Abstract:In this paper, we present an application for character-based guided tours on mobile devices. The application is based on the Dramatour methodology for information presentation, which incorporates a dramatic attitude in character-based presentations. The application has been developed for a historical site and is based on a virtual character, "Carletto", a spider with an anthropomorphic aspect, who engages in a dramatized presentation of the site. Content items are delivered in a location-aware fashion, relying… Show more
“…At exit time, a personalized summary was generated, hinting at what seemed to be most interesting content for the visitor and suggesting future activities. A more affective interaction, though not personalized, was sought by Damiano et al (2008), where "Carletto" (a spider character) dramatized the presentations for visitors, moving away from the idea of "guiding" toward a more engaging "storytelling" approach.…”
Section: On the Go: Tablet Pda And Phones Wearable And Tangiblementioning
“…At exit time, a personalized summary was generated, hinting at what seemed to be most interesting content for the visitor and suggesting future activities. A more affective interaction, though not personalized, was sought by Damiano et al (2008), where "Carletto" (a spider character) dramatized the presentations for visitors, moving away from the idea of "guiding" toward a more engaging "storytelling" approach.…”
Section: On the Go: Tablet Pda And Phones Wearable And Tangiblementioning
“…An evaluation with 110 museum visitors offered encouraging results, concluding that major components of their personalisation technology were suitable for use by the general museum public (Stock et al 2007). Another promising evaluation of a virtual character guiding exhibition visitors is reported by Damiano et al (2008). Beyond guiding the user through an exhibition, adaptation and context-awareness can also be applied for changing the user's exhibition environment itself.…”
Section: Personalisation In the Cultural Heritage Domainmentioning
The increasing availability of (digital) cultural heritage artefacts offers great potential for increased access to art content, but also necessitates tools to help users deal with such abundance of information. User-adaptive art recommender systems aim to present their users with art content tailored to their interests. These systems try to adapt to the user based on feedback from the user on which artworks he or she finds interesting. Users need to be able to depend on the system to competently adapt to their feedback and find the artworks that are most interesting to them. This paper investigates the influence of transparency on user trust in and acceptance of content-based recommender systems. A between-subject experiment (N = 60) evaluated interaction with three versions of a content-based art recommender in the cultural heritage domain. This recommender system provides users with artworks that are of interest to them, based on their ratings of other artworks. Version 1 was not transparent, version 2 explained to the user why a recommendation had been made and version 3 showed a rating of how certain the system was that a recommendation would be of interest to the user. Results show that explaining to the user why a recommendation was made increased acceptance of the recommendations. Trust in the system itself was not improved by transparency. Showing how certain the system was of a recommendation did not influence trust and acceptance. A number of guidelines for design of recommender systems in the cultural heritage domain have been derived from the study's results.
“…The reasoning engine that drives the guidance system on the tabletop (described below) thus functions essentially as a knowledgebased recommender, helping the "reader" move through the story in a coherent manner. As a result, the intelligence techniques used in the system are most similar to those used in recommender systems in educational and informational applications, where the goal is to present a static body of content to the user in an intelligent and dynamic manner based on her choices and actions (Hatala and Wakkary 2005;Damiano et al 2008;Hatala et al 2009). …”
This article presents a case study of an adaptive, tangible storytelling system called "The Reading Glove". The research addresses a gap in the field of adaptivity for ubiquitous systems by taking a critical look at the notion of "adaptivity" and how users experience it. The Reading Glove is an interactive storytelling system featuring a wearable, glove-based interface and a set of narratively rich objects. A tabletop display provides adaptive recommendations which highlight objects to select next, functioning as an expert storytelling system. The recommendation engine can be run in three different configurations to examine the effects of different adaptive methods. The study of the design process as well as the user experience of the Reading Glove allows us to develop a deeper understanding of the experience of adaptivity that is useful for designers of intelligent systems, particularly those with ubiquitous and tangible forms of interaction.
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