2005
DOI: 10.1007/11590323_46
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Personalized Multimedia Information System for Museums and Exhibitions

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Cited by 8 publications
(4 citation statements)
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“…Personalization systems emphasize on tailoring a service or a product in order to accommodate particular individual preferences; presently, many museums and cultural institutions adopt personalization systems in order to offer custom-fit guidance and thus improve visitors' experiences. The work in [13] proposes a multimedia information system that is able to support multiple display devices, is built on top of an application server hosting plentiful digital content, and is presented to visitors in respect to their particular requirements. In [14], the authors demonstrate Future Worlds, a knowledgable game-based environment for cooperative feasibility investigations in science museums that is able to dynamically identify and adjust visitors' specific preferences while touring in the exhibition.…”
Section: Information Systems For Museumsmentioning
confidence: 99%
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“…Personalization systems emphasize on tailoring a service or a product in order to accommodate particular individual preferences; presently, many museums and cultural institutions adopt personalization systems in order to offer custom-fit guidance and thus improve visitors' experiences. The work in [13] proposes a multimedia information system that is able to support multiple display devices, is built on top of an application server hosting plentiful digital content, and is presented to visitors in respect to their particular requirements. In [14], the authors demonstrate Future Worlds, a knowledgable game-based environment for cooperative feasibility investigations in science museums that is able to dynamically identify and adjust visitors' specific preferences while touring in the exhibition.…”
Section: Information Systems For Museumsmentioning
confidence: 99%
“…CI may also be used in a disruptive fashion, aiming to change the way we understand and experience our cultural heritage [2], by enabling us, for example, to create personalized museum experiences [3,4], to discover facets and stories from new or existing cultural heritage data [5][6][7], or to create inter-linked cultural data repositories [8][9][10][11]. While performing these tasks, CI are creating an avalanche of data, produced by a vast number of related activities such as profiling of or feedback from museum and cultural venue visitors [12][13][14][15], social media activity (e.g., posts and comments) related to cultural events [16][17][18][19][20][21][22][23], papers and specialized conferences on the topic [24][25][26][27], and raw data on cultural objects such as artifact descriptions [28][29][30][31]. This data is typically fragmented and distributed among the different stakeholders, while the data management solutions that are involved vary greatly, ranging from simple spreadsheet files for the less tech savvy to typical data stores such as relational databases [32][33][34] or semantically richer knowledge bases [9,10,35,36].…”
Section: Introductionmentioning
confidence: 99%
“…Locative media and the use of mobile devices to enhance and enrich museum visits have been extensively studied [5,12,26,30,36,38,39,52]. On the other hand, museums are promising settings for gamification [47]: mystery and treasure-hunting [11,21] as well as problem solving tasks [4,18,44,47,56] have the potential to engage and entertain.…”
Section: Introductionmentioning
confidence: 99%
“…Museums have been expanding to incorporate technologies that allow visitors a more interactive experience [1]. Interactivity not only further engages users, but also provides the opportunity for continued learning.…”
Section: Introductionmentioning
confidence: 99%