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2007
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9 pages
1 file
Abstract Nowadays, technology enables museums to become" active". Shortly, museum visitors will be equipped with smart personal devices and the museum environment will be able to interact proactively with them, offering them various services. Visitors often tend to visit museums in groups, mainly with family or friends, yet most of today mobile museum guides focus on supporting the individual visitor.
IEEE International Conference on Software-Science, Technology & Engineering (SwSTE'07), 2007
Nowadays, technology enables museums to become "active". Shortly, museum visitors will be equipped with smart personal devices and the museum environment will be able to interact proactively with them, offering them various services. Visitors often tend to visit museums in groups, mainly with family or friends, yet most of today mobile museum guides focus on supporting the individual visitor. Current museum visitor guides and other mobile guides described in the literature sometimes allow interaction between visitors. Such interaction, especially in museums may enhances the overall visit experience. These specific communication services can be abstracted to a general set of context-aware communication services. This paper presents an abstract definition of context-aware communication services for an active museum. The service agent developed in the framework of the PIL project is a prototype system for such general communication services framework. Such framework will ease the development of applications aimed at providing communication services in active environment.
2007
Abstract Visitors often tend to visit museums in groups, mainly with family or friends, yet most of the today mobile museum guides focus on supporting the individual visitor. The technology described in this paper allows supporting groups of visitors in addition to individuals by providing context-aware services aimed at supporting the whole group.
2000
The growth in wireless and mobile communications technologies of- fers many new opportunities for museums who are constantly striving to im- prove their overall visitor experience. There is considerable interest in the use of context-aware services to track visitors as they move around a museum gal- lery so that exhibit information can be delivered and personalised to the visitor. In
2010
Museums are the mechanism through which we research, interpret and present our insights into the natural and cultural worlds. They represent our belief systems concerning cultural inter-relationships, our relationship with the environment and of our place in the Universe. They are windows on the "dream-time " of humanity. Wireless technology is becoming a part of the museum experience. In an effort to bring art and science to life for a new generation of technically sophisticated patrons, an increasing number of museums are experimenting with advanced mobile technologies to make museum going more interactive, more educational — and more fun. An ideal electronic guide to a museum is one that you take at the entrance, put in your pocket and forget you have. It should fully support a free, natural visit providing the most appropriate information at the right time and place. The only activity required of visitors is to enjoy the exhibition: the interaction is with the (augment...
Proc. PGNet 2006, 7 …, 2006
The growth in wireless and mobile communications technologies is facilitating the development of a new range of location based information services. Such services offer many new opportunities for organisations such as museums who are constantly striving to improve their overall visitor experience. There is considerable interest in the use of location based services to track visitors as they move around a museum gallery such that information can be delivered that adds value to the exhibit on view. In addition exhibit information can be personalised to the visitor using aspects of their context that relate to their museum visit.
Proceedings of the International Conferences ICT, Society, and Human Beings 2019; Connected Smart Cities 2019; and Web Based Communities and Social Media 2019, 2019
In this work we propose an integrated system to manage and enhance the museums visiting experience for the general public, providing a more comfortable, intelligent and interactive way to visit multiple museums without the need for several mobile applications, whilst giving a tool to museum curators that allows them to easily manage and extend the content displayed to each individual visitor. For that purpose, our approach was to develop a single mobile application, a module to an open-source Content Management System (CMS), namely Drupal 8, and incorporate location information inferred by the capture of BLE’s signals (beacons). The proposed prototype features an Android application that will be used by the visitors where they can access the available inform ation about several museums, and combined with BLE’s, will display information about the museum and spaces of the museum where the visitor is (or is planning to visit). This application gives the option to choose from several languages that are provided and managed by each museum.
Recent technological advancements have enabled personalised services for the museum ubiquitous visitors. Museum ubiquitous visitors are the visitors who are free to access required services anywhere, any time through any possible devices without making explicit requests. In this work, we propose the system of identifying and providing museum services to cater to the individual requirements of the ubiquitous visitors. The system is designed to provide exhibit information museum services to the ubiquitous visitors. The proposed system employs the ubiquitous visitor model and automatically identifies the required exhibit information URL for the ubiquitous visitors. Further, from the identified URL, based upon the dynamic requirements of the ubiquitous visitors, the system provides tailored exhibit information to the visitors. The simulation results show that the proposed system, using the ubiquitous visitor model, significantly reduces the time to identify and provide required exhibit information museum services for the ubiquitous visitors.
2011 IEEE Symposium on Computers and Communications (ISCC), 2011
In the recent years, there is a growing interest in exploiting the advances of mobile and pervasive computing to museum environments. A mobile museum guide, named iMuse Mobile Tour is presented in this paper. The guide utilizes UHF RFID technology to provide context aware information services. It comprises predefined and self-defined tours as well as interactive games to stimulate learning. A group support service is introduced, which enables group visitors to exploit guidance services on their private mobile phones. The service provides access to information retrieved by museum's RFID enabled devices.
PsychNology Journal, 2007
Museums are the mechanism through which we research, interpret and present our insights into the natural and cultural worlds. They represent our belief systems concerning cultural interrelationships , our relationship with the environment and of our place in the Universe. They are windows on the "dream-time" of humanity. Wireless technology is becoming a part of the museum experience. In an effort to bring art and science to life for a new generation of technically sophisticated patrons, an increasing number of museums are experimenting with advanced mobile technologies to make museum going more interactive, more educational-and more fun. An ideal electronic guide to a museum is one that you take at the entrance, put in your pocket and forget you have. It should fully support a free, natural visit providing the most appropriate information at the right time and place. The only activity required of visitors is to enjoy the exhibition: the interaction is with the (augmented) museum, no longer with the guide; the guide analyses the context and composes presentations adapted to the current situation. In this paper we present the results of an experimentation conducted in the Florence's Uffizi Gallery with groups of user using the MOBILearn systems a novel application based on innovative mobile-learning services specifically designed to improve the Museum "experience". The main objective of this paper is to describe the results of qualitative research into the behavior of users during the trial. In particular the paper will present the participants' overall experience, responses and needs; the participants' responses to, and perceptions of, specific system capabilities (including responses relevant to the particular device they used in the trial), pointing to comments and suggestions that may serve to improve the system; and will finally identify "key findings" and provide general observations on how the MOBILearn system can change users' experience of a museum.
2004
The goal of this work is to provide tools that promote social interactions between visitors through cooperative and educational games. In this paper, we describe how to support collaborative learning in museum visits and show an example application based on mobile palmtop systems. To this end, we have developed a system that is able to support collaborative and independent activities, and offer context-aware content.
PsychNology Journal
… . Interaction Platforms and …, 2007
Proceedings of the 7th international …, 2005
Proceedings of the 4th International Workshop on Pattern Recognition in Information Systems, 2004
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services - MobileHCI '05, 2005
Lecture Notes in Computer Science, 2008