Ecscw 2003 2003
DOI: 10.1007/978-94-010-0068-0_10
|View full text |Cite
|
Sign up to set email alerts
|

Assembling History

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

0
5
0

Year Published

2011
2011
2020
2020

Publication Types

Select...
5
1
1

Relationship

1
6

Authors

Journals

citations
Cited by 42 publications
(5 citation statements)
references
References 11 publications
0
5
0
Order By: Relevance
“…[11] and [10] describe some early explorations of the use of ubiquitous computing and mixed reality technologies in, respectively, a castle and a personal collection, giving particular attention to the design of trajectories through multiple interactive 'loci' -an emphasis given further analysis by [2]. [8] has been particularly concerned to draw upon 'place geography' in design work in museum and heritage sites to create characterful and meaningful hybrid digital artefacts within them.…”
Section: The Museum and Exhibition Contextmentioning
confidence: 99%
See 1 more Smart Citation
“…[11] and [10] describe some early explorations of the use of ubiquitous computing and mixed reality technologies in, respectively, a castle and a personal collection, giving particular attention to the design of trajectories through multiple interactive 'loci' -an emphasis given further analysis by [2]. [8] has been particularly concerned to draw upon 'place geography' in design work in museum and heritage sites to create characterful and meaningful hybrid digital artefacts within them.…”
Section: The Museum and Exhibition Contextmentioning
confidence: 99%
“…The richness and nuanced complexity of behaviours around interactives in cultural settings have been noted by many authors [e.g 2,10,11,14,15,19,21,22]…”
mentioning
confidence: 98%
“…This technological approach can substantially enhance the traditional museum experience and promote a higher level of visitor engagement in museums [6]. Such user activities may include playing games like treasure hunts [7], "Horus" [8], "Intrigue at the museum" [9], or the collection of souvenirs and photos [10]. This interactive approach is intrinsic in enhancing the overall museum experience as the majority of visitors seek highly entertaining and engaging attractions [6,11].…”
Section: Introductionmentioning
confidence: 99%
“…Lastly, we report on some first preliminary user testing carried out with young gamers and users and provide some concluding remarks and indications for future work. The evolution of smartphones and tablets with technologies like GPS, gyroscopes, accelerometers and AR enables the development of a new generation of games with great potential to be applied in location-based experiences [9]. For instance, gamified tour experiences can be tailored to visitors by calculating their position and orientations.…”
Section: Introductionmentioning
confidence: 99%
“…Examples include, Mehringplatz neighbourhood in Berlin [12] or the convent of São Francisco in Funchal [13] helping not only in the narrative of the stories but also facilitating acquisition of knowledge in regards to the physical space. In addition, many experiences are designed to work using different platforms that complement the participant interaction within the physical space, making connections between displays, context-aware, storytelling, and historical events [9]. Recently several research projects developed around context-aware experiences and personalising edutainment in cultural heritage grounds.…”
Section: Introductionmentioning
confidence: 99%