
Angeliki ChrysanthiUniversity of the Aegean · Department of Cultural Technology and Communication
Angeliki Chrysanthi
PhD
Researches and teaches Digital Heritage & Digital Culture
About
31
Publications
8,829
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225
Citations
Citations since 2017
Introduction
I'm a (Digital) Heritage researcher particularly keen on interdisciplinary and collaborative projects that challenge the barriers of digital technologies in order to explore critical questions in my field as well as the broader arts and humanities and vice versa. I research, teach and publish consistently in subject areas around digital culture and interactive storytelling, user interface design, visitor behaviour and CH experiences.
Publications
Publications (31)
During the COVID 19 pandemic, cultural institutions were severely affected. To this end, they made an effort to enhance their online presence and online activity became the main way of approaching the public. Although the social aspects of a physical visit are well acknowledged and valued today, they nevertheless seemed to be largely neglected in t...
Digital storytelling is one resource museums have in hand for enriching their offer to audiences and society at large. But how is the museum to author digital storytelling experiences that cater to various needs while maintaining scientific integrity? In this paper, we report on a series of experiences involving the creation of several interactive...
Although abundant research work has been published in the area of path recommendation and its applications on travel and routing topics, scarce work has been reported on context-aware route recommendation systems aimed to stimulate optimal cultural heritage experiences. This paper tries to address this issue, by proposing a personalized and content...
Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systemat...
One of the most undertheorised and unimaginatively conducted aspects of Archaeological Heritage Management (AHM) is planning for on-site visitor movement. The identified under-theorisation and limitation of methodologies for assessing, conceiving and planning archaeological walks was the launching point of this research endeavour. This research aim...
Recent advances in information and communication technologies have enabled the design and implementation of novel applications that highlight the social role of disseminating Cultural Heritage. So far, different approaches have created a rich pallet of design options where users experience sociality whether they are spatially close to each other or...
Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gam...
Digital storytelling has been extensively used in cultural heritage sites with the aim to construct knowledge about the past and promote its significance to the present. From the body of research and practical implementations that are concerned with hybrid forms of storytelling in cultural heritage sites, only a few systematically explore the inter...
Digital storytelling has been extensively used in cultural heritage sites with the aim to construct knowledge about the past and promote its significance to the present. From the body of research and practical implementations that are concerned with hybrid forms of storytelling in cultural heritage sites, only a few systematically explore the inter...
The museum visit is a collaborative activity: people typically visit museums in social groups, and conversation between group members has been highlighted as a key aspect for an engaging visitor experience. In this work, we detail initial findings and experience results from the design and evaluation of a group-based digital storytelling journey, w...
In this work we report on a recent user study where 20 couples experienced in a laboratory setting an interactive, mobile-based, digital story for an archaeological site. We describe the design of the experience and analyze our approach with regard to a design framework that was recently proposed for collocated interaction in mobile experiences. We...
Video recording is increasingly becoming a favourable medium in archaeological research, particularly as an unconventional documentation tool that captures the elusive processes of ongoing interpretation in an audiovisual format. Our research forms part of the Personal Architectonics Through INteraction with Artefacts (PATINA) project, a project fo...
Abstract
In this research paper, we argue that patterns emerging from the interaction between visitor movement and archaeological space open up new ways of understanding such spaces and thus, provide insights to inform interpretive design at a conceptual and practical level. In addition, we postulate that hybrid spaces call for the employment of h...
Capturing data is a key part of archaeological practice, whether for preserving records or to aid interpretation. But the technologies used are complex and expensive, resulting in time-consuming processes associated with their use. These processes force a separation between ongoing interpretive work and capture. Through two field studies we elicit...
CAA is the foremost conference on digital archaeology, and this volume offers a comprehensive and up-to date reference to the state of the art. This volume contains a selection of the best papers presented at the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA), held in Southampton from 26 to 29 March 20...
Within the research communities of archaeological computing and museum studies there has been vivid discussion concerning the virtual imagery produced in archaeological research, as well as the technologies and modes employed for public engagement and outreach. A significant number of collaborative projects are exploring the potential of Mixed Real...
The scope of the book aims to build on previous
approaches to archaeological method and theory, and
place emphasis on the fact that archaeological computing,
with its wide range of applications and methodologies,
has gradually become central to most archaeological
practice. Yet archaeological computing is still seen as a
set of tools, which provide...
This paper describes on-going research investigating movement and behaviour patterns of visitors in archaeological sites as a way of informing interpretive planning. A critical point of this study was the development of a hybrid methodology for collecting and assessing data on visitor movement around archaeological sites and of the things that visi...
In this paper we are presenting a tangible prototype interface for Cultural Heritage dissemination in Mixed Reality (MR) environments. Drawing from previous work on MR (Billinghurst et al. 2001), this study aims to explore alternative and interactive modes of engaging the public with archaeological information and suggests that early stage user eva...
Planning archaeological walks constitutes an important aspect of archaeological heritage management, particularly in the case of prehistoric sites which lack sufficient interpretation. This paper is part of an on-going research which attempts to introduce a hybrid model for managing movement around archaeological sites. Drawing upon the case of Min...