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Exploring the Next Phase of Situated and Interactive Docents for XR Exhibitions: From the Perspective of Knowledge Delivery

Taylor & Francis
International Journal of Human-Computer Interaction
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Book
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As the Internet and information and communications technology have deeply penetrated our daily lives and entered mainstream culture in our societies, the domain and roles of virtual exhibitions have expanded, making them the centre of museum activities. Such exhibitions are used as a communication medium in various areas, particularly for communication with diverse visitors. Therefore, this study was conducted to understand factors affecting visitor communication and their influences on virtual exhibitions, an interdisciplinary and integrated design field, from a macroscopic perspective through literature review. Factors affecting communication were broadly divided into personal, social, content, and environmental factors, which are individually reviewed in detail. This article develops design guidelines for systematic and theoretically grounded research on virtual exhibitions. The guidelines can also help ensure effective communication between visitors and virtual exhibitions.
Conference Paper
We present Mini-Me, an adaptive avatar for enhancing Mixed Reality (MR) remote collaboration between a local Augmented Reality (AR) user and a remote Virtual Reality (VR) user. The Mini-Me avatar represents the VR user's gaze direction and body gestures while it transforms in size and orientation to stay within the AR user's field of view. A user study was conducted to evaluate Mini-Me in two collaborative scenarios: an asymmetric remote expert in VR assisting a local worker in AR, and a symmetric collaboration in urban planning. We found that the presence of the Mini-Me significantly improved Social Presence and the overall experience of MR collaboration.
Article
This paper seeks to define museum communication as a useful concept and process by applying storytelling as a way of identifying museums’ interpretation, relevance and meaning-making focus. Although museums are very familiar with these terms, their impact on how museums communicate has rarely been defined. The paper offers a theoretical definition of museum communication and seeks to implement this in museum practice through the concept of storytelling and the way it influences internal and external museum communication. Defining a clear museum communication requires defining individual practices and approaches at museums as well. For the individual museum this can be approached by stating a clear museum communication definition but more importantly through empirical elements of storytelling. How museums define their communication and form narratives will impact both internal and external practices.
Article
he evolving technologies of the game engines and the Web have reached a level of maturity that enables them to contribute significantly to the long-celebrated blending of culture and education with gaming. In this work, we present DynaMus, an innovative fully dynamic Web-based virtual museum framework that relies entirely on users’ creativity and on the exploitation of the rich content in distributed Web resources. DynaMus is able to connect to popular repositories, such as Europeana and Google, and retrieve content that can be used in creating virtual exhibitions. It exploits modern Web technologies such as open linked data in an attempt to move towards the semantic Web by exploiting the abundance in data availability. DynaMus provides a complete authoring interface, in which anyone can easily create customised virtual exhibitions, while guaranteeing an engaging experience by relying on modern game engine technologies. The concept easily connects to educational settings as has been illustrated by case studies, one of which is presented in this paper.
Article
During the development of exhibition narratives, traditional ‘eyes-on’ exhibitions and interactive ‘hands-on’ exhibitions are currently widely used in museums for delivering information and establishing dialogue. Although ‘hands-on’ exhibitions were heavily promoted on account of being more advanced than ‘eyes-on’ exhibitions in terms of meeting new requirements of the visitors, both types actually represent the same nature of structuralism that do not offer the visitors much flexibility on self-interpretation. In the field of philosophy, the theory of structuralism, being heavily critiqued by its restriction on free reading and understanding, has been widely challenged by the theory of deconstruction since the 1960s. Correspondingly, a new type of exhibition known as ‘minds-on’, as a prototype to offer the visitors genuine freedom of appreciating the exhibition with their own understanding, could be considered as a new frontier of exhibition design.