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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Cultural Heritage and Social Experiences in the Times of COVID 19</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maria Vayanou</string-name>
          <email>vayanou@di.uoa.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Akrivi Katifori</string-name>
          <email>vivi@di.uoa.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angeliki Chrysanthi</string-name>
          <email>a.chrysanthi@aegean.gr</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angeliki Antoniou</string-name>
          <email>angelant@uniwaop.gr</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Museums, Virtual experiences, Social experiences, Social distancing,</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Athens Research Center &amp; Department of Informatics and</institution>
          ,
          <addr-line>Telecommunications</addr-line>
          ,
          <institution>University of Athens</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>COVID 19</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Archival, Library and Information Studies, University of West Attica</institution>
          ,
          <addr-line>Aegaleo</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Department of Cultural Technology and Communication, University of the Aegean</institution>
          ,
          <addr-line>Mytilene</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>During the COVID 19 pandemic, cultural institutions were severely afected. To this end, they made an efort to enhance their online presence and online activity became the main way of approaching the public. Although the social aspects of a physical visit are well acknowledged and valued today, they nevertheless seemed to be largely neglected in the virtual museum world. In this position paper, we discuss current practices during the pandemic period and also explore challenges for the after-COVID era.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Collaborative and social computing
systems and tools; • Human-centered computing → Collaborative
and social computing theory, concepts and paradigms.</p>
    </sec>
    <sec id="sec-2">
      <title>MUSEUM ACTIVITY DURING THE</title>
    </sec>
    <sec id="sec-3">
      <title>LOCKDOWN</title>
      <p>With the outbreak of COVID 19 and the world pandemic, many
countries globally proceeded with population movement control
practices or even complete lockdowns in an attempt to restrict
the spreading of the virus. Cultural institutions were severely
affected since many had to stop their activity or significantly alter
it while trying to cope with the new reality that the virus has
imposed in our lives. In this climate, cultural institutions had to find
alternative ways to reach their audience and even expand their
clientele by organizing cultural activities online. For example, theatres
organized online performances releasing numerous plays online
(e.g. Greek National Theatre, https://www.n-t.gr), music festivals
were broadcasting live on the Internet (e.g. Prague Spring Festival,
https://festival.cz), operas streaming on social media (e.g.
Metropolitan Opera, https://www.metopera.org), visual arts openings were
organized through ZOOM calls (e.g.
https://www.acg.edu/the-kidsare-asking), all wishing to continue with their cultural activity and
maintain operation as normal as possible.</p>
      <p>
        Especially museums increased their online presence by 80%
during the lockdown, ofering more social media interactions,
broadcasts, virtual tours and online exhibitions, and observed more
than 40% increase in online visits [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Online museum presence
may take several forms, ranging from traditional online catalogues
and digital exhibitions that include narratives and audio-visual
content to virtual representations of the museum’s physical
environment, in which online visitors may move and closely
observe the exhibits on display, thus simulating the actual visiting
experience (see for instance the Google Art Project, where
several museum spaces have been represented, or custom
applications such as the VR Museum of Fine Art, available on steam
- https://store.steampowered.com/app/515020/The_VR_Museum_
of_Fine_Art), or “Hold the World”, with David Attenborough
virtually guiding remote visitors at the collections of London’s Natural
History Museum (https://www.factory42.uk/holdtheworld), among
others).
      </p>
      <p>
        Despite the wealth of cultural resources that are currently
accessible online and the remarkable diversity in the adopted experience
design approaches, a close look at the most popular and most visited
online museums during the lockdown (https://www.theguardian.
com/travel/2020/mar/23/10-of-the-worlds-best-virtual-museum-andart-gallery-tours) shows that cultural online visits are commonly
designed as private, single-user experiences. However, museum
studies have repeatedly highlighted the importance of the social
context [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], suggesting that social interactions are key elements
in the design of engaging cultural visits.
      </p>
      <p>In this paper, we posit that the digital empowerment of
sociality is an important and pertinent issue not only in the museums’
physical space but also in the virtual museum world. Moreover,
we claim that virtual visits ofer an incredible opportunity to cope
with the physical constraints that may be posed to one or more
members of a social group, enabling them to experience a joint,
synchronous, social activity without requiring to be co-located in
the same physical place - a need that highly increased due to the
recent pandemic lockdown. We thus, report practices that promote
social interactions and discuss important challenges.
2</p>
    </sec>
    <sec id="sec-4">
      <title>FROM PHYSICAL TO DIGITAL</title>
      <p>
        The advent of online leisure and edutainment at the beginning of
the new millennium created a fierce competition for onsite museum
experiences and brought about a signicfiant response by museum
professionals and researchers who rallied to highlight the
advantages of physical visits and interactions with the curated content.
As is evident in the museum research literature, apart from the
unique and powerful features that make physical objects and places
springboards for learning, engagement and authentic experiences
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], one of the most valued aspects of the museum experience is
related to the socio-cultural characteristics of a visit [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Social
interaction is pervasive in museums and cultural heritage sites and
enhances learning, even in cases lacking such a design intention
or mandate [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In this light, the first digital interactive
applications that attempted to provide more rich and engaging visitor
interpretation were heavily criticized for prioritizing the individual
user while overthrowing the inherent social afordances of exhibits
for co-participation and collaboration as processes of knowledge
construction [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This led to the growth of a promising research
area looking at ways to enhance digitally aided social experiences
in the context of museums and cultural heritage sites [
        <xref ref-type="bibr" rid="ref13 ref19">13, 19</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-5">
      <title>SYNCHRONOUS AND ASYNCHRONOUS</title>
    </sec>
    <sec id="sec-6">
      <title>SOCIAL INTERACTIONS</title>
      <p>Sociality may be examined through several perspectives. We first
classify visitor interactions as synchronous or asynchronous and
highlight the social afordances ofered in each case, while focusing
on the latter category.</p>
      <p>
        Asynchronous interactions are typically accomplished through
“content sharing”. Realizing the value of visitor participation, as
insightfully elaborated in the definition of the “Participatory
Museum”, several works have aspired to empower active visitor
involvement by supporting the creation and public access to
usergenerated content (e.g. comments or tags, personal stories,
emotions, opinions etc), or even the authoring of personal digital
collections and cultural exhibitions. These systems cultivate the concept
of “museums as social places” and aim to promote social awareness,
showcasing the presence of prior museum visitors and visualizing
their contributions. This objective is addressed both in the scope
of onsite and remote visits. Some systems deployed for museum
environments include Imprints [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], ArtLinks [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], MobiTags [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and
the Room of Opinion at the Hunt Museum [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In some cases,
the user-generated content is also leveraged for improving public
access and engagement with on-line cultural collections. See for
instance the steve.museum project [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] where online visitors are
prompted to annotate the displayed artworks with free-form tags.
The collected data is used to create folksonomies that indicate the
social perception of the corresponding artworks and enable a
socially derived retrieval mechanism for accessing online collections.
In all the above approaches, visitor interactions are indirect; they
are accomplished by providing shared access to objects and
applications, which occur at diferent times and without prescribing direct
communication between the parties involved.
      </p>
      <p>
        We believe that synchronous interaction is a key element that
notably fosters the social context of cultural experiences. Previous
work on the topic has experimented with systems that support
museum co-visits between onsite and remote visitors suggesting
that social presence is closely related to engagement and enjoyment
and thus, an improved remote experience [
        <xref ref-type="bibr" rid="ref14 ref18">14, 18</xref>
        ]. When it comes
to entirely online strategies, besides ofering free access to digital
resources, some institutions have opted for broadcasting at specific
times. Leaving aside the proprietary issues that may have motivated
this approach, there is also a social side efect of the broadcasting
scheme. But how will the users be aware of their common
activity? In the broadcasting scheme, there is no shared environment
of interaction between the spectators, yet we believe that its
social dimension may be notably increased by digitally mediating
the co-presence of other visitors: from indications of who or how
many people are watching the same cultural content at the same
time, to personalized notifications about acquaintances (obtained
from social networking profiles) who are currently watching or
now joining the same activity. The use of awareness supporting
technologies that are traditionally applied in collaborative systems
(see [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] for a recent systematic literature review) may also benefit
the design of cultural experiences to foster their social dimension,
particularly when experienced remotely.
      </p>
      <p>Delving into the matter of spectators’ representation, a novel
scheme of “live performances in Virtual Reality worlds” was
recently proposed [http://hamletvr.org]: To Be With Hamlet is a live
theater performance that enables collocated groups of visitors to
navigate in the virtual 3D story world using VIVE equipment, in
which they may see their fellow audience members alongside the
live performance of actors (captured with motion-tracking
technologies). Although this example is targeted towards collocated
experiences, we believe that it paves the way for a new form of
cultural productions, showcasing how virtual 3D environments may
serve as the stage of live performances where audience members
are explicitly represented through avatars and can socially interact
with their companions.</p>
      <p>
        During the pandemic outbreak, several conferences took place
in the virtual world like IEEE VR, http://ieeevr.org/2020, (ofered
a desktop VR option through mozilla hubs, slack and a
teleconferencing system, with presentations happening in VR according to
the participant’s decision). Due to the increased need, ACM also
published a guide for virtual conferences with multiple platforms
and tools [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The first objective of using these platforms was to
provide a shared multimedia presentation environment that would
support question-answering interaction between the presenter and
the audience. In the cultural experiences ofered by the Natural
History Museum (London), the same goal was addressed through a
diferent scheme, i.e. by live broadcasting scientists’ talks in which
question-answering was accomplished using social media platforms,
an approach that is nowadays often used alongside physical
conferences as well, taking more and more ground. In this case, the focus
Cultural Heritage and Social Experiences in the Times of COVID 19
of the experience design is to serve the communication between
the presenter and the audience, rather than the social interaction
between audience members (although such instances often occur
as well). But was this objective reached? Did these platforms foster
social interactions between the attendees? Despite the significant
technological advances in related hardware and software
components, we observe that the promotion of social interactions within
virtual worlds continues to raise significant challenges, echoed also
by prior research in the cultural heritage field.
      </p>
    </sec>
    <sec id="sec-7">
      <title>4 CHALLENGES AND GUIDELINES FOR THE</title>
    </sec>
    <sec id="sec-8">
      <title>FUTURE</title>
      <p>
        COVID 19 found cultural institutions unprepared, without an
established and efective virtual presence for something other than
dissemination of their on-site activities. Those few, on the other
hand, ofering digital products possibly lacked the approach to
disseminate them under the right context and in the proper channels.
One would argue that this critique is harsh. As discussed in [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ],
many institutions, going beyond a basic web presence with general
information, ofer diferent types of digitized content, available
after the organized investment on the digitization of the past decades.
Many museum websites ofer access to hundreds of digitized
artifacts through high-quality images and their relevant information.
These oferings have, in theory, “opened up the museums to wider
and more diverse user groups” and have led to an increase in the
number of on-line visitors. A great percentage of these visitors,
however, leave the website after looking at one or two pages, generally
in less than 10 seconds [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>As regards onsite visits, during the times of COVID 19 museums
are likely to face significant challenges that will influence social
interaction design in the following areas: a) visitor strategy and
management policies, b) spatial configurations and exhibition
design and, c) movement flow based on social distancing parameters.
Considering the above, will we witness a return to individual user
interfaces? if so, will we still continue to design for social
interactions? or is this something that due to the necessity of staying safe,
keeping the numbers down and the curve flat, will be completely
abandoned?</p>
      <p>
        Overall, cultural institutions need to re-invent the way they
approach both their audience and technology, they need to transform
their narratives from object-centric to people-centric. “Stories are
about people, not things”, as discussed in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and stories have
always been the most basic method we communicated experiences,
oral traditions and knowledge, always in a social context where
the storyteller and their audience are involved in a dynamic and
interactive process and often even exchange roles. This simple and
fundamental truth, if applied in a museum context, would have
the potential to create connection and engagement. Technology
and the vast possibilities for digital experiences, on the other hand,
should be put at the service of this principle instead of being an
objective by themselves. We need to design for sociality, either
onsite or in virtual spaces, and we need to place afective connection,
perspective-taking and empathy at the center of this design.
      </p>
      <p>
        As regards collaborative interfaces, designing for intra-group
social interactions between strangers has been a persistent research
challenge, however in this climate, it may well become an irrelevant
or obsolete endeavor. Fully immersive spaces of interpretation and
co-located social interaction such as Caves, Panoramic Cylinders
and iCinemas may also witness a severe decline because they are
very costly to create while the chances of revenue due to social
distancing measures are significantly reduced. Nevertheless, in the
case of families and dyads, it is important to build on previous work
that enhances sociability through conversation [
        <xref ref-type="bibr" rid="ref13 ref19">13, 19</xref>
        ].
      </p>
      <p>
        In terms of providing a shared environment for online
interactions, virtual museums need to first support direct voice or/and
text-based communication between visitors. To avoid attention
trapping on separate interface elements, “bubble-based” approaches
are often employed for text-based interaction - as for instance in
the virtual multi-user museum of Piet Mondrian by MUSEUM3D
(https://museum3d.eu) or in the virtual exhibition implemented by
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>Moreover, the representation of the virtual self and others
includes several complementary aspects, such as avatar form, gaze,
facial expressions, gestures and posture, which continue to pose
important challenges in the virtual reality community. Comparing
to collocated interactions that unfold in physical museum
environments, social encounters in virtual worlds often need to cope with
the absence of behavioral social cues (particularly when
experienced with desktop-based interfaces), which however provide an
important, indirect way of communication. We expect that in the
virtual museum context these issues will be suficiently addressed
to enforce the social dimension of cultural visits.</p>
      <p>
        We observe that only a few systems have addressed the “hybrid
visit scenario”, enabling local and remote visitors to share their
experience in real-time and communicate with each other [
        <xref ref-type="bibr" rid="ref20 ref4">4, 20</xref>
        ]. In
the after COVID 19 era, hybrid visits may potentially provide a very
promising use-case, ofering important socialization opportunities
for vulnerable groups, who are currently facing the danger of being
left out.
      </p>
      <p>Finally, it seems that the technology is there to support social
experiences in cultural heritage, either onsite or online. The
technology has been extensively tested and validated in many contexts,
and for many years, from gaming applications to social media.
The main challenge lies in the successful application of these
approaches in defining concrete and relevant objectives and realizing
them through an informed experience concept design. Cultural
institutions are complex ecosystems and social experiences are
important parts. The during and post-COVID museum experience
should include carefully designed social interactions, respecting
the social distancing requirements of diferent groups of visitors
and users.</p>
    </sec>
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