2016
DOI: 10.14236/ewic/eva2016.60
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Real-time Messaging Platforms for Storytelling and Gamification in Museums: A case history in Milan

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Cited by 8 publications
(5 citation statements)
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“…For instance, the ASK mobile app developed by the Brooklyn Museum in 2016 offers visitors the opportunity to ask direct questions about the displays to the 'experts' behind the scenes and receive responses during their visit. Similar dynamics can be found in a fast-emerging body of applications deploying chat-bots, often adopted as an alternative way of providing interpretative content ( Boiano, Cuomo and Gaia, 2016 ;Vassos et al ., 2016 ). Regardless of whether chat-bots respond to questions from the visitors or solicit visitors' responses with a set of prompts, the dialogic interaction happens between a visitor interlocutor and a digital interface retrieving pre-packaged sentences from a database or synthesising new language on a keyword basis.…”
Section: Digital Practices For a Dialogue-driven Museologymentioning
confidence: 61%
“…For instance, the ASK mobile app developed by the Brooklyn Museum in 2016 offers visitors the opportunity to ask direct questions about the displays to the 'experts' behind the scenes and receive responses during their visit. Similar dynamics can be found in a fast-emerging body of applications deploying chat-bots, often adopted as an alternative way of providing interpretative content ( Boiano, Cuomo and Gaia, 2016 ;Vassos et al ., 2016 ). Regardless of whether chat-bots respond to questions from the visitors or solicit visitors' responses with a set of prompts, the dialogic interaction happens between a visitor interlocutor and a digital interface retrieving pre-packaged sentences from a database or synthesising new language on a keyword basis.…”
Section: Digital Practices For a Dialogue-driven Museologymentioning
confidence: 61%
“…The InvisibleStudio team had already experimented with earlier chatbot technology in 2002, while working at the Museum of Science and Technology "Leonardo da Vinci" in Milan (Boiano et al 2016, Boiano & Gaiia 2017a. The process provided important lessons in the development of a chatbot application.…”
Section: House Museums Of Milan: Case Studymentioning
confidence: 99%
“…The chatbot would only be used as a tool or "virtual companion" to help younger audiences solve a game set in the real physical environment of the museum. By engaging teenagers through gamification, it could shift the user's focus from the conversation with the chatbot to the actual exploration of the Museum collections (Boiano 2016, Cawston 2017.…”
Section: House Museums Of Milan: Case Studymentioning
confidence: 99%
“…We present a system that provides a multiplayer puzzle-based game through a conversational interface aimed at simplicity and effectiveness. The system is inspired by previous game-like applications deployed through IM bot platforms [3] and makes use of the peculiar features of these systems to provide a reliable and accessible user experience [15].…”
Section: Contributionmentioning
confidence: 99%
“…A total of 22 game sessions in Italy, Hungary, and Slovakia were played, with 167 teams comprising more than 900 individual participants (3-9 players per team on average). Additional 13 game sessions with 97 teams and more than 500 participants were played after the event 3 .…”
Section: Use-casesmentioning
confidence: 99%