<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Discovering Fairytale Paths: Exhibition Design, Artistic Enhancement, Management and applied data in the conceptual Folk Tale Museum Scenario in Zagori, Greece ⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Melina Papadopoulou</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Architect-engineer</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M.A Museologist</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <abstract>
        <p>This paper introduces a data-driven conceptual framework for a Folk Tale Museum in Zagori, Greece, a region recently designated as a UNESCO World Heritage site. In this model, museology approaches and interpetates tradition under a different perspective than of a typical folklore museum setting. It uses art and technology as the main filters to shape an interactive and inviting environment, where visitors have the opportunity, through data insights, to affect both narrative and spatial exhibition design choices. Big data's act as a silent co-designer in the envisioned museum, is evident all through the process from development to ongoing curation. This data-driven approach not only preserves and revitalizes Zagori's intangible cultural heritage but also creates a feedback loop where visitor preferences are constantly translated to new information and design aspects. Through this model, the museum becomes a participatory, adaptive space, where visitors take part in the core of its existence.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Big Data</kwd>
        <kwd>museology</kwd>
        <kwd>folk tale</kwd>
        <kwd>exhibition design</kwd>
        <kwd>artistic expression</kwd>
        <kwd>interactive experience</kwd>
        <kwd>Zagori UNESCO World Heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>is particularly pressing for folk life museums, it is part of a broader shift affecting all types of
museums.</p>
      <p>
        One of the useful tools in this direction has been the integration of Big Data, which has
transformed the ways in which cultural institutions collect, interpret, and disseminate information.
The new museum is an information service organization where information regarding the museum
collections is equally important to the collections themselves [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Museums are transitioning from static repositories of artifacts to interactive environments,
offering visitors personalized experiences. This shift began as early as the 1950’s, when new forms
of Museology emerged as a way to revitalize the educational role of museums. However, it was in
the 1970’s that discussions about interaction intensified, becoming part of the broader shift in
museum theory and practice [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
      <p>
        Around the same time, in architectural theory, discussions about interactive buildings began. This
concept of a new need for a responsive to change built environment, was first articulated as a design
strategy by John Habraken in the early 1960s [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. From then on, flexible architecture becomes a new
architectural realm, exploring elements of adaptation, transformation, movement and interaction.
      </p>
      <p>This alignment of views between the two disciplines is not coincidental, as both are
humancentered fields, and it was highly expected that they would be influenced by social theories such as
social constructionism, which underscore the importance of social dynamics in shaping spaces and
experiences. Furthermore, since architectural design in museums takes on a distinctive form where
spatial design is integrated with narrative design, the two fields create a perfect blend that nurtures
interaction as a fundamental concept.</p>
      <p>Museology can be regarded as a ‘fortunate field’, because its theoretical frameworks find
immediate application in spatial design. Additionally, its power as a multidisciplinary field to reflect
strongly theoretical changes in the involved fields, reassures evolution and change in spatial
museological design concepts and practice.</p>
      <p>In this context, the proposed Folk Tale Museum in Zagori, Greece—a region inscribed on the
UNESCO World Heritage list for its cultural significance—aims to bridge the traditional craft of
storytelling with modern technology, using Big Data as a fundamental driver for innovative
museological practices. Big Data not only serves as a means of collecting and interpreting
information but also acts as a catalyst for transforming the interaction between art, culture, and the
audience.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Big Data in Museums</title>
      <p>
        Museums have been transformed from spaces for people, to spaces of people [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. From
objectcentered to visitor-centered, engagement and interaction are the new most desired features. This
anthropocentric approach developed simultaneously though, with their shifting towards corporate
models in their management and since businesses recognize the value of the collection and
application of big data, museums do too. As a result, museums increasingly adopt strategies centered
on audience insights and data-driven decision-making [13 p.35]. These data-gathering practices,
although resource-intensive, allow museums to create tailored experiences and track exhibit
effectiveness, ultimately driving visitor retention and operational efficiency.
      </p>
      <p>The common types of data that museums are interested in are shown in diagram 1. Firstly, we
have visitor data. This includes information related to demographics, preferences, background and
of course feedback (visitors book). Another type is data related to their collections. This includes
information about the exhibits and artifacts, like origin, provenance, context, condition, museum
placement or storage and more. A third type is operations data, related to practicalities such as
stuffing, maintance and funding. A fourth one is marketing data, which gives feedback on the
effectiveness and impact of marketing and strategy campaigns. One more important data type
museum is interested in, is social media data. Since social platforms are a strong expressive tool, this
data type gives a great insight on how visitors engage with the museum on those platforms.</p>
      <p>Diagram 1. Most common data types museums are interested in.</p>
      <p>
        Collecting data, gives museums an insight into their visitor’s preferences and behaviors and they
can do that in various ways, some being more traditional while others more technologically
advanced. The most common are surveys and polls, which can give information such as which
artifacts are more popular so that they can allow curators to make more targeted and responsive
design choices. Surveys in specific have the plus benefit of anonymity, leading to more subjective
data. Ticket sales data also provide important operational insights, such as identifying peak visiting
hours, thereby enabling more efficient resource allocation, staff scheduling, and crowd management
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Additionally, data from museum gift shops, particularly sales of thematic memorabilia related
to specific exhibits, offers valuable feedback on visitor preferences.
      </p>
      <p>
        Contacting interviews, also helps museums gain detailed understanding of the range of how their
experiences are received by different audiences. Interview types are defined by their script, leading
to strong structured, semi structured and unstructured ones [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Observations, on the other hand,
provide a rich holistic view upon both visits and development of museum projects and programs.
Again, like interviews, they might vary depending on how strict a protocol is set by the observers.
Focus groups are another way for data collection. ’They are the evaluator-facilitated discussions that
capitalize on the social interactions of group members to generate a deep discussion around a topic’ [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
The results assist museums to gain a broader look upon visitor’s specific needs and wishes. They can
be the perfect method to address the needs and wishes of special museum groups, such as children
or visitors with disabilities. Recorded conversations amongst visitors, another tool for data collection,
can track their discussions at their stay at the museum. As a process it is useful for studying the
special aspects of learning in museums.
      </p>
      <p>Besides the more traditional ways to collect data, museums also have others such as:
•
•
•</p>
      <p>Website Visitor Analytics / Google Analytics
Analytics such as how long they stayed in a page or what form of interaction the page
visitor has preferred is very easy to be extracted.</p>
      <p>Mobile App Analytics
Applications designed by the museum that can be downloaded by the users can also be a
source of data and profiling, especially when the user decides to login to the app via third
party social network accounts such as Facebook.</p>
      <p>Indoor Location Tracking
Just like retailers use IoT (internet of things) for indoor location traffic to optimize shopper
satisfaction and streamline the shopping experience, museums can also benefit from this
with the help of mobile devices to monitor visitor’s paths and create heatmaps that reveal
popular exhibits, traffic patterns, and less visited areas, all of which can influence the
museum’s redesign.</p>
      <p>
        In some cases, museums use design and spatial museological programs to collect visitor data
discreetly, integrating data collection as a “disguised” feature of the visitor experience [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. For
instance, interactive digital installations or geolocation features within exhibits can provide invaluable
insights into visitor flow and engagement patterns without explicit data requests, thus optimizing
the overall experience while collecting essential operational data [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Big data plays a crucial role in every stage of a museum's development, serving as a "co-design
silent tool" that informs decision-making from inception to operation. During the creation phase, it
helps identify popular themes, determine the best location, guide exhibition design, and organize
artifacts based on visitor preferences. In the operational phase, ongoing data collection provides
insights into visitor behavior, allowing museums to tailor programming and improve sustainability
efforts. In the following example of Zagori folk tales museum we will witness this useful tool as it
takes part in the initial stage of conceptual museological thinking, a process that lays the fountains
for museum design.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Zagori folk tale museum</title>
      <p>Epirus, as stated by Ch. Christovasilis in the introduction to his collection of Epirus Fairy Tales, first
published in 1906, “is the land of gentle winters and sweet summers, where every stone, every ruin, and
every hole has its own song, its own tradition, and its own fairy tale.” Zagori, a region within Epirus,
is its most breathtaking part, characterized by striking geology (including two national parks) and
its forty-six stone villages, interconnected by mountain roads and traditional arched stone bridges
(figure 1) from the 18th century. Each small village follows a design pattern featuring a central square
with three basic elements: a church, a plane tree, and a public fountain. Cobbled streets and footpaths
connect the rest of the village to this main square.</p>
      <p>Long before this region became part of UNESCO World Heritage2in September 2023, it was
recognized for its architectural monumental value by the Hellenic Ministry of Culture and Sports
Directorate of Antiquities3. In an atmospheric place like this, with a dreamlike quality, it was
inevitable that people’s imagination would go wild and turn into creativity as stated by the extended
folklore wall art in most of the Zagori houses4 and the folktales such as ‘liopiro’, that thrive with
their surrealistic elements, personifications of nature, visual imagery and dream sequences5. Zagori’s
heritage is enriched with myths, songs, traditions, and folk tales. However, this valuable heritage,
both tangible and intangible, has not been efficiently disseminated to the public so far6.</p>
      <p>Nonetheless, this is set to change, with Zagori entering the European World Heritage list. In this
regard, each initiative toward this direction would be welcomed, adding value to the overall picture.
The UNESCO Convention for the Safeguarding of the Intangible Cultural Heritage (2003)7
emphasizes the importance of protecting non-material forms of heritage, including storytelling
traditions, especially in regions where these practices risk being lost due to population decline or
modernization (UNESCO, 2003). Folktales are a key component of intangible cultural heritage and
therefore, a museum dedicated to them would definitely serve this goal.</p>
      <p>
        A thematic museum dedicated to gathering, presenting, and valuating Zagori’s folk tale heritage
would certainly employ a complex museological methodology to advance a vision of cultural
tourism. By combining folklore with big data, the Zagori museum of folk tales, seeks to create a space
where stories can evolve and adapt, much like the oral traditions they are based on. This dynamic
2The Cultural Landscape of Zagori is now on the UNESCO World Heritage List following the decision of the 45th
Session of the World Heritage CommiAee in 2023. hAps://whc.unesco.org/en/list/1695
3 Regarding the characterizaMon as tradiMonal of the pr-e1923 seAlements in the wider area of Zagori (Epirus)
hAps://www.nomoskopio.gr/pd_26_9_79.php?toc=0&amp;printWindow&amp;
4 hAp://old.ntua.gr/MIRC/db/epirus_db/ARXITEKTONIKH/Zografoi.htm
5 Sergi G. Folktales of Epirus,2008, EN PLO, pp.41-48
6 It is remarkable that in the whole region there are only seven stated museums with only one of them,
Rizarios, being open to the public. hAps://museumfinder.gr/region/dimos-zagoriou/
7 hAps://ich.unesco.org/en/convenMon
interaction between data and storytelling has the potential to transcend time and place, allowing
visitors to engage with folklore not as passive consumers but as active participants in the narrative
process. This approach builds on the existing discourse around the participatory museum as a space
for dialogue, where visitors are encouraged to engage, interpret, and contribute to cultural narratives
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>In Zagori, folklore, from folktales to folk drawings, is inspired both by its built (stone villages and
arch bridges) and unbuilt environment (nature). Thereby for a museum about folktales, location is of
a great importance, because of this special connection. Also, location in architectural terms, involves
aspects such as the positioning of a building within location, the variety and possibilities of internal
and external views, the distribution of daylight and sunlight, access to the location and to the building
and even more. In theory, all of Zagori’s picturesque forty-six villages can make good candidates,
still there are other issues that need to be taken under consideration such as tourist preferences of
them. So, the first critical question would be to indicate the perfect candidate. That is where big data
analysis comes to equation, starting with demographic data from national statistics websites like
Greece’s National Statistical Authority (ELSTAT) and Eurostat, which provide insights into
population size, age distribution, and trends across different villages and official tourism websites
and online travel platforms like TripAdvisor who analyze big data on visitor numbers, reviews, and
popular attractions in various locations. Cultural heritage websites, such as UNESCO’s World
Heritage Centre, can also offer valuable data about local traditions and folklore, while social media
platforms like Instagram and Facebook can help gauge public interest by analyzing big data trends
through hashtags and community engagement in groups focused on Greek culture. Geographic
Information Systems (GIS) tools, like Google Earth, can visualize geographic and demographic big
data, which show accessibility and attractiveness. These diverse online big data sources can designate
the ideal location for the folktale museum.
The initial questions to be answered regarding a folktale’s museum creation are not only the need
for a museum like that and the choosing of its location but also its main museological concept.</p>
      <p>The main concept of this museum’s narrative design is the presentation of traditional Epirus folk
tales with a contemporary, hybrid and artistic new way, that has the ability to evolve with time and
adjust to new theories, approaches, design styles and technological advances. This kinetic overall
design quality can be reached through a concept of presenting one folk tale at a time. The chosen
folk tale can act as the main inspiration around of which different arts explore its potential in various
terms. The folk tale can change after a certain period and a new one can take its place. The design
settings of the new one can then be different featuring another artistic approach and more updated
technology. This flexibility deriving from a theoretical concept, gives this museum the opportunity
to totally renew its context periodically, giving a permanent exhibition the ability to perform like a
temporary one. At the same time and since art is a main feature in this museum, the artistic choices
for the upcoming folktale design can be decided based upon data collected out of the previous
exhibition visits. An example of how this can be done is by surveys which take place both online
and, in the museum, and ask which artist or artists the audience prefers to be engaged in the next
folk tale. Another indirect way would be to present museum gift cards with the next theme and
different artistic styles and track the most popular ones.</p>
      <p>Exhibition design consists of the narrative and the spatial design, which together they shape the
overall morph and feeling of each museum. Narrative design derives from thematical research. This
is where big data plays a crucial role, providing the necessary flow and categorization of information
needed to support the conceptual museological framework. In a museum dedicated to folk tales, this
initial research extends beyond bibliography sources to include interviews and comprehensive
ethnological studies. Combining knowledge and evaluation from various sources, including other
similar thematical museums, while at the same time setting an algorithmic logic in processing the
information given may lead to a broaden look upon the field and help the narrative and spatial
designers foster a more broaden perspective which will transition into design and also to connect a
regional thematic to other ones in various countries.</p>
      <p>One of the most critical parameters in narrative museological design is the selection of the
appropriate language with which the museum will communicate more effectively with the average
visitor. The average visitor is now defined as the citizen of the world- a person with any background
and cultural heritage, for whom the texts and the overall narrative must be not only understandable
in terms of a simple translation, but also intriguing and inspiring, in terms of providing opportunities
for reflection and fruitful thought, as well as evoke emotions, opening a window to the knowledge
and experience of a different culture, in which fragments and elements of their own are reflected. To
achieve this goal, the dynamics of big data are utilized, specifically access to aggregated
characteristics that provide insight into audience preferences, behaviors, and trends, allowing for the
creation of tailored narratives that resonate with diverse visitor demographics.</p>
      <p>
        The multisensory potential of the museum environment is a key consideration in contemporary
exhibition design, where the focus has shifted from mere visual observation to immersive
experiences that engage multiple senses [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Big data enables the development of such experiences
by collecting and processing real-time feedback on visitor engagement. This feedback can then be
used to adjust the exhibition environment, enhancing emotional and cognitive connections with the
content [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>In the case of the Folk Tale Museum, technologies such as augmented reality (AR) and virtual
reality (VR) could be employed to create interactive displays, allowing visitors for example to explore
the mythical landscapes described in the featured folk tale. AR projections of folkloric figures could
engage with visitors as they navigate the space, guiding them towards specific features. Additionally,
images of local elders sharing tales of their ancestors can enhance the immersive experience,
fostering a more informal environment where stories are shared between people.</p>
      <p>
        Moreover, the museum could invite guests from other countries to share their own stories,
creating a rich tapestry of narratives from diverse cultures. These stories could also be featured on
the museum’s website, where new interviews and additional materials could be uploaded, creating a
global storytelling network, in which our most intimate and ethereal collective memories will find a
home. Such an approach reflects the broader movement towards “experiential museums,” where the
focus is on the creation of a participatory and immersive experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        The ability to track visitor reactions through eye-tracking, facial expression analysis and
movement choices provides new avenues for understanding how art and culture are experienced
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. In the Folk Tale Museum, such data could be used to adjust the narrative flow of the exhibits
and to define which narrative parts are the stronger and which are the weakest. This knowledge is
very crucial because taking it to consideration, might lead to changes in the flow, the row or they
might even affect the choice of exhibits within the epistemic context of course. Special participatory
features could also be arranged when for example people are asked to provide a photo or a sketch of
the person that used to tell them a bedtime story and then this data and material can turn to a
temporary exhibition of the storytellers. These are just a few examples of how people can codesign
narrative museological design.
      </p>
      <p>
        This transformation of the museum from a passive space of observation into an active space of
interaction reflects the shift towards participatory museology, where the audience plays a central
role in the creation and interpretation of meaning [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
3.2.
      </p>
      <p>
        Spatial exhibition design
Exhibition design creates spaces where narratives take shape. There is an undefined analogy between
the spatial design language of exhibitions and that of cinema. As Tzonos notes, “The difference
between exhibition storytelling and cinematic storytelling is that in a museum exhibition, the
visitorviewer moves in front of the static display and acts as the 'camera,' capturing and simultaneously
'projecting' the perceptual material within themselves during the museum visit.” [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        When it comes to interactive environments, their scenography in modern museology is now
enriched with multisensory elements, that are part of new museum designing, where the experience
is phygital. This approach extended beyond physical space into the digital realm when museums
faced the recent global health crisis. Museums as organizations had no choice but to adapt their
content and archives to fully online experiences in order to remain open and active [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Their goal,
however, was not only to stay accessible but also to maintain relevance so that they can antagonize
with other forms of entertainment. This drive led to widespread global efforts to create digital
versions of their exhibitions, borrowing techniques even from video game design to enhance visitor
engagement [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>In the conceptual framework of the Folk Tales Museum in Zagori, an integrated narrative and
spatial design, enhanced by digital features, could cultivate immersive environments. For instance, a
traditional Zagori bedroom setting could be transformed into a space where visitors are invited to
pause or even recline while listening to a digital rendition of an elder recounting the featured folk
tale. This room could differ from the rest of the museum’s design, emphasizing a trip back in time.
Sound design could provide the room with undertones of natural sounds emanating from outside the
house, as well as sounds from within, such as cattle being prepared for mountain tea while the
storytelling unfolds. The sound of pottery indicating that the tea is ready could mark the end of each
storyline. These orchestrated soundscapes could guide the visit. All exhibits can also be placed as
they would be in a real traditional bedroom setting. This choice places them outside an unreachable
display logic, making it possible for visitors to touch and feel them, contributing to the designed
atmosphere of the room. All objects can be replicas of the originals, providing a fertile and accessible
environment for special visitor categories, such as those with visual impairments. Visitors could also
choose which other folk tale they would like to experience listening within this environment
amongst and their choices are again valuable data to be taken into consideration for the choice of
the next museum’s folktale theme. This room arrangement in total would evoke a cozy atmosphere
reminiscent of a theatrical stage, positioning the storyteller as the focal point of a visit that is both
artistically curated and deeply engaging, while at the same time presenting the visitor as the special
quest.</p>
      <p>Another interesting way for interaction and collection of data from the museum’s visits is to
incorporate a permanent spatial educational game at the end of each exhibition. This game might
reflect aspects of the conceptual exhibition design and be directed in such way as to provoke visitor’s
reactions and thoughts upon fruitful questioning deriving from the narrative. The underlying
concept behind its creation is quite simple and does not differ from the concept of measuring visitor’s
satisfaction, in a retail setting, regarding the services provided. However, the significant difference
in the case of museums is that this can be achieved through a well-designed game that not only
measures the level of visitor satisfaction but also seeks their perspective in order to record it for
future analysis. Furthermore, it can stimulate further thought by posing a museological question. A
division of this kind in the conceptual framework of the Folk Tales Museum in Zagori could be
centered around gathering individual valuable information which can vary from simple reports and
yes or no answers to full storytelling deposits. Tracking their facial expressions and translating them
to feelings is another way of gathering more valuable information.</p>
      <p>The total gathering of personal views and reactions from a visit can then turn into design features.
In the folk tale museum, they can be translated as variations of light or sound giving an extra layer
of information upon the design of given environments. In this context visitors are co-designing
environments, living back their own personal artistic footprint. This kind of interaction based on
visitor’s mental footprint goes beyond the intentions of plain interaction with a building based on
movement.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Artistic enhancement in Zagori folk tales museum</title>
      <p>Folktales are linked with their illustrations, which bring the abstract or fantastical elements into a
tangible form. Together they bring a unique blending of tangible and intangible heritage.
Illustrations on the other hand have been following the art movements8, being influenced by them,
using the same language, sharing the same qualities. Thereby a museum dedicated to Folktales has
to perform within an artistic frame.</p>
      <p>Also, Folk art in general, expresses the traditions and customs of a human group and it’s not
limited to paintings, songs, dances, legends or beliefs. All these elements come into play (Witek,
2023). Thereby, a folktale museum, interlinked with its folk art and illustrations is actually an art
museum, with all the implications deriving from this realization.</p>
      <p>Spatial exhibition design in museums is subject to the principles of design that apply across all
fields of applied arts. In fruitful alliance with museological graphic design a unique blending can lead
to remarkable design aesthetics, to accompany its artistic elements.</p>
      <p>
        Graphic design visually communicates the messages inherent in conceptual museological design
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. More specifically, it is employed to create associations, shape accompanying texts, guide the
exhibition path through signage, emphasize particular points, and convey the style of conceptual
museological design [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Exhibition design provides the frame work that graphic design enhances
with informational content. Graphic curation takes into account shapes, distances, heights,
directions, and the stylistic elements of exhibition design to produce accompanying material, thereby
creating a cohesive and unique overall experience [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>Art on the other hand is incorporated in most museums partly, for it seems to be a clear division
between art museums and the rest of museums. Diane K Murphy, a digital production coordinator
in Fine Arts Museum of San Fransisco, states that: ‘as art forms radically change over time, the spaces
in which they are displayed do not.’ This perspective reflects a historical overview of museum trends
in which the white cube strategy endures as the preferred spatial configuration for contemporary art
displays. There are also black wall displays and warehouses which are again pointing towards an
intended blank space for art pieces. There is also though the black cube. Black Cube is a nonprofit,
experimental art museum that nurtures the self-sufficiency of artists and inspires people to discover
and appreciate contemporary art beyond traditional white museum and gallery walls. One way of
performing this museological idea is by displaying digital art forms.</p>
      <p>The fundamental question posed indirectly through his experimental designs by the renowned
Pompidou team architect Richard Rogers—"How do we integrate contemporary art within interior
museum spaces?"—remains unanswered. However, some indications do exist. One such indication is
to consider the exterior form and interior design of a museum's space as part of a larger conceptual
framework that encompasses the primary narrative idea. Nonetheless, this concept may not always
find opportunities for materialization due to practical and unresolved issues, such as an existing
building form that cannot be altered. In such cases perhaps there are specific visual communication
tricks to achieve a connection. The main issue with having one primary design concept resembles a
mathematical problem, where each variable, constant, and parameter must be meticulously
considered and balanced, in order to be solved. Sometimes there are even more than one solution.
Still the end result is one.</p>
      <p>Another aspect for consideration is that art pieces are typically displayed in blank white gallery
spaces. However, when an art piece becomes part of another environment, it initiates an open visual
and semiotic dialogue with that context. While this interaction can sometimes be a welcomed and
intentional aspect of exhibition design, it may not always be desirable. At the same time, museum
curators often seek art pieces that can seamlessly integrate into their exhibition concepts.</p>
      <p>In the case of the Zagori Folk Tales Museum, one way to materialize its concept would be to use
the white cube museum framework. An example of displaying folktales as art in a gallery context is
8
chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/hAps://twu-ir.tdl.org/server/api/core/bitstreams/ca20cff4-2084-4069-b79b-9bd8deb134ae/content
the exhibition of newly commissioned works at the Contemporary Jewish Museum titled Jewish
Folktales Retold: Artist as Maggid9 (Figure 2).</p>
      <p>A second scenario would be for art pieces to be created within a specific context that aligns with
the overarching museum theme and complements both the exhibition and graphic design. This
collaboration requires teamwork, where each partner—the artist, the graphic designer, and the
architect—works together on the same project while operating within their own creative contexts.
Frequent communication among team members is essential to ensure that they remain relevant and
aligned with the main visualized idea.</p>
      <p>
        In design, a brief provides a rough outline of a project's direction. It can help clarify the scope,
aims, and objectives for the various parties involved in the development process [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. The design
approach in the conceptual case of the Zagori Folk Tales Museum should be holistic, and one very
important factor in making this possible is the alignment of the personal styles of the artists involved.
      </p>
      <p>A special key within the brief is definitely the design language that already exist and is related to
those folk stories. This language derives from the art of hionadites and kapesovites folk painters.
This painting movement, which was part of a wider decorative practice within the Ottoman Empire,
is defined by an effort to go beyond local styles. Many scholars have pointed out that a "shared"
visual language emerged within the empire, blending European influences with Ottoman decorative
traditions. This hybrid decorative system, consistent across the Balkans and Asia Minor, became
dominant regardless of the users' nationality and reflected the tastes of the growing urban class. The
documented artwork from the Zagori region shows that its painting is a part of this larger "shared"
artistic expression (figure 2).</p>
      <p>
        One approach to the design would involve creating new forms that merely reflect the traditional
artistic language. Another option would be to develop hybrid artistic guidelines that blend both
traditional and contemporary elements. Alternatively, the design could completely disregard the
traditional language in favor of a more innovative approach. All of these strategies can be valid,
provided they are equally well-presented through the museum's exhibition design, art, and graphic
design, working cohesively to create a unified and compelling narrative [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>One particular form of art, landscape photography, can be deeply integrated into the exhibition
design. Zagori represents a strong cultural unity, where all elements—both intangible, such as stories,
and tangible, such as the physical landscape—exist in a unique, interconnected relationship, much
like the relationship between cause and effect. This interplay of narrative and place can enhance the
exhibition's storytelling, using photography to visually represent how the region’s landscape shapes
and reflects its cultural heritage.</p>
      <p>Furthermore, the involvement of landscape photos and big data can lead to cultural mapping. This
can be achieved through the employ of Geographic Information Systems (GIS) to map out the
locations significant to the folk tales of Zagori. By combining this data with landscape photography,
the museum can illustrate how these tales are grounded in the physical landscape of the region. Then
the visualization of this data, can actually take a physical form in the museum, as an architectural 3d
model of the region, a tactile map, also easily accessible by visually impaired visitors10. These maps
can also display static satellite images, elevation details, habitat, geological regions, or any other type
of data visualization (figure 4). This element can be co presented with landscape photographs and
work together to provide a gallery setting.
10 hAps://www.youtube.com/watch?v=2COr4RWJkkM</p>
      <p>
        Art can be presented in a museum not only through its exhibitions but also through its programs
and artist residencies. By inviting artists from various fields related to storytelling, the museum can
foster a dynamic artistic environment where ideas, insights, and artistic skills are shared. This
inclusive approach allows for the involvement of storytellers, musicians, theatrical groups, shadow
puppeteers, and illustrators, all of whom can contribute to the conceptual framework of the Folk
Tales Museum. Such collaboration creates endless opportunities for special events, workshops, and
community projects that enhance the visitor experience and deepen engagement with the region’s
cultural narratives [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>At this point it is essential to clarify that these initial thoughts are very important since they point
at the type of the museum and the specific overall approach that is preferable. The specifications of
the design are being clarified and finalized as the museological process develops. Those general
design guidelines though, are the fountains of the final project both in architecture and in museology.
A museological example where these guidelines find appliance would be the exhibition ‘Fables for
our time’, by the Design Museum11. This exhibition as stated in the website, features three artworks.’
Each artwork in the display consists of three layers: the foreground for storytelling, the
midground for depicting environments in friezes, and the background offering a glimpse of
another world. The three scenes are presented as contemporary folktales, with narrators in
the foreground who advocate for the primacy of natural systems in the human story. Each of
the panels is made up of hundreds of emoji in a mosaic-like pattern, or a pixelated form of
cross-stitch embroidery. The emoji represent both natural systems and human ones, from cells
and species to pesticides and waste.’ (Figure 5).
11 hAps://designmuseum.org/fables-for-our-Mme</p>
      <p>This exhibition is an example of integrating art, storytelling and information within a
contemporary context. It is also an example of how design concepts are distributed. The narrative
design concept unfolds in three layers of information, the exhibition design concept is presented
through interactive screens, where the artistic concept is performing in alliance with both of them.</p>
      <p>In the Zagori folktale museum narrative design concept is centered around a model of changing
folktale themes and exhibition design concept is focusing on the adaptation of new technology, new
design trends, data utilization, active engagement with visitors, art and new readings upon folk
illustration and design techniques.</p>
      <p>Managing Zagori folk tales museum
Museums, as institutions, are often perceived through their two main functions: to educate and to
entertain. Their educational dimension, which falls under non-formal education, is mainly supported
by specially designed educational programs. At the same time, their entertaining dimension evolves
into a safety net for their commercial future as institutions. More and more museums are adopting
corporate practices and marketing strategies in their efforts to remain viable, with the ultimate goal
of becoming more popular. Adopting a marketing orientation reflects their decision to focus on the
public. Learning to harness social media, asking for public’s evaluation and opinion on their displays,
their services, their choices and featured events, encouraging visitors to advertise their presence in
the museum, are all tactics to encourage the dialogue with the audience. Soliciting people’s opinions
makes these institutions more accessible while simultaneously ensuring valuable information and
data that can be used in favor of the museums.</p>
      <p>
        The application of Big Data in museums is part of a broader trend where cultural institutions
leverage digital technologies to deepen their engagement with audiences [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Data collected
from visitor behaviors, interactions, and preferences can inform management decisions and enhance
operational strategies. Social media serves as a powerful tool for museums to promote their content
and maintain communication with visitors.
      </p>
      <p>In the envisioned museum, the official website could link to a dedicated platform featuring social
media elements. This platform would not only facilitate communication between the museum and
its visitors but also foster interaction among visitors themselves. They could be invited to upload
related materials connected to the museum’s exhibitions or share their own videos from visits to the
museum or the Zagori region, providing valuable insights for prospective visitors.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>Museums like companies want to know their clients’ preferences so that they can make choices and
adjustments for better performance. Better performance means more income and more
independence. More income translates back to better performance, while more independence allows
museums to take creative risks, explore diverse, unconventional themes, even engage in innovating
programming that may not align with the priorities of traditional funding sources. In essence, it
empowers them, and since museums are not anymore for people but of people, it empowers people.
And that is the greatest impact that the integration of big data as a museological tool, can have in
any museum.</p>
      <p>Peter Sondergaard, Senior Vice President and Global Head of Research at Gartner, Inc. once said,
"Information is the oil of the 21st century, and analytics is the combustion engine." The primary motive
for collecting data in museums is to forge a deeper connection with the audience12.</p>
      <p>The audience’s participation in the conceptual Folk Tale Museum in Zagori is linked with the
integration of Big Data in it. The data flow within this museum, as seen in diagram 1, establishes a
dynamic cycle in which initial informational materials in the form of interviews and research, are
processed to create the narrative museological design. This design is subsequently transformed into
exhibition layouts, augmented by artistic and graphic design, influenced by people’s choices and
integrated with technology to encourage their participation. Participation patterns are being
evaluated to adjust exhibition design once more. The information gathered from this active
engagement altogether feeds back into the initial archive, completing the cycle and enhancing the
overall experience of the museum.
12 hAps://www.museums22.com/post/data-in-museum</p>
      <p>Diagram 2. Dynamic Data Flow in the conceptual model of Zagori Folk Tales Museum
As big data continues to reshape the field of museology, it offers new possibilities for the creation
of interactive, responsive, and emotionally resonant cultural experiences. The Folk Tale Museum in
Zagori, as envisioned in this paper, serves as a case study for the potential of big data to revolutionize
how we engage with art, culture, and history in the digital age.</p>
      <sec id="sec-5-1">
        <title>Declaration on Generative AI</title>
        <p>The author has not employed any Generative AI tools.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Online Resources</title>
        <p>1.
https://epirusgate.gr/h-zografiki-ton-spition-tou-zagoriou-istoriki-kai-politismiki-prosengisi-apo-ton-stefano-tsiodoulo/
2. https://vdbg.com/blog/what-is-interactive-architecture/
3. https://blog.artsper.com/en/a-closer-look/the-importance-of-art-in-folklore/
4. https://mapsted.com/blog/museum-big-data-explained</p>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>G.</given-names>
            <surname>Ambrose</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Harris</surname>
          </string-name>
          ,
          <year>2009</year>
          , Basics Design 01:
          <string-name>
            <surname>Design</surname>
            <given-names>Thinking</given-names>
          </string-name>
          , AVA Publishing.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>N.</given-names>
            <surname>Balloffet</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Courvoisier</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Lagier</surname>
          </string-name>
          ,
          <year>2014</year>
          ,
          <article-title>Marketing of Cultural Institutions: A Strategic Approach</article-title>
          , Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>G.</given-names>
            <surname>Black</surname>
          </string-name>
          ,
          <year>2012</year>
          ,
          <string-name>
            <surname>Transforming</surname>
          </string-name>
          <article-title>Museums in the Twenty-First Century</article-title>
          , Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>F.</given-names>
            <surname>Cameron</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Kenderdine</surname>
          </string-name>
          ,
          <year>2007</year>
          ,
          <string-name>
            <given-names>Theorizing</given-names>
            <surname>Digital</surname>
          </string-name>
          Cultural Heritage. MIT Press.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>O.</given-names>
            <surname>Fakatseli</surname>
          </string-name>
          ,
          <year>2006</year>
          ,
          <article-title>Folk life museums and their communications with the public</article-title>
          .   University of London, University College London (United Kingdom) ProQuest Dissertations &amp; Theses, 
          <fpage>U592758</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>J.H.</given-names>
            <surname>Falk</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.D.</given-names>
            <surname>Dierking</surname>
          </string-name>
          ,
          <year>2016</year>
          , The Museum Experience Revisited, Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>M.</given-names>
            <surname>Henning</surname>
          </string-name>
          ,
          <year>2006</year>
          , Museums, Media and
          <string-name>
            <given-names>Cultural</given-names>
            <surname>Theory</surname>
          </string-name>
          , Open University Press.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>E.</given-names>
            <surname>Hooper-Greenhill</surname>
          </string-name>
          ,
          <year>2000</year>
          ,
          <article-title>Museums and the Interpretation of Visual Culture</article-title>
          , Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>R.</given-names>
            <surname>James</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Sandell</surname>
          </string-name>
          ,
          <year>2019</year>
          ,
          <string-name>
            <given-names>Museum</given-names>
            <surname>Activism</surname>
          </string-name>
          , Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>J.</given-names>
            <surname>Kidd</surname>
          </string-name>
          ,
          <year>2014</year>
          , Museums in the New Mediascape, Ashgate.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>J.</given-names>
            <surname>Klein</surname>
          </string-name>
          ,
          <year>2020</year>
          , “
          <article-title>Museums and the Global Pandemic: Adapting to Change</article-title>
          .” Museum International,
          <volume>72</volume>
          ,
          <fpage>1</fpage>
          -
          <lpage>11</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>H.</given-names>
            <surname>Kong</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Z.</given-names>
            <surname>Weng</surname>
          </string-name>
          ,
          <year>2018</year>
          ,
          <article-title>"The Role of Graphic Design in Exhibition Spaces."</article-title>
          <source>International Journal of Design</source>
          ,
          <volume>12</volume>
          (
          <issue>1</issue>
          ),
          <fpage>67</fpage>
          -
          <lpage>80</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>N.</given-names>
            <surname>Kotler</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Kotler</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.</given-names>
            <surname>Kotler</surname>
          </string-name>
          ,
          <year>2008</year>
          ,
          <string-name>
            <given-names>Museum</given-names>
            <surname>Marketing</surname>
          </string-name>
          and Strategy: Designing Missions,
          <source>Building Audiences, and Generating Revenue and Resources</source>
          , (2nd ed.), Jossey-Bass.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>R.</given-names>
            <surname>Kronenburg</surname>
          </string-name>
          , '
          <year>2007</year>
          ,
          <article-title>Flexible Architecture that Responds to Change, Laurence King Publishing Ltd</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>N.</given-names>
            <surname>Levent</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Pascual-Leone</surname>
          </string-name>
          ,
          <fpage>2</fpage>
          -
          <lpage>14</lpage>
          , The Multisensory Museum, Rowman &amp; Littlefield.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>G.</given-names>
            <surname>MacDonald</surname>
          </string-name>
          , S. Alsford,
          <year>1991</year>
          ,
          <article-title>The museum as information utility</article-title>
          .
          <source>Museum Management and Curatorship</source>
          <year>1991</year>
          ,
          <volume>10</volume>
          (
          <issue>3</issue>
          ),
          <fpage>305</fpage>
          -
          <lpage>311</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>S.A.</given-names>
            <surname>MacDonald</surname>
          </string-name>
          ,
          <year>2006</year>
          , Companion to Museum Studies. Blackwell.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>V.</given-names>
            <surname>McCall</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Gray</surname>
          </string-name>
          ,
          <year>2014</year>
          , Museums and the 'New Museology': Theory, Practice, and
          <string-name>
            <given-names>Organizational</given-names>
            <surname>Change</surname>
          </string-name>
          .
          <source>" Museum Management and Curatorship</source>
          ,
          <volume>29</volume>
          (
          <issue>1</issue>
          ),
          <fpage>19</fpage>
          -
          <lpage>35</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>L.</given-names>
            <surname>McTavish</surname>
          </string-name>
          ,
          <year>2006</year>
          , Defining the Modern Museum. University of Toronto Press.
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <given-names>R.</given-names>
            <surname>Mencarelli</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Pulh</surname>
          </string-name>
          ,
          <year>2012</year>
          ,
          <article-title>Museoparks and re-enchantment of the museum visits: An approach centred on visual ethnology</article-title>
          .
          <source>Qualitative Market Research: An International Journal</source>
          ,
          <volume>15</volume>
          (
          <issue>2</issue>
          ),
          <fpage>148</fpage>
          -
          <lpage>164</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>A.</given-names>
            <surname>Nelson</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Cohn</surname>
          </string-name>
          ,
          <year>2015</year>
          ,
          <article-title>Data Collection methods for evaluating Museum Programs</article-title>
          and Exhibitions,
          <volume>40</volume>
          (
          <issue>1</issue>
          ),
          <fpage>27</fpage>
          -
          <lpage>36</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <given-names>C.</given-names>
            <surname>Noy</surname>
          </string-name>
          ,
          <year>2017</year>
          ,
          <article-title>Participatory Museology and the Visitor Experience</article-title>
          ,
          <source>Museums &amp; Society.</source>
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <given-names>T.T.</given-names>
            <surname>Ngô</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.P.</given-names>
            <surname>Lương</surname>
          </string-name>
          ,
          <year>2023</year>
          ,
          <article-title>The importance of fairy tales in communication, education, and cultural preservation</article-title>
          .
          <source>International Journal of Social Science and Human Research</source>
          ,
          <volume>6</volume>
          (
          <issue>10</issue>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <given-names>R.</given-names>
            <surname>Parry</surname>
          </string-name>
          ,
          <year>2007</year>
          , Recoding the Museum:
          <article-title>Digital Heritage and the Technologies of Change, Routledge</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <given-names>P.</given-names>
            <surname>Phillips</surname>
          </string-name>
          ,
          <year>2004</year>
          ,
          <article-title>Creating the Perfect Design Brief: How to Manage Design for Strategic Advantage</article-title>
          , Allworth Press.
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          [26]
          <string-name>
            <given-names>G.</given-names>
            <surname>Sergi</surname>
          </string-name>
          ,
          <year>2008</year>
          , Folks Tales from Epirus, En Plo.
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          [27]
          <string-name>
            <given-names>N.</given-names>
            <surname>Simon</surname>
          </string-name>
          ,
          <year>2010</year>
          ,
          <source>The Participatory Museum, Museum</source>
          <volume>2</volume>
          .
          <fpage>0</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          [28]
          <string-name>
            <given-names>P.</given-names>
            <surname>Tzonos</surname>
          </string-name>
          ,
          <year>2013</year>
          , Museum and exhibition design, Edeftikirion press.
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          [29]
          <string-name>
            <given-names>P.</given-names>
            <surname>Vergo</surname>
          </string-name>
          ,
          <year>1989</year>
          , New Museology, Reaction Books Ltd.
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          [30]
          <string-name>
            <given-names>R.</given-names>
            <surname>Voss</surname>
          </string-name>
          ,
          <year>2007</year>
          ,
          <article-title>"Museum Design: Creating the Experience."</article-title>
          <source>Museum Management and Curatorship</source>
          ,
          <volume>22</volume>
          (
          <issue>3</issue>
          ),
          <fpage>205</fpage>
          -
          <lpage>217</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>