1,449
views
0
recommends
+1 Recommend
1 collections
    4
    shares

      UK Computing Summit 2025: Navigating change (surviving and beyond) - 29-30 April @ Sheffield Hallam University - Register here.

      scite_
      0
      0
      0
      0
      Smart Citations
      0
      0
      0
      0
      Citing PublicationsSupportingMentioningContrasting
      View Citations

      See how this article has been cited at scite.ai

      scite shows how a scientific paper has been cited by providing the context of the citation, a classification describing whether it supports, mentions, or contrasts the cited claim, and a label indicating in which section the citation was made.

       
      • Record: found
      • Abstract: found
      • Conference Proceedings: found
      Is Open Access

      Towards Game-Guided Exploration Systems for Self-Facilitated Exhibitions

      Published
      proceedings-article
      Proceedings of EVA London 2019 (EVA 2019)
      Electronic Visualisation and the Arts
      8 - 11 July 2019
      Design, Human factors, Museum, Human-Computer Interaction, Playful interaction, Gamification
      Bookmark

            Abstract

            Content

            Author and article information

            Contributors
            Conference
            July 2019
            July 2019
            : 164-171
            Affiliations
            [0001]Aalborg University Teglgaards Plads 1, 11th fl., rm. 11.01 Denmark
            Article
            10.14236/ewic/EVA2019.32
            eb41a20d-9d0d-4d63-8c69-bffd0d13a273
            © Krishnasamy. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2019, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2019
            EVA 2019
            London, UK
            8 - 11 July 2019
            Electronic Workshops in Computing (eWiC)
            Electronic Visualisation and the Arts
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2019.32
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Museum,Human-Computer Interaction,Playful interaction,Gamification,Design,Human factors

            REFERENCES

            1. 2015 Micro-augmentations: situated calibration of a novel non-tactile, peripheral museum technology 229 234 ACM Press https://doi.org/10.1145/2801948.2801959

            2. 2007 REXplorer: A Mobile, Pervasive Spell-casting Game for Tourists CHI ’07 Extended Abstracts on Human Factors in Computing Systems 1929 1934 New York, NY, USA ACM https://doi.org/10.1145/1240866.1240927

            3. 2008 Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists Pervasive Computing 5013 244 261 Berlin, Heidelberg Springer Berlin Heidelberg https://doi.org/10.1007/978-3-540-79576-6_15

            4. 2005 Co-experience: user experience as interaction CoDesign 1 1 5 18 https://doi.org/10.1080/15710880412331289917

            5. 2011 Museums at Play: Games, Interaction and Learning Edinburgh MuseumsEtc

            6. 2009 Museum Fatigue: A Critical Review Visitor Studies 12 2 93 111 https://doi.org/10.1080/10645570903203406

            7. 1996 An Overview of Visitor Studies Journal of Museum Education 21 3 6 10 https://doi.org/10.1080/10598650.1996.11510329

            8. 2015 Apply an Augmented Reality in a Mobile Guidance to Increase Sense of Place for Heritage Places Educational Technology & Society 18 2 166 178

            9. 2011 Methodologies for Evaluating Player Experience in Game Play HCI International 2011 - Posters’ Extended Abstracts 118 122 Springer Berlin, Heidelberg https://doi.org/10.1007/978-3-642-22098-2_24

            10. 2018 Multisensory interactive storytelling to augment the visit of a historical house museum Proceedings of the 2018 Digital Heritage International Congress IEEE http://shura.shu.ac.uk/22646/ retrieved 18 March 2019 )

            11. Ericsson Mobility Report – MWC 2019 28

            12. 2000 Learning from museums: visitor experiences and the making of meaning Walnut Creek, CA AltaMira Press

            13. 2009 Critical play: radical game design Cambridge, Mass. London, England MIT Press

            14. 2008 Being human: human-computer interaction in the year 2020 Cambridge, England Microsoft Research

            15. 2004 MDA: A formal approach to game design and game research Proceedings of the AAAI Workshop on Challenges in Game AI 4 http://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf retrieved 18 March 2019 )

            16. 2010 Studying PH.A.N.T.O.M. in the Wild: A Pervasive Persuasive Game for Daily Physical Activity Presented at the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, Association for Computing Machinery https://doi.org/10.1145/1952222.1952228

            17. 2016 Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum Information and Communication Technologies in Tourism 2016 621 635 Cham Springer International Publishing https://doi.org/10.1007/978-3-319-28231-2_45

            18. 2018 Design challenges in promoting inclusion for cultural heritage contents through low cost technology DS 91: Proceedings of NordDesign 2018, Linköping, Sweden, 14th – 17th August 2018 https://www.designsociety.org/publication/40914/Design+challenges+in+promoting+inclusion+for+cultural+heritage+contents+through+low+cost+technology retrieved 18 March 2019 )

            19. 2016 Project 07: Self-facilitation in Automated Exhibition Sites (Research Proposal) Aalborg University http://ourmuseum.dk/projects/programme-projects/unmanned-exhibition-sites/ retrieved 18 March 2019 )

            20. 2018 Integrating Smart Objects into Self- Guided Exhibitions: Challenges of Supporting Self-Guided Exhibitions through Nonidiomatic Technologies 6

            21. 2012 Ubiquitous Display Environments: An Overview Ubiquitous Display Environments 1 6 Springer Berlin, Heidelberg https://doi.org/10.1007/978-3-642-27663-7_1

            22. 2015 An integrative framework for extending the boundaries of the museum visit experience: linking the pre, during and post visit phases Information Technology & Tourism 15 1 17 47 https://doi.org/10.1007/s40558-014-0018-4

            23. 2012 Museum finances: challenges beyond economic crises Museum Management and Curatorship 27 1 1 15 https://doi.org/10.1080/09647775.2012.644693

            24. 2016 User Experience Dimensions: A Systematic Approach to Experiential Qualities for Evaluating Information Interaction in Museums Proceedings of the 2016 ACM on Conference on Human Information Interaction and Retrieval 81 90 ACM http://dl.acm.org/citation.cfm?id=2854965 retrieved 18 March 2019 )

            25. 1993 Planning for People in Museum Exhibitions Washington, DC Assn of Science Technology Ctr

            26. “Floyd,” 2011 Designing sports: a framework for exertion games Proceedings of the 2011 annual conference on Human factors in computing systems – CHI ’11 2651 Vancouver, BC, Canada ACM Press https://doi.org/10.1145/1978942.1979330

            27. N, N. 2017 Museums as Economic Engines: A National Report 34

            28. Our Museum 2016 Our Museum Retrieved March 18 2019 http://ourmuseum.dk/ retrieved 18 March 2019 )

            29. 2014 Economic impact of museums University of Vaasa Levon Institute

            30. 2006 Moving on from Weiser’s Vision of Calm Computing: Engaging UbiComp Experiences UbiComp 2006: Ubiquitous Computing 4206 404 421 Berlin, Heidelberg Springer Berlin Heidelberg https://doi.org/10.1007/11853565_24

            31. 2013 A Conceptual Regulatory Framework for the Design and Evaluation of Complex, Participative Cultural Planning Strategies: A strategic framework for cultural planning International Journal of Urban and Regional Research 37 5 1688 1706 https://doi.org/10.1111/j.1468-2427.2012.01159.x

            32. 2010 The Social Work of Museums 1 edition London; New York Routledge

            33. 2010 The participatory museum Santa Cruz California Museum 2.0

            34. 2008 Museerne i den danske oplevelsesøkonomi Samfundslitteratur

            35. 2003 Rules of play: game design fundamentals Cambridge, Mass MIT Press

            36. 1991 Disneyland and the Future of Museum Anthropology American Anthropologist 93 1 149 153

            37. 2002 January 1) Turn Customer Input into Innovation Harvard Business Review January 2002 https://hbr.org/2002/01/turn-customer-input-into-innovation retrieved 18 March 2019 )

            38. 2009 Kurio: a museum guide for families Proceedings of the 3rd International Conference on Tangible and Embedded Interaction 215 222 ACM http://dl.acm.org/citation.cfm?id=1517712 retrieved 18 March 2019 )

            39. 2019 Human-exhibition interaction (HEI) in designing exhibitions: A systematic literature review International Journal of Hospitality Management 77 292 302 https://doi.org/10.1016/j.ijhm.2018.07.009

            40. 2013 Understanding the role of affect in producing a critical pedagogy for history museums Museum Management and Curatorship 28 3 255 271 https://doi.org/10.1080/09647775.2013.807998

            Comments

            Comment on this article