Design of Digital Interaction for Complex Museum Collections
Abstract
:1. Introduction
1.1. Digital Technologies for Museum Exhibits
1.2. Design Strategies for Digital Museums
- ARCO (Augmented Representation of Cultural Objects) for the first time provided a complete solution for the digitization, management and the presentation of virtual museum exhibitions, addressing visualization in interactive VR and AR interfaces by adopting a component-based approach and supporting the mixing and matching of individual components through the use of the Extensible Markup Language (XML) for interoperability purposes [26];
- CHESS (Cultural Heritage Experiences through Socio-personal interactions and Storytelling) researched, implemented and evaluated an innovative conceptual and technological framework to integrate interdisciplinary research in personalization and adaptivity, digital storytelling, interaction methodologies, and narrative-oriented mobile and mixed-reality technologies [27]. The current interactive visit at the Athens acropolis, for example, is based on this system;
- EMOTIVE was the evolution of CHESS, based on the premise that cultural sites are highly emotional places. In the framework of this project, the consortium has researched, designed, developed and evaluated methods and tools that can support cultural and creative industries in creating narratives and experiences focused on the emotional storytelling of cultural objects [28];
- MESCH (Material EncounterS with digital Cultural Heritage) investigated the design and use of tangible smart replicas to interact with digital content within a museum exhibition. These smart replicas are used to access additional layers of content that complement the traditional information provided about objects in a museum [29].
2. Methodology
2.1. Complex Museum Collections
- Low—the group is formed by entirely unrelated objects, whose grouping is justified by the mere function or symbolism that they represent rather than each object’s mutual relationship with the others. An example of this kind is the collection of the “Museum der Dinge” (Museum of Things) in Berlin (https://www.museumderdinge.org). The readability of the collection is implicit in the objects themselves;
- Medium—the grouped selection of objects follows the general criteria, such as belonging to the same civilization, historical period, artistic or cultural movement, that makes it somehow homogeneous. In this case, a moderate number of semantic interconnections among the members could be present (e.g., paintings created by the same artist, different sculptural representations of the same divinity, etc.). Some complementary explanations should help the readability of this level of complexity;
- High—the group is made of objects strictly interlinked by many semantic connections associated to ICH components that are possibly non-explicit, such as being associated with the same person for specific activities or being used for rituals that connect each one to the others.
2.2. Digital Interaction with CMCs
- Domain experts—these include museum curators and experts in museum content and topics (archaeologists, historians, art history experts, etc.). They provide knowledge about the available assets and possible interpretative keys useful to define the application content;
- Exhibition designers—they are responsible for the set-up of the museum exhibitions, including both the physical cultural heritage assets and also the devices running the digital applications;
- Content designers—they provide the connection framework of the material and immaterial cultural heritage assets; they define the possible paths of the interaction and create the textual contents;
- Digital asset designers—they oversee the digital asset creation and the combination of such assets into interactive activities.
- Tools that need ad hoc space for projections or the recording of user movements (e.g., virtual reality caves, boxes equipped with VR headsets, tracking sensor, etc.);
- Sound and audio effects that could be disturbing the rest of the exhibition;
- Use of the virtual application by individuals or small groups, for a limited time, for not creating gatherings that disturb the flow of other visitors.
3. Case Study
3.1. The Specific CMC
- The mummy of Peftjauauiaset (hereafter “Pef” for short), his painted anthropoid bivalve coffin and the painted sarcophagus used for containing it (7th century BC). Pef was a scribe from Thebes, i.e., a person educated in the arts of writing, that was one of the most prominent figures in the royal court [44];
- The painted anthropoid bivalve coffin of Tesbastetperet (hereafter “Tes” for short), and the related wooden sarcophagus (7th–6th century BC). She was a wealthy woman part of the court: the coffin inscriptions describe Tes as “the lady of the house”;
- Four canopic jars, used for storing the different internal organs of the deceased;
- Eighteen amulets of different types, including the important “hearth scarab,” inscribed with microscopic spells, very difficult to be read under the naked eye when the object is in a showcase;
- A couple of ushabti, representing the hundreds that it is possible to find related to a deceased, and a painted box to store them;
- A false door stele, representing the passage from the Life to Afterlife world;
- A papyrus representing the “book of the dead”, a collection of magic spells intended to assist the deceased during their journey to the Duat. This exemplar belonged to Hornefer, a priest and scribe lived in the Ptolemaic Period (305–30 BC).
3.2. Digitization
- An APS-C mirrorless camera Sony Alpha 6000 coupled with a Zeiss 24 mm f/1.8 lens;
- A full-frame Canon 5D Mark II digital reflex with two lenses: Canon EF 20mm f/2.8 USM and Canon EF 50 mm f/1.8.
3.3. Interactive Application
- Preserve the intact body through mummification, coffin, sarcophagus, and an appropriate tomb;
- Feed the defunct with real or represented food;
- Face ordeals with the help of rituals, amulets and coffin decorations as described in the papyrus of the “Book of the Dead” that was part of the burial goods.
- Hotspots to allow the user to enable in-depth pages (Level IV) associated to their location on the 3D model. The visualization of these hotspots can be switched through a button;
- A slider to navigate all the perspectives of the introductory animation;
- A magnifying glass to appreciate the details of the 3D model.
- Three minutes for a synthetic overview of the whole material (Level I);
- Twenty to twenty-five minutes for a complete navigation.
4. Discussion and Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Micoli, L.L.; Caruso, G.; Guidi, G. Design of Digital Interaction for Complex Museum Collections. Multimodal Technol. Interact. 2020, 4, 31. https://doi.org/10.3390/mti4020031
Micoli LL, Caruso G, Guidi G. Design of Digital Interaction for Complex Museum Collections. Multimodal Technologies and Interaction. 2020; 4(2):31. https://doi.org/10.3390/mti4020031
Chicago/Turabian StyleMicoli, Laura Loredana, Giandomenico Caruso, and Gabriele Guidi. 2020. "Design of Digital Interaction for Complex Museum Collections" Multimodal Technologies and Interaction 4, no. 2: 31. https://doi.org/10.3390/mti4020031