2024
DOI: 10.1145/3631132
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Smart Objects and Replicas: A Survey of Tangible and Embodied Interactions in Museums and Cultural Heritage Sites

Daniele Duranti,
Davide Spallazzo,
Daniela Petrelli

Abstract: Tangible and Embodied interactions are areas of research within HCI and Interaction design. They refer to a way in which interacting with computer systems is closer to the way we interact with the real world. Instead of using devices such as a computer or a phone, we interact using seemingly non-technological objects, by moving our bodies or by using gestures. Since the early 2000s, tangible and embodied interactions have been applied and researched also in Cultural Heritage and museums, in an attempt to overc… Show more

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Cited by 5 publications
(2 citation statements)
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“…The main example of XR-based approaches is the Mastic Museum on Chios Island, which is also related to food processing and is located on a Greek island [5]. In both cases, albeit to a different degree, virtual humans play an essential role, chiefly through the provision of narrative or as guides, in enhancing visitors' engagement through interactive, multimodal communication [4]. In both instances, virtual humans are dressed as workers of the time, and in the case of Nomikos Museum, they provide narrations through tablets mounted on static tripod bases.…”
Section: Background and Related Work 21 Related Case Studiesmentioning
confidence: 99%
See 1 more Smart Citation
“…The main example of XR-based approaches is the Mastic Museum on Chios Island, which is also related to food processing and is located on a Greek island [5]. In both cases, albeit to a different degree, virtual humans play an essential role, chiefly through the provision of narrative or as guides, in enhancing visitors' engagement through interactive, multimodal communication [4]. In both instances, virtual humans are dressed as workers of the time, and in the case of Nomikos Museum, they provide narrations through tablets mounted on static tripod bases.…”
Section: Background and Related Work 21 Related Case Studiesmentioning
confidence: 99%
“…ICT is used to support heritage research and to provide education and entertainment. The advancements in technology provide museums with a wide range of available solutions, such as eXtended Reality apps and digital storytelling [1], that dramatically enhance users' ability to enjoy more interactive, appealing, and inclusive museum experiences, especially for audiences who are using smart devices in their everyday lives as means of communicating and gaining access to information [2][3][4]. Moreover, over the last decades, ICT has allowed the contextualization and linking of cultural heritage datasets via innovative methods and tools, making it possible to stimulate archaeological research using open content and linked data.…”
Section: Introductionmentioning
confidence: 99%