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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>turn. Disability Studies,” Disabil. Stud. Q.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Gamifying the museological experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>António Coelho</string-name>
          <email>acoelho@fe.up.pt</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pedro Cardoso</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria van Zeller</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Liliana Santos</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>José Raimundo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roberto Vaz</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>FBAUP - Faculty of Fine Arts, University of Porto, Avenida Rodrigues de Freitas</institution>
          ,
          <addr-line>265, 4049-021 Porto</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>FEUP - Faculty of Engineering, University of Porto</institution>
          ,
          <addr-line>Rua Dr. Roberto Frias, 4200-465 Porto</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>INESC TEC - Institute for Systems and Computer Engineering, Technology and Science</institution>
          ,
          <addr-line>Rua Dr. Roberto Frias, 4200-465 Porto</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>33</volume>
      <issue>3</issue>
      <fpage>207</fpage>
      <lpage>213</lpage>
      <abstract>
        <p>Museums continue to exert fascination in their visitors. However, the new generation of visitors expects museological experiences that promote their active participation. It is in this context that games and the gamification of such experiences capitalize on experiential learning by experimenting and enacting with in-game embedded artefact surrogates and know-how. In this article, we present four distinct projects that aim to enhance the visitors' experience in museums and green spaces, and also their effectiveness in informal learning. In the first project, gamification is used in combination with Augmented Reality to provide a more engaging experience in a boat museum. The drive of this experience is the metaphor of the stickers album collection to unleash the relevant information of the key-artefacts of the museum collection. The second and third projects focus on the use of pervasive games, more specifically location-based games, to enhance the visitors' experience and informal learning in a natural park and a botanical garden, respectively. The second project presents the concept of a mobile app for outdoor nature experiences. The drive for the experience in the third project is the narrative that intertwines specific locations in the botanic garden and a story inspired by the same place. Finally, in the fourth project, we focus on the potential of technology to provide accessibility in museums for people with special needs or disability, focusing more specifically on blind visitors.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Augmented Reality</kwd>
        <kwd>Pervasive games</kwd>
        <kwd>Location-based games</kwd>
        <kwd>Accessibility</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Index Terms:
•Human-centered computing~Ubiquitous and mobile
computing~Empirical studies in ubiquitous and mobile computing
•Applied computing~Education~Interactive learning
environments</p>
    </sec>
    <sec id="sec-2">
      <title>1 INTRODUCTION</title>
      <p>The use of digital technology can undoubtedly assist and create
new experiences for visitors in museums while promoting their
active participation. The use of mobile devices during museum
visits has great potential for informal learning, playing an
important role in finding, reading and interpreting museological
artefacts while being non-invasive. However, the continually
evolving hardware asks for a constant search for new and
alternative ways to use such devices, which in turn asks for the
design and development of new software. An example is the
museum guide being assisted and sometimes replaced by diverse
smartphone applications.</p>
      <p>Several museums are already using virtual and augmented
reality technologies to provide new experiences to their visitors.
The Smithsonian museum’ AR Bone Hall Exhibit [1] and the
project Modigliani VR: The Ochre Atelier [2] from the Tate
Modern Museum, are some examples. Nonetheless, one of the
digital challenges museums face today in this context is the
simultaneous navigation and exploration of both these virtual and
physical spaces. Mixed reality technologies aim at bridging such
gap. However, every context has its very particular characteristics
that need to be addressed with specific tools and designs in order
to promote participation and stimulate creative practices in
museological spaces.</p>
      <p>In the broad field of the Ludification of Culture, we can focus
on the area of games or the area of playful interaction [3]. In this
particular work, we focus on the more structured use of games,
both full-fledged games and gameful design.</p>
      <p>
        This document is divided into four main sections, presenting
four examples of applications in museums. They were developed
by members of the Graphics, Interaction and Games research
laboratory, under the same supervision. The projects took place
between 2016 an
        <xref ref-type="bibr" rid="ref1">d 2018</xref>
        . The first example shows an application
of gameful design, which is commonly named Gamification, that
is the use of game design elements or game design techniques in
non-game contexts. For the second and third examples, we use
games that extend the players’ limits of time and space, i.e., the
Huizinga’s “magic circle” [4], to the context of the user, on what
is called a pervasive game. In the fourth and last example, we
approach the need of the museums to be inclusive, that is,
accessible to all visitors including those with particular needs or/
and disabilities.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>EXAMPLE 1 - GAMIFICATION IN MUSEUMS</title>
      <p>Museums consolidate the heritage of a country or a given region,
interlinking history, art, science and the territory. As an
inalienable landmark in the history of Portugal, the first example
is about Maritime Museums, and most particularly, the
exploration of traditional boats.</p>
      <p>
        We propose a gamified approach based on the concept of
sticker album collection and its integration in an Augmented
Reality (AR) mobile application. The concept of sticker album
collection is quite familiar to most people, mainly from their
youth, and is the central dynamic of the gamification design,
engaging the learner to collect more stickers and progress in the
exploration of the museum. As a pervasive solution, we do not use
physical support, but instead, a mobile application to provide the
learning experiences by uncovering the stickers using AR over the
museum collection, in order to enhance the knowle
        <xref ref-type="bibr" rid="ref1">dge transfer
and rewarding. In 2018</xref>
        , we developed a prototype for a boat
museum where digital stickers are obtained by overcoming
challenges in the context of the exploration of the boats in the
museum rooms [5].
      </p>
      <p>One of the main principles of gamification is the engagement
cycle. Thus, we have developed a progressive activity that
engages the player into small iteration cycles in order to provide
mastery. Each boat has a predefined number of stickers that, being
initially drawn as empty slots, show the number of challenges to
solve (this number can vary) in order to collect the boat. Figure 1
shows the typical iteration cycles for a specific boat.</p>
      <p>The first sticker provides a brief description of the boat and
challenges the user to identify a specific component of the boat
(figure 2). The user will need to find it using the AR tool. In the
case of difficulty, a “help button” can be pressed, and a text hint
will be provided (about its location). If the user is still not able to
find it, another more detailed hint (like a drawing of the boat
component) will be additionally provided. This provides mastery
to proceed.</p>
      <p>As the user identifies the boat component, additional
information is provided in the AR layer, showing specificities and
details on top of the original museum boat. This launches the
second challenge, a simple quiz that assesses some information
provided previously in AR or on the site. After collecting this
second sticker, the boat image is complete in the album, and a
new multimedia content is available as a reward: a
threedimensional model of the boat and a small animation of how the
boat is constructed. Thus, the user progresses through each level
by surpassing each challenge, gaining access to digital stickers
(and associated multimedia content) as a reward, making the
exploration of the museum and the real apprehension of
knowledge more attractive. The AR layer has a significant role in
making the connection with the heritage of the museum.</p>
      <p>In conclusion, we propose the concept of the sticker album
collection integrated with AR to improve the museological
experience. The museum heritage is the anchor point that provides
the epic meaning of the experience, and informal learning is
fostered on the challenges associated with the locked stickers. At
the same time, progression is achieved by collecting the missing
stickers. The AR layer is the key element that provides the
connection between this heritage and the gamified learning
experience.
3</p>
    </sec>
    <sec id="sec-4">
      <title>EXAMPLE 2 – LOCATION-BASED GAMES IN PARKS: THE CASE</title>
    </sec>
    <sec id="sec-5">
      <title>OF GAIA’S BIOLOGICAL PARK</title>
      <p>Digital mobile games can offer engaging experiences and increase
communication effectiveness concerning cultural and natural
heritage. Location-based serious games allow us to overcome the
barriers of space and enables their players to explore the real
world around them while playing a game with educational or
cultural purposes.</p>
      <p>A prototype of a mobile app was developed for the Gaia’s
Biological Park [6], in Portugal, to help in making science
communication engaging for visitors and in improving the overall
outdoor visitor experiences. The concept is to have a mobile app
to promote and disseminate the natural heritage in a tourism
context, with a map, the user’s location in real-time, points of
interest with geolocalized information (GPS), and small serious
games about the green spaces visitors are experiencing. This
project started in 2016.</p>
      <p>One of those games, the virtual animal detector [7] (figure 3) is
a “treasure hunt” and collection game about the animals that live
in freely in the park. Some of them are difficult to see in the wild
on account of their behavioural habits. With this game, visitors
can learn more about these species. Players must explore the park
to find all the virtual game animals and collect pictures of them all
until they complete the collection. An in-game radar detects the
supposed location of a virtual animal when the player is near that
location and displays the information on that species. When
discovered, a species gets registered in a collectables board, and
some information about it can be consulted on-demand.</p>
      <p>Another example is the game of the jay [6], that tries to
communicate the dynamics of an oak tree forest ecosystem
through its gameplay. The player controls a jay that collects and
plants acorns. To make the sprouts grow, the player must collapse
clouds to make it rain. That also puts down wildfires. To win the
player must completely reforest the scenery.</p>
      <p>These games’ goal is to amplify and enrich the visitors’
experience, augmenting our perception of the natural world so we
can better understand it and protect it. Although the prototype was
designed for the Gaia’s Biological Park, its concept can be
adapted and applied to other parks, zoos, botanical gardens and
other green spaces. Presently, the AR implementation into this
app concept is being studied, with some promising preliminary
results.</p>
    </sec>
    <sec id="sec-6">
      <title>EXAMPLE 3 – LOCATION-BASED GAMES IN MUSEOLOGICAL</title>
    </sec>
    <sec id="sec-7">
      <title>SPACES: THE CASE OF THE UNIVERSITY OF PORTO’S</title>
    </sec>
    <sec id="sec-8">
      <title>BOTANICAL GARDEN</title>
      <p>The University of Porto’s Botanical Garden is a place interspersed
by Literature, Botany and History. The garden was home of the
celebrated Portuguese writer Sophia de Mello Breyner Andresen,
hence a place with significant influence on her work. In our
discernment, a visit to the Botanical Garden is not complete
without acknowledging these different facets as complementary
dimensions that characterise this site.</p>
      <p>With this in mind, we developed an experience for visitors to be
acquainted with those facets in the form of a location-based game
that articulates educational content in Botany with Sophia’s
famous story “O Rapaz de Bronze” (the bronze boy). In this game
(that resorts to GPS), players progress as they encounter particular
Points of Interest (POI), moving in a specific sequence between
them by solving challenges hinted from previous successful steps.
In each POI, players are confronted with challenges that can be
solved by inspecting their surroundings, ergo creating a
relationship between Literature and Botany, all found in situ. We
found this relationship to be crucial for developing player
engagement with the locale, and to instigate location-awareness in
players.</p>
      <p>Exploratory visits with the garden staff were very welcome and
necessary to build a proper experience. During the day of testing,1
we resorted to participant-observers for collecting information
from participants while they were playing, acting as facilitators
for solving technical issues and identifying unexpected problems
in situ. Through these methods and by analysing player surveys,
we concluded that players were engaged with the experience, that
was well-accepted amongst families and groups of children and
teenagers. For them, learning through a location-based game
proved to be a fun and enriching. However, specific interaction
design issues arose for our consideration in future work.</p>
      <p>In conclusion, navigating in the Botanical Garden as a
museological space requires visitors to be attentive to their
surroundings. It is in those surroundings that is the motive for
their visit, for their presence. Operating a mobile application in
this context needs to be an experience that does not alienate the
1 This pilot was developed within the scope of the project
BEACONING: Breaking Educational Barriers with
Contextualised, Pervasive and Gameful Learning. This case study
was tested on the 10th of February, 2018. Beaconing was an
H2020 project involving 16 universities and partner companies,
INESC TEC included, led by Coventry University
(http://beaconing.eu/).
interactor/ player from the locale itself, but one that promotes a
stronger bond between them. We found that one way to do that is
to use that mobile application to focus their attention on the
physical world and not on their smartphones (or other devices), be
it for navigation, information seeking activities or for moments of
contemplation.
5</p>
    </sec>
    <sec id="sec-9">
      <title>EXAMPLE 4 – ACCESSIBILITY FOR THE BLIND VISITORS</title>
      <p>Despite the growing concern about increasing accessibility for
visitors with visual impairments [8], [9], [10], [11], only 5,5% of
blind and visually impaired people visit museums in Europe [12].
Patrons with total and partial visual impairments represent a
significant potential market for museums [13], and positive
economic effects are expected with the implementation of
assistive technologies to promote access to exhibitions [14],
besides enhancing their experience of the visit.</p>
      <p>Haptic interfaces can take advantages of the dynamic nature of
the kinesthetic sense and generate forces, allowing the exploration
of virtual copies of museum and gallery collections [15] [16]. The
Museum of Pure Form project allowed visitors to touch and
experience the properties of sculptures belonging to the collection
of multiple European Museums using an arm exoskeleton and a
haptic interface for fingers [17], [18]. Visitors are required to pick
up a pen of the device in order to interact with the Geomagic
Touch System [19] and to allow haptic experiences of objects
from the National Museum of Transylvanian History of
ClujNapoca. Another project, developed in the context of the
AMBAVis project and, in collaboration with Manchester Museum
and Gallery Belvedere, allows patrons to explore artefacts,
augmenting the experience by providing vocal information about
the object material and characteristics [14].</p>
      <p>Other museums are using 3D printing technologies with
embedded sensors to provide digitally augmented touch replicas.
They offer tactile and hearing multisensory experiences that help
the visually-impaired visitors formulate mental images of the
objects while providing crucial contextual information, such as
the Tooteko project [20], developed for the Correr Museum.
Those technologies are being used as well to reconstruct the
object at the date of its origin, so visitors can learn about how an
Egyptian Cat Sarcophagus was 2500 years ago [21].</p>
      <p>Contrary to digitally augmented touch replicas, gesture-based
interactive tactile reliefs do not have physical sensors attached to
detect users’ activities. Instead, their interaction is tracked by
computer-vision or other non-intrusive systems, in order to enrich
tactile reliefs with audio or additional multisensory information.
Researchers developed a gesture-based interactive audio guide for
the interpretation of the painting The Kiss [22] and to assist the
tactile exploration of the painting Madonna with Child and Angels
[23].</p>
      <p>Besides helping to create new ways for disabled visitors to
know about museum collections interactively, technology is also
being used to provide them with better physical access, indoor
navigation and wayfinding in such environments. The result is an
enhancement in their ability to move independently through
different galleries, without the aid of guides or escort. As an
example, a mobile application was developed at the National
Science Center to assist sightless visitors’ navigation by
presenting step-by-step audio instructions [24]. A similar interface
was proposed for the Museum of the Lighthouse for Blind [25].
6</p>
    </sec>
    <sec id="sec-10">
      <title>CONCLUSION</title>
      <p>Museums maintain the same epic meaning that attracts visitors.
New media and technology can complement and not replace the
mission of these institutions. The presented projects follow
different lines of research for creating frameworks for the design
and the development of AR applications and games. These key
studies have contributed with insights on how to make better or
more enriching museological experiences. The visitors’
experience should be the main drive for technological
breakthroughs in museums, and games, gamification, and mixed
reality technologies can provide improvements in such
experience. However, these technologies must be balanced, so
they will not distract the visitors from the museum collection but,
instead, enhance their experience with these artefacts.
Furthermore, these new technologies promote the inclusive
museum where all visitors can have a great experience regardless
of any disability or particular needs.</p>
    </sec>
    <sec id="sec-11">
      <title>ACKNOWLEDGMENTS</title>
      <p>The BEACONING research project, has received funding from
the European Union's Horizon 2020 - The EU Framework
Programme for Research and Innovation 2014-2020, under grant
agreement No. 687676.</p>
      <p>The researchers are supported by the Operation
NORTE-08-5369FSE-000049 supported by Norte Portugal Regional Operational
Programme (NORTE 2020), under the PORTUGAL 2020
Partnership Agreement, through the European Social Fund (ESF).
The work was also supported by FCT-Austin grant Ref.
PD/BD/142893/2018 and by FCT, reference
SFRH/BD/137169/2018, financed by the Human Capital
Operational Programme (HCOP), under the European Social Fund
and national funds of the MCTES.
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