Skip to main content

Community Repository Search Results

resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
DATE:
TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource research Exhibitions
Integrating science, technology, engineering, and mathematics (STEM) subjects in pre-college settings is seen as critical in providing opportunities for children to develop knowledge, skills, and interests in these subjects and the associated critical thinking skills. More recently computational thinking (CT) has been called out as an equally important topic to emphasize among pre-college students. The authors of this paper began an integrated STEM+CT project three years ago to explore integrating these subjects through a science center exhibit and a curriculum for 5-8 year old students. We
DATE:
TEAM MEMBERS: Morgan Hynes Monica Cardella Tamara Moore Sean Brophy Senay Purzer Kristina Tank Muhsin Meneske Ibrahim Yeter Hoda Ehsan
resource research Media and Technology
Computational social science represents an interdisciplinary approach to the study of reality based on advanced computer tools. From economics to political science, from journalism to sociology, digital approaches and techniques for the analysis and management of large quantities of data have now been adopted in several disciplines. The papers in this JCOM commentary focus on the use of such approaches and techniques in the research on science communication. As the papers point out, the most significant advantages of a computational approach in this sector include the chance to open up a range
DATE:
TEAM MEMBERS: Nico Pitrelli
resource research Media and Technology
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
DATE:
TEAM MEMBERS: Robin Meisner Dirk vom Lehn Christian Heath Alex Burch Ben Gammon Molly Reisman
resource research Media and Technology
Sage is a robot that has been installed at the Carnegie Museum of Natural History as a full-time autonomous member of the staff. Its goal is to provide educational content to museum visitors in order to augment their museum experience. This paper discusses all aspects of the related research and development. The functional obstacle avoidance system, which departs from the conventional occupancy grid-based approaches, is described. Sage's topological navigation system, using only color vision and odometric information, is also described. Long-term statistics provide a quantitative measure of
DATE:
TEAM MEMBERS: Illah Nourbakhsh Judith Bobenage Sebastien Grange Ron Lutz Roland Meyer Alvaro Soto
resource research Public Programs
Museums are excellent locations for testing ubiquitous systems; the Exploratorium in San Francisco offers a unique and challenging environment for just such a system. An important design consideration is how users switch between virtual and physical interactions.
DATE:
TEAM MEMBERS: Margaret Fleck Marcos Frid Eamonn O'Brien-Strain Rakhi Rajani Mirjana Spasojevic
resource research Media and Technology
This article describes the software architecture of an autonomous, interactive tour-guide robot. It presents a modular and distributed software architecture, which integrates localization, mapping, collision avoidance, planning, and various modules concerned with user interaction and Web-based telepresence. At its heart, the software approach relies on probabilistic computation, on-line learning, and any-time algorithms. It enables robots to operate safely, reliably, and at high speeds in highly dynamic environments, and does not require any modifications of the environment to aid the robot's
DATE:
TEAM MEMBERS: Wolfram Burgard Armin Cremers Dieter Fox Dirk Hahnel Gerhard Lakemeyer Dick Schulz Walter Steiner Sebastian Thrun
resource research Media and Technology
The Situating Hybrid Assemblies in Public Environments (SHAPE) project within the European Disappearing Computer initiative has explored how emerging ubiquitous technologies can support museum visiting experiences. SHAPE has designed hybrid artifacts that support visitors manipulating phisical and digital material in a visible and interesting manner.
DATE:
TEAM MEMBERS: Liam Bannon Steve Benford John Bowers Christian Heath
resource research Media and Technology
As mobile devices are increasingly merging into our daily lives, exhibition services are also facing innovation based on the newly available technologies. Our project addresses these new circumstances. We developed a mobile exhibition guide for the exhibition called "Mrs Brown's Big Day Out: Hamilton Women in the 1950s". That is organized by the Waikato Museum. The proposed system re-uses the TIP (Tourist Information Provider) system's framework and provides information via mobile devices to visitors on Victoria Street, which is an outdoor part of the exhibition. The information about a sight
DATE:
TEAM MEMBERS: Jingyu Chen
resource research Media and Technology
Interactive technologies are employed in museums to enhance the visitors' experience and help them learn in more authentic ways. Great amounts of time and money and many man-hours of hard work have been spent. But do such systems indeed achieve their goals? Do they contribute to a greater user experience (UX) and learning effectiveness? In this paper we describe the use of the "Walls of Nicosia" a 3D multi-touch table installed at the Leventis Municipal Museum in Nicosia, Cyprus. Two groups of students actively participated in this empirical study (they attended the 5th year class at
DATE:
TEAM MEMBERS: Panagiotis Zaharias Despina Michael Yiorgos Chrysanthou
resource research Public Programs
Web 2.0 technologies have introduced increasingly participatory practices to creating content, and museums are becoming interested in the potentials of “Museum 2.0” for reaching and engaging with new audiences. As technological advances are opening up the ways in which museums share information about the objects in their collections, the means by which museums create, handle, process, and transmit knowledge has become more transparent. For this to be done effectively, however, some underlying contradictions must be resolved between museum practices, which privilege the account of the “expert,”
DATE:
TEAM MEMBERS: Ramesh Srinivasan Robin Boast Jonathan Furner Katherine Becvar
resource research Media and Technology
This paper suggests new strategies for introducing students to robotics technologies and concepts, and argues for the importance of providing multiple entry points into robotics. In particular, the paper describes four strategies that have been successful in engaging a broad range of learners: (1) focusing on themes, not just challenges; (2) combining art and engineering; (3) encouraging storytelling; (4) organizing exhibitions, rather than competitions. The paper describes a new technology, called the PicoCricket, that supports these strategies by enabling young people to design and program
DATE:
TEAM MEMBERS: Natalie Rusk Mitchel Resnick Robbie Berg Margaret Pezalla-Granlund