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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The EMOTIVE Project - Emotive virtual cultural experiences through personalized storytelling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Akrivi Katifori</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Roussou</string-name>
          <email>mroussou@di.uoa.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sara Perry</string-name>
          <email>sara.perry@york.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paolo Cignoni</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luigi Malomo</string-name>
          <email>luigi.malomo@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gian- paolo Palma</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>George Dretakis</string-name>
          <email>George.Drettakis@inria.fr</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sebastien Vizcay</string-name>
          <email>sebastian.vizcay@inria.fr</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ATHENA Research Center, Artemidos 6 &amp; Epidavrou</institution>
          ,
          <addr-line>15125, Maroussi</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Archaeology, University of York</institution>
          ,
          <addr-line>York</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>ISTI - CNR</institution>
          ,
          <addr-line>Pisa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Inria/Université Côte d'Azur</institution>
          ,
          <addr-line>2004, route des Lucioles, Sophia Antipolis Cedex</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <fpage>11</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>This work presents an overview of the EU-funded project EMOTIVE (Emotive virtual cultural experiences through personalized storytelling). EMOTIVE works from the premise that cultural sites are, in fact, highly emotional places, seedbeds not just of knowledge, but of emotional resonance and human connection. From 2016-2019, the EMOTIVE consortium will research, design, develop and evaluate methods and tools that can support the cultural and creative industries in creating narratives and experiences which draw on the power of 'emotive storytelling', both on site and virtually. This work focuses on the project objectives and results so far and presents identified challenges.</p>
      </abstract>
      <kwd-group>
        <kwd>Cultural Heritage Applications</kwd>
        <kwd>Storytelling</kwd>
        <kwd>Virtual Museums</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Storytelling applies to nearly everything we do. Whether it is to inform, persuade,
entertain, motivate or inspire, we all tell stories every day of our lives
        <xref ref-type="bibr" rid="ref8">(Tsene et al.,
2014)</xref>
        . Yet despite their power, not all stories are effective in holding their audience‘s
attention or communicating the messages they set out to convey. In cultural heritage
locations, narrative tends to be used narrowly, as a method to communicate the
findings and research conducted by the domain experts of a cultural site or collection. It‘s
typically a single-user experience and can often lack emotional resonance or impact
(Vagnone and Ryan, 2015).
      </p>
      <p>The project EMOTIVE (Emotive virtual cultural experiences through personalized
storytelling - https://www.emotiveproject.eu) is a Research and Innovation (RIA)
action, addressing the topic CULT-COOP-08-2016: Virtual museums and social
platform on European digital heritage, memory, identity and cultural interaction.
EMOTIVE works from the premise that cultural sites are, in fact, highly emotional
places. That regardless of age, location or state of preservation, they are seedbeds not
just of knowledge, but of emotional resonance and human connection. From
20162019, the EMOTIVE consortium will research, design, develop and evaluate methods
and tools that can support the cultural and creative industries in creating narratives
and experiences which draw on the power of ―emotive storytelling‖. The output of
this process will be a number of prototype tools and applications for heritage
professionals and visitors that produce interactive, personalized, emotionally resonant
digital experiences for museums and cultural sites.</p>
      <p>This work provides an overview of the project objectives and partners and outlines
its main research outcomes and open issues. Section 2 presents the EMOTIVE
consortium and 3 an overview of the project and its objectives. Sections 4 and 5 highlight
the project main findings, 6 the open challenges and 7 concludes the paper.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Partners</title>
      <p>The EMOTIVE consortium brings together the resources of 8 participating
organizations from 5 European countries (UK, Greece, France, Italy and Ireland), each an
expert in their respective field and with significant research experience. The
consortium includes industrial partners: EXUS Software Ltd (EXUS), Diginext Sarl (DXT),
NOHO Limited (NOHO); academia and research institutions: ATHENA Research
and Innovation Center in Information, Communication &amp; Knowledge Technologies
(ATHENA), University of York (YORK), Institut National de Recherche en
Informatique et Automatique (INRIA), Consiglio Nazionale delle Ricerche (CNR),
University of Glasgow (UGLA) and user-related partners: YORK, UGLA, and
NOHO.</p>
      <p>The research organisations in EMOTIVE carry out the foundational scientific
research of the project. On the one hand lies ATHENA, a research centre closely
affiliated with the University of Athens (UoA), Department of Informatics and
Telecommunications) in the sector of Information and Knowledge Technologies,
digital cultural heritage applications and virtual reality, INRIA in image-based and
mixed rendering techniques, and CNR in developing new approaches and novel
techniques for exploiting digital fabrication techniques. On the other hand, the YORK
Department of Archaeology and UGLA provide their extensive expertise in the
conceptualization and evaluation of digital experiences for cultural heritage.</p>
      <p>Academic and applied research is complemented by the industrial partners EXUS
and DXT who bring not only their technical expertise into the project, but also the
prospect of commercial exploitation of EMOTIVE results. The team is complemented
by NOHO, an SME which designs and creates video and interactive content for the
cultural heritage sector with a strong emphasis on narrative design.</p>
      <p>YORK and UGLA provide access to the EMOTIVE consortium to two UNESCO
World heritage archaeological sites of great importance, the Çatalhöyük Neolithic site
and the Roman Antonine Wall site in the UK and also the Hunterian Museum, one of
the leading university museums in the world.</p>
    </sec>
    <sec id="sec-3">
      <title>Project Overview</title>
      <p>The principal objective of the EMOTIVE project is to research, design, develop and
evaluate methods and tools that can support the cultural and creative industries in
creating digital cultural heritage experiences, on-site and virtual, which draw on the
power of 'emotive storytelling'. This means storytelling that can engage visitors,
trigger their emotions, connect them to other people around the world, and enhance their
understanding, imagination and, ultimately, their experience of cultural sites and
content. EMOTIVE will do this by providing the means to authors of cultural products to
create high-quality, interactive, personalized digital stories that can highlight the
unique and particular characteristics of the specific sites and collections.</p>
      <p>The EMOTIVE project targets two main groups of users:
1. Authors: they are members of the cultural and creative industries in charge of
creating interactive cultural experiences (i.e., interactive stories) and making them
available to the visitors.</p>
      <p>2. Visitors: they are the people visiting the site and experiencing it through the
cultural experiences created by the authors</p>
      <p>More specifically, the main objectives of the EMOTIVE project include:
Design a framework of best practices and guidelines for creating emotive
cultural scenarios/stories for virtual and on-site museums, with a
visitorcentric approach (Section 4.1)
Implement an integrated set of authoring tools for all stages of production of
an EMOTIVE story combined with an experiencing system, a powerful and
generic infrastructure for storing, deploying, and presenting the EMOTIVE
stories on mobile and desktop devices coupled with a storytelling engine.
(Section 4.2)
Develop simple methods of reconstructing physical space and producing
digital 3D environments (through image-based modelling) and physical 3D
objects. (Section 4.3)
Investigate the production of physical artefacts designed to enhance the
visitor experience, encouraging further visits to the cultural site. (Section 4.4)
Develop a methodology for the meaningful, well-rounded evaluation of tools
and experiences for cultural heritage (Section 5) and apply and evaluate the
project methodology in a number of use cases (Section 4.5)</p>
      <p>The following sections provide an overview of the aforementioned objectives.
4
4.1</p>
    </sec>
    <sec id="sec-4">
      <title>Main project outcomes</title>
      <sec id="sec-4-1">
        <title>A conceptual framework for emotive experiences</title>
        <p>The EMOTIVE project aims to move away from privileging didactic learning
outcomes to explore other ways audiences feel and experience cultural heritage.
Employing emotive storytelling in the context of cultural heritage is a unique form of art, with
distinct differences from other art forms, such as movies, books, or video games.
Heritage sites have tended to rely on didactic presentation of information and
conventional publication media (physical signage, printed brochures and maps, etc.) to engage
their audiences. However, when confronted with the opportunity to push beyond these
traditions - to deploy personal, emotive narrative that is delivered via various means,
including digitally - their promise for attracting and retaining visitors, and for
reshaping our understandings and appreciation of the past, seems vast.</p>
        <p>
          Through emotive experiences, visitors are able to interact with the site‘s
interpretation, change it and move it in the direction they want. The significance of such an
approach for facilitating engagement, resonance, care and commitment to cultural
heritage cannot be overestimated
          <xref ref-type="bibr" rid="ref5">(Perry et al, 2017)</xref>
          .. The consortium has defined
various Experience Types linking them to relevant Personas (i.e., visitor profiles), as
well as guidance on six themes that EMOTIVE considers essential for the design of
its experiences: Story, Emotions, Mechanics, Social Interaction, Aesthetics, and
Technology.
        </p>
        <p>The first version of the EMOTIVE conceptual framework (EMOTIVE Deliverable
5.1) is constantly being updated to reflect the findings of the iterative design,
usercentered approach followed within the project.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Authoring and experiencing</title>
        <p>The goal of the EMOTIVE Authoring Tool (EAT) is to enable cultural heritage and
creative industry professionals to create compelling emotive storytelling experiences.
These experiences will then be executed on site through mobile apps and situated
displays or off-site, through web applications.</p>
        <p>The EAT has been designed to offer a wide variety of tools to address a variety of
issues. The first requirement to which the EAT answers is to allow the various authors
to gradually construct the experiences using different tools according to the
experience development stage. The EAT thus responds to the diversity of the professions of
the authors who use it and is meant to be used by authors with different degrees of
expertise, ranging from average computer users without any knowledge of computer
science, to computer programmers. For this reason, the EAT is structured in
conceptual layers, with each one of them addressed using a single or several of the
implemented tools. These include the following:</p>
        <p>Story Design Editor. The Story Design Editor is a web application that enables
authors to design an interactive storytelling experience. This tool is meant to allow
authors to draft their first ideas using a simple text editor, build the narrative
interactivity within this experience scenario and prescribe the way that these ideas need to be
implemented in the final experience.</p>
        <p>Storyboard Editor. The Storyboard Editor is a web application that allows end
users with storytelling skills to produce the experience they designed in the Story
design editor. This editor is addressed to less experienced authors and allows them to
develop their ideas with simple activity templates. Authors with technical skills can
develop the experience further, if needed, using the Visual Scenario Editor.</p>
        <p>Visual Scenario Editor. The Visual Scenario Editor enables authors to create
compelling storytelling experiences featuring visually rich content, notably in virtual
or augmented reality through visual programming mechanisms, wizards and a
Scripting Editor for computer programmers to code the most complex parts of storytelling
experiences.</p>
        <p>Floorplan Editor. The Floor Plan Editor is a web application that allows building
virtual environments based on floor plans, panoramas and images. The floor plans can
then be integrated with the experience produced by the Storyboard Editor and made
available on the EMOTIVE platform for offsite visits.</p>
        <p>Mixed Reality Plugin. The Mixed Reality Plugin is a set of tools for the Unity
game engine that allow game developers to import 3D reconstruction assets of a real
scene obtained from photos. In addition, it allows photorealistic rendering of the
reconstructed scene by means of image based rendering algorithms. Additional tools are
provided with the plugin to allow basic manipulation of the reconstructed scene.</p>
        <p>Section 4.5 presents examples of the use of the various EAT tools to develop
emotive experiences. The tools are available for demonstration and testing to interested
external parties after communication with the EMOTIVE project team.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Development of cost-effective reconstructions of sites</title>
        <p>
          In the past years, significant progress has been made in different fields of Computer
Vision and Computer Graphics, which in conjunction with the increase of
computational power thanks to hardware improvements has led to a different approach for
modeling and rendering of real environments based on the acquisition of real
photographsn. This Image-Based Rendering
          <xref ref-type="bibr" rid="ref1 ref2">(Buehler et al. 2001, Chaurasia et al. 2013)</xref>
          approach (IBR) offers some substantial advantages like being cost effective and less
time consuming. Traditional modeling and rendering of scenes requires the expertise
of a 3D designer and even if the time and money were not a constraint to delegate
such task to the 3D designer, the result would look computer-generated and not
photorealistic. Achieving photorealistic rendering of environments is a key factor for
creating immersive and engaging virtual experiences. IBR offers a much better
alternative.
        </p>
        <p>
          Producing such environments using IBR usually requires the following steps:
Photographs acquisition: given a certain area of interest, we need to capture as
much data as possible by taking pictures of the parts of the scene that we want to
include in the reconstruction and the virtual immersive experience. We need some
overlap between photographs in order to apply Multi-View Stereo algorithms (MVS) on
that dataset of images
          <xref ref-type="bibr" rid="ref4">(Jancosek 2011)</xref>
          . This constraint requires us to take a sufficient
number of pictures to assure camera density and to provide enough freedom to users
to navigate through the scene. This presents two main problems: how to perform the
photograph acquisition (placement of the camera in the scene) and how to deal with
huge datasets so the rendering of a viewpoint is fast enough to be used as a
technology applied to video-game like experiences. In EMOTIVE we addressed both these
issues.
        </p>
      </sec>
      <sec id="sec-4-4">
        <title>Scene reconstruction and camera calibration: once we have a dataset, we apply</title>
        <p>
          Multi-View Stereo Reconstruction
          <xref ref-type="bibr" rid="ref4">(Jancosek 2011)</xref>
          and Structure from Motion (SfM)
          <xref ref-type="bibr" rid="ref7">(Snavely 2006)</xref>
          algorithms to generate a mesh representing the reconstruction of the
environment and to get the calibration of the cameras, i.e.,the position and orientation
of the cameras within this reconstructed space. This task is performed offline and
might take several minutes or even hours depending on the number of photographs
and their resolution.
        </p>
      </sec>
      <sec id="sec-4-5">
        <title>Rendering of the scene by Image-Based Rendering algorithms: having a mesh</title>
        <p>representing the reconstruction, the calibration of the cameras along this space and the
original images that conform the dataset, we can use IBR algorithms in order to
render the scene, preserving view dependent effects like reflection highlights and giving
and overall better look in terms of ―realism‖ if we compare it to the result of the
traditional pipeline of modeling and shading by hand. Another advantage of rendering by
IBR algorithms is that it scales well when increasing the complexity of the scene
(number of light sources, number of polygons, etc.).</p>
        <p>
          By using this approach, a non-technical person can easily create the virtual space
by taking pictures, and running an offline process of reconstruction (done only once).
The project hads developed several new IBR algorithms and some in Unity to import
such assets, modify them to a certain extent and render them as a background
allowing content creators and other skilled persons to develop emotional engaging stories
as any other video game made with Unity 3D engine. We have also developed a new
approach allowing small modifications to be made in the scene, which is one of the
major challenges in IBR
          <xref ref-type="bibr" rid="ref6">(Philip &amp; Drettakis 2018)</xref>
          .
4.4
        </p>
      </sec>
      <sec id="sec-4-6">
        <title>Cost-effective production of tangible objects</title>
        <p>Interaction with physical exhibit replicas has been considered to foster engagement
for visitors. However this kind of enhanced experience comes with a cost: the
production of replicas is still definitely not cheap and can easily reach hundreds of euros for
each custom object. Even the recent advances in digital fabrication technologies,
through the use of 3D printing machines based on Fused Deposit Modeling, have not
significantly addressed this problem: these devices are usually very slow and the
creation of a single moderately sized object (in the order of tens of centimeters) can
require more than of one day of device time.</p>
        <p>These technological / economic constraints pose significant limits in the easy use
of physical replicas in the museum context, given that handling the objects wears
down the objects and therefore imposes scheduled substitution practices.</p>
        <p>For all these reasons we have developed a new fabrication technology based on
casting that is aimed to enable the cheap production of replicas in small numbers. The
main idea is to leverage silicon mold casting, an approach used often for high-quality
reproduction of art objects but addressing its limitations and complexity by mean of
sophisticated geometry processing algorithms. With this approach, a physical object is
submerged in liquid silicone; the cured silicone forms a mold around the object; then,
the prototype is extracted by manually cutting and opening the silicone mold.
Multiple copies can be cast by filling the silicone mold with a liquid casting material such
as resin or gypsum.</p>
        <p>While conceptually simple, silicone mold casting may become extremely
challenging when applied to non-trivial shapes, and requires the intervention of skilled
professionals. For example, objects with handles usually need a set of carefully placed
extra cuts to make the extraction physically possible. Moreover, venting pipes have to
be attached to the prototype object before submersion in liquid silicone, to let the air
flow out and avoid artifacts in the replicas due to trapped air bubbles.</p>
        <p>
          We have developed a new method
          <xref ref-type="bibr" rid="ref14">(Alderighi et al, 2018)</xref>
          for fabricating digital
objects through reusable silicone molds. With our approach molds are generated by
casting liquid silicone into custom 3D printed containers called metamolds.
Metamolds automatically define the cuts that are needed to extract the cast object from the
silicone mold and generate molds that are quite simple to use. The shape of
metamolds is designed through a novel advanced geometric algorithm, which takes into
account both shape and topological constraints involved in the process of mold
casting. Our technique is practically simple, does not require changing the shape or
topology of the input objects, and only requires off- the-shelf materials and technologies.
The project has so far produced several experiences that have been evaluated with
visitors in both the project main sites, Çatalhöyük and the Hunterian. The experiences
explore digital storytelling, tangible objects, social interaction between visitors and
more experiential approaches, all combined to achieve the emotional connection of
the visitors with the sites. Both on-site and virtual experiences are being designed,
created and tested.
        </p>
        <p>The project has also produced experiences for other institutions that serve as
Living Labs for the project and test and apply its concepts and technology including the
York Minster Cathedral.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Evaluating emotive cultural heritage experiences</title>
      <p>Central to the project is a user- and visitor-centric design approach and an iterative
collaborative design and evaluation process. The evaluation work at EMOTIVE
includes developing a methodology for the meaningful, well-rounded evaluation of
tools and experiences, evaluating the usability and functionality of individual
EMOTIVE tools, and the quality and effect of the EMOTIVE experiences.</p>
      <p>An important objective of EMOTIVE is to study, assess and analyse the effect that
the tools and experiences designed as part of the project have on both authors and end
users/visitors. The project also aims to evaluate how the overall interpretative
philosophy underpinning it and the power of ‗EMOTIVE experiences‘ engages different
types of users and in different contexts and situations.</p>
      <p>The project employs a multi-part, qualitative and quantitative, mixed-methods
evaluation framework, which draws upon and combines approaches applied over
many years in museum studies, psychology, media, education, cultural studies, and
HCI. EMOTIVE evaluation will examine both usability and user experience of tools,
methodologies and experiences, combining externally reporting on user experience
(e.g., via observation of visitor emotional and bodily expression), and through both
verbal and non-verbal visitor self-reports (e.g., via both visual and word-based
questionnaire, and spoken interview).
6</p>
    </sec>
    <sec id="sec-6">
      <title>Open issues and challenges</title>
      <p>The EMOTIVE approach to digital cultural heritage has identified several open issues
and challenges at the conceptual, design and evaluation level.</p>
      <p>
        As already mentioned, the project focuses on emotions and the challenge of their
integration on the project conceptual framework.
        <xref ref-type="bibr" rid="ref10">(Watson 2013: 286)</xref>
        expresses the
problem succinctly: ‗more attention needs to be paid to what visitors feel…it is this
that they remember after their visit, rather than any ‗learning‘ they have undertaken‘.
Indeed, as Watson (2013: 284) herself notes, the situation is more complicated than a
simple divide between learning and feelings, because both are entirely entangled. As
Smith and Campbell describe it (2016: 299) ‗emotions are both evaluative and an
essential part of reasoning‘. To account for one without concern for the other is to
fundamentally misunderstand human nature. Ample research
        <xref ref-type="bibr" rid="ref11 ref13">(e.g., Staus &amp; Falk
2017)</xref>
        demonstrates that emotions trigger attention and memory, which are critical to
learning itself. This research goes further to suggest that the key challenge is thus in
managing the balance—providing emotive experiences that enable learning rather
than eclipsing or privileging it, therein ensuring impact
        <xref ref-type="bibr" rid="ref5">(Perry et al, 2017)</xref>
        . EMOTIVE
has been experimenting with different approaches in employing emotion to foster a
deeper connection and understanding of heritage and considers its successful
application to this end as one of its main challenges.
      </p>
      <p>Related to the challenge of defining a conceptual framework for emotive
experiences is the issue of evaluation. The challenge is to define and describe a detailed
methodological and practical approach for evaluating emotive experiences, with the
aspiration to become a useful framework for others in the field. It is of key
importance to identify what should be evaluated in different types of experiences and
what is the most effective way to accomplish it. To this day there has not been a
standard evaluation framework to guide cultural heritage experience evaluation and,
more importantly, not one that takes emotions into account.</p>
      <p>
        Furthermore, over the last few years, UX evaluation has also looked at
physiological reactions (e.g. skin conductance, heart rate, facial muscle activity, cortical activity,
startle reflex or eye blink magnitude) as measurements of the intensity and quality of
an individual‘s internal affective experience
        <xref ref-type="bibr" rid="ref13">(Zimmermann 2008)</xref>
        . Physiological
signals are measured with a wide variety of instruments and sensors. The use of
physiological signals requires specialized and frequently expensive equipment and technical
expertise to run the equipment which makes this method suitable for lab experiments
but rather challenging for applied use in the natural field settings of the cultural
sector. It is still an open issue whether such measure can be of value in the context of
cultural heritage experience evaluation and if so, in what way.
      </p>
      <p>Lastly, EMOTIVE has been working on the authoring of experiences, seeking to
understand the needs and support the complex workflow of their design and
implementation. Engaging with different cultural heritage practitioners for the testing of its
toolset and their application in real world settings is very challenging but crucial.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>This paper presented an overview of the EMOTIVE project, focusing on its overall
conceptual framework for emotive experiences in cultural heritage as well as on the
tools developed within the project to support the authoring of such experiences. The
emotive approach is addressed both to on-site and virtual visitors and work within the
project is also dedicated to the evaluation perspectives of such experiences.</p>
      <p>EMOTIVE will continue developing its methodology and tools through a
usercentered iterative design approach, working closely with its two cultural heritage sites
as well as with external sites, including the York Minster, the Athens Ancient Agora
and various other museums and sites, so that there is a continuous feedback loop
between the project and its intended users, authors and visitors.</p>
    </sec>
  </body>
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