2020
DOI: 10.3390/app10165419
|View full text |Cite
|
Sign up to set email alerts
|

Empowering Museum Experiences Applying Gamification Techniques Based on Linked Data and Smart Objects

Abstract: Museums play a crucial role in preserving cultural heritage. However, the forms in which they display cultural heritage might not be the most effective at piquing visitors’ interest. Therefore, museums tend to integrate different technologies that aim to create engaging and memorable experiences. In this context, the emerging Internet of Things (IoT) technology results particularly promising due to the possibility of implementing smart objects in museums, granting exhibits advanced interaction capabilities. Ga… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
11
0
1

Year Published

2021
2021
2024
2024

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 25 publications
(12 citation statements)
references
References 55 publications
0
11
0
1
Order By: Relevance
“…The design and development of the App were based on the didactic program and all the previous visit experiences following always a bottom-up approach, in fact, all the actors (researchers, museum staff, operators and parents of children/young teenagers with Autism) participated, through planned meetings (specific focus group) for discussing and defining contents and putting together different ideas strictly taking into account the concrete needs of the participants, responded to interviews and questionnaires, and compiled fact sheets for the visitors. According to previous studies on the topic [1,2,4,5,10,11,13,14,15] and past practical directed and undirected experiences already documented [10,11,12], the App is, therefore, the result of a deep analysis and further development of the original entire program (the visual agenda used during the visit, the steps of the museum visit path, and the instruments used for evaluating the overall initiative) using digital technologies.…”
Section: Methodsmentioning
confidence: 99%
“…The design and development of the App were based on the didactic program and all the previous visit experiences following always a bottom-up approach, in fact, all the actors (researchers, museum staff, operators and parents of children/young teenagers with Autism) participated, through planned meetings (specific focus group) for discussing and defining contents and putting together different ideas strictly taking into account the concrete needs of the participants, responded to interviews and questionnaires, and compiled fact sheets for the visitors. According to previous studies on the topic [1,2,4,5,10,11,13,14,15] and past practical directed and undirected experiences already documented [10,11,12], the App is, therefore, the result of a deep analysis and further development of the original entire program (the visual agenda used during the visit, the steps of the museum visit path, and the instruments used for evaluating the overall initiative) using digital technologies.…”
Section: Methodsmentioning
confidence: 99%
“…Internet of Things (IoT) can enhance the fruition experience. Museum installations can be devised by using smart autonomous objects, that are objects augmented with sensing, processing, storing, and actuating capabilities and that can also exchange information with each other [49,50]. It is of interest to consider how AR can give an intuitive way to communicate with IoT objects.…”
Section: Interaction Based On the Visual Channelmentioning
confidence: 99%
“…Semantic Web and Internet of Things (IoT) are exploited in [50] to implement, in a real scenario, an engaging learning mechanism about a cultural heritage site. The approach relies on questions-answers games, where the multiple-choice questions are automatically created by extracting linked data from DBpedia and mining text descriptions about the exhibits.…”
Section: Gamificationmentioning
confidence: 99%
“…López-Martínez et al proposed a low-maintenance gamified smart object platform that uses semantic web technologies to automate the development of questions [ 30 ]. In this scheme, the idea of embedding smart objects in museums, providing exhibitions with advanced interactive capabilities, makes the upcoming Internet of Things (IoT) technology particularly appealing.…”
Section: Related Workmentioning
confidence: 99%