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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Digitally-Augmented Exhibitions to Foster a Participatory Culture in Cultural Heritage Sites</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paloma Díaz</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Bellucci</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ignacio Aedo</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>mpaloma.diaz</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>andrea.bellucci</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ignacio.aedo}@uc</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <fpage>72</fpage>
      <lpage>77</lpage>
      <abstract>
        <p>Improving the visitors experience has become a priority in many museums that aim at establishing a stronger relationship with their visitors. Developing engaging museum exhibits could benefit from being inscribed in the participatory culture framework. In this paper we introduce a co-design workshop where cultural heritage professionals and students identified social interaction as a key feature of an enhanced experience with cultural objects. Encouraged by this finding, we developed a technological platform that makes it possible to support social storytelling and interaction in the domain of cultural heritage, providing a technological platform to support a more participatory culture.</p>
      </abstract>
      <kwd-group>
        <kwd>Augmented reality</kwd>
        <kwd>participatory culture</kwd>
        <kwd>digital cultural heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Improving the visitors experience has become a priority in many museums that aim at
establishing a stronger relationship with their visitors [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Many technologies have been
explored as a way to support more rewarding experiences in cultural heritage sites,
among them gamification, virtual, augmented and mixed reality [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. All of them try
to engage visitors in activities that make use of different senses and abilities to promote
a higher engagement. Developing engaging museum exhibits could benefit from being
inscribed in the participatory culture framework, since it affords “[…] relatively low
barriers to artistic expression and civic engagement, strong support for creating and
sharing creations, and some type of informal mentorship whereby experienced
participants pass along knowledge to novices” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In a hyperconnected society most people
are engaged in different forms of participation, from affiliation through social media,
to collaborative problem solving or even to creative expression. One of the domains
that opens up many possibilities to explore such participatory culture is cultural
heritage, which has been traditionally dominated by an authoritative knowledge
transmission, where the producers (the experts or curators) provide adequate interpretations to
the receivers (the visitors). In such model, curators conceive the exhibition as a
oneflow process where they convey the meaning to the visitors. More open approaches
recognize the active role that visitors might play in the construction of that meaning by
providing higher levels of participation and engagement: for instance, allowing both
professional and unprofessional to tell stories activates a process of value creation that
      </p>
      <p>
        otherwise would remain unuttered and find in participatory models the ground for its
expression [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>In this paper we describe a technological platform that makes it possible to enable a
participatory culture in the museum by supporting social storytelling and interaction
around cultural heritage objects. The platform development was inspired by a workshop
run with cultural heritage professionals, visitors and students who identified social
interaction as a key feature of an enhanced experience with culture.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Enhancing the visitor’s experience</title>
      <p>
        According to Csikszentmihalyi and his theory of flow [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], a cultural exhibition
promotes a higher engagement and impact in the visitor when it links with his personal
enduring interests instead of the more ephemeral situational interest. Personal interests
refer to values and long-term motives of persons and they are intrinsically motivating,
that’s why they enable ‘flow’ experiences that provoke emotional or intellectual
changes in the visitor. In the era of the Internet of Things, the meSch EU project1
explores how smart objects integration in cultural heritage sites can support such enriched
experiences. Smart objects introduce the concept of physicality that is a powerful
mechanism to enable tangible thinking, that is, the ability to think by means of corporal
actions and the physical manipulation of objects that can be augmented with digital
information or properties [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Combining the benefits of tangible and augmented spaces
can be exploited to support richer experiences that create more meaningful links with
visitor’s previous experiences, knowledge and motivations. As part of this exploratory
endeavor, we carried out a workshop to go deeper into the personal and group
perception of the concept of enriched experiences with cultural heritage. Though the findings
of the study might not have statistically significance given the size of the sample, they
reaffirm what has already been stated in the literature and also pointed out the relevance
of adding social participation as a main feature. Next paragraphs summarize this study,
whose results inspired the design of the Social Display Environment described in the
following section.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Co-design workshop preparation</title>
        <p>A key requirement of this exploratory workshop was to be able to recruit a
heterogeneous and non predetermined group of users of cultural heritage, so we could gather
different points of view. With this purpose an open call was launched on social networks.
The final group consisted of 16 people aged between 20 and 50 years, with different
backgrounds, experiences and professional horizons including the following profiles:
curators and cultural heritage professionals, including cultural managers and
innovators; art and humanities students; other professionals related with cultural heritage
(journalists and teachers) and visitors.
1 mesch-project.eu
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
        <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
        <p>The goal of the workshop was to contribute in the definition of an abstract concept:
the ‘enriched experience’. This is a challenging activity, especially for people who are
not used to externalize their opinions, feelings and expectations. Even if you know what
an enriched experience is for you, wording it in a precise way is not trivial. Taking this
as a basic assumption, the workshop was designed as a practical and situated activity
in which participants had to recreate a scenario of a digital enriched experience in the
context of a specific exhibition. We selected the works by Halil Altindere displayed at
Centro de Arte 2 de Mayo (CA2M) in Móstoles, Madrid since the material exhibited
invited to reflection and discussion. Such an open exhibition made a perfect context to
think about enriched experiences with cultural heritage.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Co-design process</title>
        <p>Since the museum is 20 mn far form Madrid downtown, participants were collected in
the city and introduced to the workshop goals and dynamics before taking the bus to
the exhibition. They were invited to start discussing informally what they valued from
cultural digital heritage experiences and the role of technology on their way to the
museum. After visiting the exhibition, participants were organized in heterogeneous
groups of 5-6 people to ideate a digital experience in a separate working room. They
were provided with material to craft their ideas (notebooks, markers, crayons and so
on) and were also invited to record their own embodied narratives or use any other
media they needed to create their stories about an enriched experience, that we called
‘encounter’, with the exhibition. After one hour of work they were invited to share their
encounters with the others by performing them in the exhibition area. Eight researchers
collected information, opinions and comments during the whole process. Performances
in the museum were also recorded to enable further analysis. Finally, each participant
recorded a short video describing what an encounter was from her personal perspective.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Workshop findings</title>
        <p>
          Most of the participants defined the encounter as the result of an action of mutual
interchange between all the parts involved. Two features were repeatedly highlighted:
‘immersive’ and ‘ social’. Participants pointed out the relevance of involving
motivation and different senses in an activity as a way of better understanding the exhibit,
which is consistent with the factors that, according to Csikszentmihalyi, promote
intrinsic motivation: contextual stimuli that attract initially the attention and more
personal stimuli (sensorial, intellectual and emotional) that promote interest [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Similarly,
most of them valued social interaction as a key feature to provoke higher engagement;
to move from the concept of visit to the encounter. An encounter is not an individual
activity, but the result of interacting with other visitors, with those who are visiting the
exhibition at the same moment and, more importantly, with those who visited it or will
visit it at a different moment.
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).
        </p>
        <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The Social Display Environment: promoting social interaction through storytelling</title>
      <p>
        The Social Display Environment (SDE), whose first version design and evaluation was
described in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], is a prototype that aims at enriching the visitors experience by relying
upon two main sources of motivation: physicality and social interaction. The process
of interacting with the SDE is represented in Fig. 1.
On the one hand, the SDE relies upon the value that having physical contact with
objects adds to the whole experience. Thus, visitors are offered with a set of physical
objects (see the “Cultural Decoy” box in Fig. 1) so that they can interact with them. In
our previous experiences [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] we have realized that this kind of stimuli helps to create
stronger personal links with the objects. For example, for the military hat in the figure,
some visitors were playing with it, wearing it and then they browsed the web to find
out pictures of real people wearing such hat. When the museum pieces cannot be
touched, replicas similar to those used currently in museums to support visually
impaired visitors can be used.
      </p>
      <p>The SDE (see box 3, “Social Display” in the figure) consist of a transparent window
equipped with a RFID reader platform to place objects and a video camera on top of it.
When an object is placed inside the transparent window, a number of narratives
generated for such object are displayed. The visitor can then interact with the narratives
whilst still watching the object (see Fig. 2) so that her attention is not diverted for the
real focus: the cultural object. In this way, the second main feature of the SDE, social
participation, comes to the scene. Narratives take the form of short videos created
whether by the curator or by the visitors, so that we can support collective production
of knowledge. Visitors can interact with the narratives watching them, voting them and
commenting them. They can also add their own narratives to the object (see box 2
“Creativity space” in Fig. 1) since the platform has its own video camera that can be
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>
        used both record a story about an object on display or to comment an existing story, so
interaction among visitors is also supported. If the visitor does not want to talk or
interact in front of the window, she can open a web version in her mobile device by
scanning a QR code above the physical object. This option also allows to continue the
participatory experience outside the museum.
In this paper we have described a platform that tries to increase social participation in
the context of museums. Though the authoritative stories created by curators have an
undeniable value, this hierarchical model does not satisfy the expectations of all visitors
and indeed museums have been looking for different ways to attract and, particularly,
retain visitors. One of the issues that might be taken into account to provide richer
experiences is the fact that the cultural process is inherently social and based on the
coproduction of knowledge. Promoting a more active and proactive attitude in visitors
might help then to create stronger links with them. The prototype described in this paper
has been evaluated in some pilot and controlled experiments, one of which is reported
in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The results are encouraging but not conclusive enough as to help other
researchers to envision how and why to engage visitors in participatory models like the one
discussed here. We are currently working with a museum to have a permanent SDE
exhibition in a real setting to be able to collect more data on the utility and possibilities
this model opens up from the point of view of the interaction and relationship with
visitors.
5
      </p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>meSch is funded by EC FP7 ‘ICT for access to cultural resources’ (ICT Call 9:
FP7ICT-2011-9) under the Grant Agreement 600851.
Proc. of Third International Workshop on Cultures of Participation in the Digital Age - CoPDA 2015
Madrid (Spain), May 26th, 2015 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
    </sec>
  </body>
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