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The balance of attention: challenges of creating locative cultural storytelling experiences

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Abstract

There is a long history of research exploring how augmented and mixed reality systems can be used to support visitors to cultural heritage locations, but the technological or application specific focus of much of this research means that our understanding of how these experiences work is more of a collection of insights, rather than a coherent theory about how the elements of the experience come together. There is a danger that without developing this knowledge further, our systems will be technologically complex, but experientially simplistic. In this paper we explore how one form of mixed reality experience, digital locative storytelling, can impact the experience of place, and in turn how place impacts the experience of story. We have analysed 33 interviews, and 25 participant observations from 12 story deployments at 2 different sites. Our findings confirm that locative storytelling experiences not only impart information to readers, but also help them to rediscover familiar places and see hidden relationships - especially through time. But our findings also show how the success of the experience is reliant on the balance of attention between the virtual and real (the story and the place), and that issues with navigation, social interactions, and technology are problematic because they can disrupt this balance. Digital locative experiences therefore need to be designed carefully in order to create a balance of attention (for example, by aligning the elements of the story with the topology and character of place). We call this a state of Loco-Narrative Harmony, in which place and story are working together and reader attention is balanced, creating an effect that is greater than the sum of its parts.

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Ubiquitous and tangible computing is opening a new panorama for interactive applications in different domains including cultural heritage. To ideate augmented experiences that provide more enjoyable, intrinsically motivating and memorable user experiences, design thinking methods that fuel the imagination and creativity of designers are required. This design can also take profit from software engineering approaches aimed at putting rationality concepts in practice. In this paper we advocate that such complex interactive (eco)systems require a mixed approach where the benefits of both disciplines are taken into account. It is not a question of design thinking versus software engineering, but a challenge to face the process both as people-values-centered and as quality-centered. This was the motivation of the CoDICE (COdesigning DIgital Cultural Encounters) software tool that supports situated, collocated and distributed tasks and adds persistence and traceability to the co-design outcomes so that the design rationale behind the products can be made explicit.
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Location-based systems currently represent a suitable solution to enhance cultural experiences inside museums, as they can satisfy visitors' needs through the provision of contextualized contents and services. In this framework, a promising approach to captivate the attention of teenagers - a hard to please target audience - is represented by mobile serious games, such as playful activities aiming to primarily fulfil educational purposes. The use of a mobile digital tool during the visit definitely discloses new opportunities for contextual learning scenarios; however, so far, only a few studies have analysed the impact of different communication approaches on visitors' degree of exploration and acquisition of knowledge. This work aims to enrich this field of research, presenting the conceptual framework; the design principles; and the evaluation results of "Gossip at palace," a location-based mobile game integrating a storytelling approach. The game was developed for an Italian historical residence to communicate its 18th-century history to teenagers, capitalizing on narrative and game mechanics to foster young visitors' motivations to explore the museum and facilitate their meaning-making process. Following a mixed-methods perspective, the article firstly describes to what extent the components of the application were appreciated by teenagers as well as by other visitor segments. Secondly, it provides an insight on the effectiveness of the game in facilitating the acquisition of historical knowledge by participants, enriched by considerations on the methods to be adopted when evaluating mobile learning in informal educational settings. Thirdly, players' degree of use of the digital game throughout the visit is compared to analogous patterns registered for people using a multimedia mobile guide in the same venue. On the one hand, the study pointed out that the game facilitated a wider exploration of the museum; on the other, it highlighted that players mainly gained a superficial knowledge of the proposed contents.
Article
Visitor studies explore human experiences within museums, cultural heritage sites, and other informal learning settings to inform decisions. Smartphones offer novel opportunities for extending the depth and breadth of visitor studies while considerably reducing their cost and their demands on specialist human resources. By enabling the collection of significantly higher volumes of data, they also make possible the application of advanced machine-learning and visualization techniques, potentially leading to the discovery of new patterns and behaviors that cannot be captured by simple descriptive statistics. In this article, we present a principled approach to the use of smartphones for visitor studies, in particular proposing a structured methodology and associated methods that enable its effective use in this context. We discuss specific methodological considerations that have to be addressed for effective data collection, preprocessing, and analysis and identify the limitations in the applicability of these tools using family visits to the London Zoo as a case study. We conclude with a discussion of the wider opportunities afforded by the introduction of smartphones and related technologies and outline the steps toward establishing them as a standard tool for visitor studies.
Article
This article deals with the design and implementation of an immersive installation where users could gesturally navigate around the wreck of Vrouw Maria, a Dutch merchant ship that sank near the Finnish coast in 1771 and was rediscovered in 1999. The installation was built for the Maritime Museum in Kotka, Finland, and is part of the preservation efforts of the wreck, which still remains underwater. In addition to the cultural heritage aspect, the project was an experiment in holistic user-centered design, where several design methods, such as scenarios, role playing and informance, storyboards, and prototyping, were employed throughout the process in order to envision the final product as well as assess their utility in the scope of immersive installations. The approach we have taken and documented here can be used as a starting point for similar projects where archaeological sites are reconstructed virtually and presented, for example, in a museum setting.
Article
Augmented reality is a new technology that merges the virtual and the real worlds and offers important support in all planning processes. Using mobile devices, planning information can be implemented with smart and participative solutions for a dynamic fruition of cultural heritage [Brondi, R., Carrozzino, M., Tecchia, F., & Bergamasco, M. (2012) Mobile augmented reality for cultural dissemination, in: P. Nesi & R. Santucci (Eds), ECLAP 2012 Conference on Information Technologies for Performing Arts, Media and Entertainment, pp. 113–118 (Firenze: Firenze University Press); Hatzelhoffer, L., et al. (2012) Smart City in Practice: Innovation Lab Between Vision and Reality (Jovis). Technologies are important tools because they make a city smart by making concrete contributions to trigger dynamic processes of place-based development. Three important factors improve urban planning fruition: participation in the early stages of listening and co-design; enlightened governance and new technology. This paper (1) presents the actual possibilities and challenges of augmented reality in the field of cultural heritage, (2) describes a simulation of one case study in a neighbourhood in Cagliari (Italy), by proposing customized paths with the aim of promoting cultural tourism and (3) explains the benefits of using augmented reality in touristic and place-based processes based on the case study.
Conference Paper
This paper looks at the card metaphor used successfully in the Equator Ambient Wood and Chawton House projects to structure and author content as part of innovative school field trips using wireless and ubiquitous technologies. The framework provided by the metaphor is laid out and observations made as to how it has been used by domain experts in creating educational experiences. The trade-off between formalisation and restricting pedagogy is examined and key benefits that the metaphor provides are given
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Because of today's inadequate interaction between tourists, professionals, and citizens, in this paper the simulation of a new form of knowledge management is presented for more effective utilization of cultural heritage sites. The latest technologies allow interaction of previously separate domains of experience: desire, identity, tourism, memory, and marketing. They are the access keys that, starting from the territory, can take the user into other domains, evaluating the entirety of the cultural heritage. In this regard, the paper presents the simulation of a prototype able to go beyond what is currently provided online: tourist paths are offered that are available online and can be downloaded onto mobile devices (smartphones or tablet PCs), thus creating a tour of the local heritage that provides audio-video content. It allows the opportunity to encourage a deeper exploration of cultural heritage.
Article
We apply the HCI concept of trajectories to the design of a sculpture trail. We crafted a trajectory through each sculpture, combining textual and audio instructions to drive directed viewing, movement and touching while listening to accompanying music. We designed key transitions along the way to oscillate between moments of social interaction and isolated personal engagement, and to deliver official interpretation only after visitors had been given the opportunity to make their own. We describe how visitors generally followed our trajectory, engaging with sculptures and making interpretations that sometimes challenged the received interpretation. We relate our findings to discussions of sense-making and design for multiple interpretations, concluding that curators and designers may benefit from considering \'18trajectories of interpretation'.
Article
This study was undertaken to isolate characteristics of interactive exhibits that are particularly effective in attracting and holding the attention of visitors in a science museum. Forty-seven visitors were tracked through two adjacent exhibitions, comprising a total of 61 interactive exhibits. Four exhibit characteristics were identified and examined: technological novelty, user-centeredness, sensory stimulation, and open-endedness. Regression analyses show that two of these characteristics, technological novelty and open-endedness, help to account for the variance in average visitor holding time; these characteristics have positive correlations with the amount of time spent by visitors at exhibits. Nonsignificant results are explained in terms of mitigating environmental and exhibit-related factors. In addition, topics for future study are suggested. © 2003 Wiley Periodicals, Inc. J Res Sci Teach 40: 121–137, 2003
Conference Paper
As computing and communications technologies evolve, there is the potential for new forms of digitally orchestrated interactive narratives to emerge. In this process, balanced attention has to be paid to audience ex- perience, creative constraints, and presence and role of the enabling tech- nology. This paper describes the implementation of HopStory, an interac- tive, location-based narrative distributed in space and time, which was de- signed with this balance in mind. In HopStory, cinematic media is housed within wireless sculptures distributed throughout a building. The audience, through physical contact with a sculpture, collects scenes for later viewing. Inspired by the history of the installation space the narrative relates a day in the life of four characters. By binding the story to local time and space and inviting the audience to wander, we amplify the meaning and impact of the HopStory content and introduce an innovative approach to a day-in-the-life story structure.
Conference Paper
This paper describes the initial stages for the iLand project, a Location Aware Multimedia Story project that captures and exposes the rich oral culture and traditions at the Island of Madeira, using the Madeira main city, Funchal, as a setting to bring a new level of engagement of the audience with the city and its traditional stories. We developed high quality content to be used in an already existing platform to deliver location aware stories. With the story experience carefully designed, an evaluation was carried out in order to expose the opportunities where such systems can be improved. Finally we discuss the results from the evaluation and explain how we will address them in the design of our new system.