2014
DOI: 10.1109/tvcg.2014.26
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Getting the Point Across: Exploring the Effects of Dynamic Virtual Humans in an Interactive Museum Exhibit on User Perceptions

Abstract: We have created “You, M.D.”, an interactive museum exhibit in which users learn about topics in public health literacy while interacting with virtual humans. You, M.D. is equipped with a weight sensor, a height sensor and a Microsoft Kinect that gather basic user information. Conceptually, You, M.D. could use this user information to dynamically select the appearance of the virtual humans in the interaction attempting to improve learning outcomes and user perception for each particular user. For this… Show more

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Cited by 9 publications
(6 citation statements)
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“…It is notable that the above applications [49,50] and that presented in Rivera-Gutierrez et al [13] are 3D VR installations belonging to technology and science museums. To an extent, they are expositions of advanced technology in themselves, and therefore both enhance the interest in technology and foreground the institutions' pertinence with advancements in ICT and science in general.…”
Section: Discussionmentioning
confidence: 99%
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“…It is notable that the above applications [49,50] and that presented in Rivera-Gutierrez et al [13] are 3D VR installations belonging to technology and science museums. To an extent, they are expositions of advanced technology in themselves, and therefore both enhance the interest in technology and foreground the institutions' pertinence with advancements in ICT and science in general.…”
Section: Discussionmentioning
confidence: 99%
“…A characteristic example is described by Breuss-Schneeweis [11], i a digital human agent in the form of an ancient Celt explains the exhibit smartphone app users scan specific targets at the Salzburg Museum of Celtic H While in these instances users prompt VH narrations by choosing topics, there is sibility for direct communication given the resources such functionality would especially considering the limitations hand-held devices pose in terms of pr power. Users may provide non-verbal input to DHs so that they can provide t apposite narration or information in different ways, apart from gesture comm choosing options from a menu; in Rivera-Gutierrez et al [13], virtual humans as doctors provide lessons on a series of health issues interactively within an instal a Science Museum that provides advice to visitors on issues such as weight loss paper, the surveyed research appears to investigate the potential uses of diffe proaches methodologies and technologies. As outlined in the following Conclus tion, there is scope for future research to aim at combining the strengths of exist often diverging) approaches.…”
Section: Discussionmentioning
confidence: 99%
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