2020 16th International Conference on Intelligent Environments (IE) 2020
DOI: 10.1109/ie49459.2020.9154911
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Gamified Smart Objects for Museums Based on Automatically Generated Quizzes Exploting Linked Data

Abstract: Museums have become through time the cultural conscience of nations by preserving cultural heritage. Although cultural heritage provides a valuable form of learning about mankind, the display of exhibits might not pique visitors' interest. In order to provide engaging and appealing experiences, museums have integrated a number of technologies in their environments. Particularly, there are promising results with the emerging Internet of Things (IoT) technology, enabling the implementation of smart objects to gr… Show more

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Cited by 2 publications
(1 citation statement)
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“…Even with the impossibility of a coherent set of categories for the use of technologies, the authors elected that it would be relevant to understand what tools are in use within gamification projects for cultural heritage. As such, using content analysis, the study opted to solely indicate the technology described in each publication (Table 3), with the following results: In addition, ten other technologies were mentioned only by one of the publications: Head-mounted display [30], Smart Objets [31], Cloud [33], HoloLens and Mixed Reality [89], Internet of Things (IoT) [78], Robotics [66], Radio-Frequency Identification (RFID) technology [66], Multiplatform application [66] and Tangible User Interfaces (TUIs) [76].…”
Section: Q4 What Technologies Were Used In the Gamification Project?mentioning
confidence: 99%
“…Even with the impossibility of a coherent set of categories for the use of technologies, the authors elected that it would be relevant to understand what tools are in use within gamification projects for cultural heritage. As such, using content analysis, the study opted to solely indicate the technology described in each publication (Table 3), with the following results: In addition, ten other technologies were mentioned only by one of the publications: Head-mounted display [30], Smart Objets [31], Cloud [33], HoloLens and Mixed Reality [89], Internet of Things (IoT) [78], Robotics [66], Radio-Frequency Identification (RFID) technology [66], Multiplatform application [66] and Tangible User Interfaces (TUIs) [76].…”
Section: Q4 What Technologies Were Used In the Gamification Project?mentioning
confidence: 99%