbal communication between a pair or group of visitors, research and commercial works have exploited a variety of techniques, ranging from synchronized audio listening [2,3], to creating shared projection spaces [4,6], or/and offering content variations on the mobile phones of the group members [5,6] to promote information exchange between the participants. Several group games have also been proposed to that end, ranging from short quizzes, puzzles and shared "enigmas" [13,16], to scavenger hunt and role-playing approaches [14, 15,18] or collaborative story crafting [17].…”
Section: Introductionmentioning
confidence: 99%