首页> 外文会议>Proceedings of the 2018 3rd Digital Heritage International Congress held jointly with the 2018 24th International Conference on Virtual Systems amp; Multimedia >Evaluating emotional engagement in digital stories for interpreting the past. The case of the Hunterian Museum’s Antonine Wall EMOTIVE experiences
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Evaluating emotional engagement in digital stories for interpreting the past. The case of the Hunterian Museum’s Antonine Wall EMOTIVE experiences

机译:评估数字故事中的情感参与,以诠释过去。猎人博物馆的Antonine Wall情感体验案例

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Digital storytelling has been used in cultural heritage for over two decades, yet integrating this in museum displays to encourage visitors’ deep engagement, including both affective and cognitive outcomes, remains challenging and raises a number of issues. EMOTIVE is a European Union Horizon 2020 Research and Innovation project which addresses some of these as it aims to design and evaluate emotionally engaging digital visitor experiences for heritage sites and museum displays. The Hunterian, the museum of the University of Glasgow and one of the EMOTIVE cultural partners, has designed digital stories to interpret its permanent display ‘The Antonine Wall: Rome’s Final Frontier’ which showcases the museum’s collection from the Wall, a UNESCO World Heritage site. The paper discusses a) the design of the on-site EMOTIVE experience of ‘Ebutius’s Dilemma’ based on the EMOTIVE conceptual framework, and b) the qualitative and quantitative, mixed-methods evaluation of the impact of the experience on diverse visitor groups, focusing primarily on emotional engagement, and based on the EMOTIVE evaluation framework. It presents formative evaluation findings, the lessons learned from using a variety of methods, and discusses the broader issues raised when designing for and studying emotional engagement in cultural heritage settings.
机译:数字叙事已在文化遗产中使用了二十多年,但将其整合到博物馆的陈列物中以鼓励参观者深入参与,包括情感和认知成果,仍然具有挑战性,并引发了许多问题。 EMOTIVE是欧盟Horizo​​n 2020研究与创新项目,致力于解决其中一些问题,因为它旨在设计和评估遗产站点和博物馆展示中具有情感吸引力的数字访客体验。猎人博物馆,格拉斯哥大学博物馆,也是情感文化合作伙伴之一,设计了数字故事来解释其永久性展示“安东尼墙:罗马的最后疆界”,该博物馆展示了联合国教科文组织世界遗产墙从博物馆的藏品。本文讨论了a)基于EMOTIVE概念框架的“ Ebutius困境”的现场EMOTIVE体验的设计,以及b)定性和定量,混合方法评估体验对不同访客群体的影响,重点是主要基于情感参与,并基于情感评估框架。它提供了形成性的评估结果,从使用各种方法中学到的经验教训,并讨论了在设计和研究文化遗产环境中的情感参与时提出的更广泛的问题。

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