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Search Results (271)

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15 pages, 5093 KB  
Article
Presencing Echoes in the Archive: Material Voices Through Space and Time
by Linh S. Nguyen and Elena Russo
Arts 2026, 15(1), 15; https://doi.org/10.3390/arts15010015 - 12 Jan 2026
Viewed by 159
Abstract
This article presences the material entanglements of analog and digital archives through a workshop-based inquiry titled “Collaging Echoes and Resonances Across Space/Time”, which applied Annie Goh’s question of whether echoes can claim a voice of their own to objects. In this session, participants [...] Read more.
This article presences the material entanglements of analog and digital archives through a workshop-based inquiry titled “Collaging Echoes and Resonances Across Space/Time”, which applied Annie Goh’s question of whether echoes can claim a voice of their own to objects. In this session, participants collectively collaged with imprints of meaningful objects diffracted through materials like paint, tape, etc., and with the objects themselves. Group discussions yielded key considerations that we examine in the context of archiving. These include understanding materials in relation to the structures that shape the formation of their echoes; tracing how echoes may evolve into unrecognizable forms; and how iterative threads of meaning across ongoing interactions act upon each other in non-linear time. As the digital archive becomes increasingly prominent, these questions help to frame implications across archival formats to better understand the relationships between iterations of an item and the containers in which it is held, furthering the conceptualization of a posthuman archive. This paper applies new materialist perspectives of knowledge to history and archiving through an arts-based approach, offering a novel entry point to understanding archival echoes. It will interest scholars and/or practitioners in history, curation, and museum studies, enriching criticality in how knowledge is enacted in the material. Full article
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16 pages, 9469 KB  
Article
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences
by Zhennuo Song and Leighton Evans
Information 2026, 17(1), 75; https://doi.org/10.3390/info17010075 - 12 Jan 2026
Viewed by 257
Abstract
Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual museums and VR-based [...] Read more.
Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual museums and VR-based exhibits to present the best of museum experiences; however, existing systematic research on the topic of interactive narrative experience with immersive VR technologies is rare. This paper reports on an original research project to understand the emergent issues concerning immersion, interactive and narrative in museum experience design. This research used multiple case studies, Claude Monet: The Water Lily Obsession; We live in the Ocean of Air; Mona Lisa: Beyond the Glass; Curious Alice. In total, 22 semi-structured interviews were conducted with VR experts and museum curators to understand the motivation of the designers and developers. This research hopes to contribute to the digital revolution of museums, providing a foundation for curators and artists who are interested in using VR technologies in exhibitions. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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24 pages, 33749 KB  
Article
Ultra-Wideband System for Museum Visitors Tracking: Towards the Integration of the Positioning System with the Vision Sensors
by Angeliki Makellaraki, Vincenzo Di Pietra, Paolo Dabove and Milad Bagheri
ISPRS Int. J. Geo-Inf. 2026, 15(1), 33; https://doi.org/10.3390/ijgi15010033 - 8 Jan 2026
Viewed by 197
Abstract
Indoor positioning systems (IPSs) are increasingly applied in indoor settings where satellite-based GNSS signals are unavailable, including museums and other cultural heritage spaces. Within the META-MUSEUM project, we present a pilot study integrating an Ultra-Wideband (UWB) positioning system and an eye-tracking device to [...] Read more.
Indoor positioning systems (IPSs) are increasingly applied in indoor settings where satellite-based GNSS signals are unavailable, including museums and other cultural heritage spaces. Within the META-MUSEUM project, we present a pilot study integrating an Ultra-Wideband (UWB) positioning system and an eye-tracking device to monitor and quantify visitor behavior in a real museum environment. The absence of common timestamps between the two systems, and the presence of UWB signal noise, have been the main challenges to address. A cross-correlation–based synchronization method was developed to align the two independent UWB and eye-tracking datasets. Data were collected from 100 visitors, of whom 7 different clusters were considered based on the characteristics of the visitors. The results demonstrate the system’s feasibility and provide two complementary metrics, Normalized Engagement and Collective Engagement, which are used to quantify the duration and spatial distribution of visitor engagement at specific exhibits. This work establishes a scalable multi-sensor foundation by addressing practical deployment challenges under real-world conditions. These findings form the basis for the project’s broader goal of linking spatial visitor behavior with neurophysiological responses, opening new possibilities for improving visitor engagement and supporting interactive cultural heritage experiences. Full article
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31 pages, 6551 KB  
Article
Kansei Engineering as a Tool for Service Innovation in the Cultural Sector: The Design of an Inclusive Technology Application
by O. López and A. G. González
Appl. Sci. 2026, 16(1), 457; https://doi.org/10.3390/app16010457 - 1 Jan 2026
Viewed by 201
Abstract
The accelerated development of smart devices and the increased demand for technological services have given rise to new services with great potential for development in the market. Applications for museums are no exception, and more and more institutions are including such solutions in [...] Read more.
The accelerated development of smart devices and the increased demand for technological services have given rise to new services with great potential for development in the market. Applications for museums are no exception, and more and more institutions are including such solutions in the cultural industry. However, there is still much to be developed, given the difficulties that people with disabilities have in accessing them. In this work were studied the characteristics that the future application (App) of the Helga de Alvear Museum in Cáceres should have so that it can be used satisfactorily by the maximum number of visitors, regardless of their sensory, intellectual, or motor capacity. Kansei Engineering has identified the emotions and sensations that favour the interaction of users with the application and which have been converted into functionalities and design requirements in order to present a graphic proposal and structure for the App. The appearance and functioning of this App are presented visually, supported by an initial theoretical and research part that has helped to identify the rest of the specific objectives. Some specifications to take into account are functional, non-functional, programming, sequence diagrams, and basic interface requirements. This application has two generic and five specific itineraries to solve the disabilities mentioned in this paper, making it accessible to the different groups. The importance of obtaining an equivalence between the essential requirements of the standard and the basic design specifications that should regulate the work process resides not only in having a direct equivalence but also in obtaining guidelines for other designers who want to face extensive regulation and need help to interpret it and be able to make decisions straightforwardly. Full article
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14 pages, 3833 KB  
Article
The Tarnishing of Silver in Museum Collections: A Study at the National Archaeological Museum (Spain)
by Blanca Ramírez Barat, Irene Llorente, Elena Ruiz Zamora, María Teresa Molina, Emilio Cano, Bárbara Culubret Worms and Nayra García-Patrón
Heritage 2026, 9(1), 11; https://doi.org/10.3390/heritage9010011 - 27 Dec 2025
Viewed by 428
Abstract
Silver tarnishing in museum environments depends on multiple, interacting factors that are not often studied in situ. With the aim of addressing the problem in real-world scenarios, this study presents a one-year assessment at the National Archaeological Museum of Spain, in Madrid, a [...] Read more.
Silver tarnishing in museum environments depends on multiple, interacting factors that are not often studied in situ. With the aim of addressing the problem in real-world scenarios, this study presents a one-year assessment at the National Archaeological Museum of Spain, in Madrid, a museum that houses a significant collection of silver objects. Pure Ag coupons were placed in four display cases—two designs with different airtightness—and in an adjacent gallery. Tarnishing was quantified by colorimetry, gravimetry, and galvanostatic reduction, and analyzed in relation to environmental parameters (T/RH) and gaseous pollutants (H2S, SO2, HF, HCl, formic and acetic acids), measured with passive samplers. Coupons showed different degrees of tarnish, with annual corrosion rates ranging from IC1 (very low) to IC2 (low), without a straightforward relation to hydrogen sulfide concentrations. Electrochemical profiles and XPS on representative coupons identified Ag2S as the dominant product, with AgCl and minor Ag2SO4 in the coupons exposed outside the airtight cases, indicating different contributions inside and outside the cases. Findings highlight that sulfide concentration is not the sole driver; case airtightness, internal materials, cleaning products used on adjacent areas, and, possibly, other aspects influence silver tarnishing. Full article
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31 pages, 652 KB  
Review
Immersive HCI for Intangible Cultural Heritage in Tourism Contexts: A Narrative Review of Design and Evaluation
by Zhan Xu, Feng Liu, Guobin Xia, Shuo Wang, Yiting Duan, Luwen Yu, Shichao Zhao and Muzi Li
Sustainability 2026, 18(1), 153; https://doi.org/10.3390/su18010153 - 23 Dec 2025
Viewed by 743
Abstract
Immersive technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and multisensory interaction are increasingly deployed to support the transmission and presentation of intangible cultural heritage (ICH), particularly within tourism and heritage interpretation contexts. In cultural tourism, ICH is often [...] Read more.
Immersive technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and multisensory interaction are increasingly deployed to support the transmission and presentation of intangible cultural heritage (ICH), particularly within tourism and heritage interpretation contexts. In cultural tourism, ICH is often encountered through museums, heritage sites, festivals, and digitally mediated experiences rather than through sustained community-based transmission, raising important challenges for interaction design, accessibility, and cultural representation. This study presents a narrative review of immersive human–computer interaction (HCI) research in the context ICH, with a particular focus on tourism-facing applications. An initial dataset of 145 records was identified through a structured search of major academic databases from their inception to 2024. Following staged screening based on relevance, publication type, and temporal criteria, 97 empirical or technical studies published after 2020 were included in the final analysis. The review synthesises how immersive technologies are applied across seven ICH domains and examines their deployment in key tourism-related settings, including museum interpretation, heritage sites, and sustainable cultural tourism experiences. The findings reveal persistent tensions between technological innovation, cultural authenticity, and user engagement, challenges that are especially pronounced in tourism context. The review also maps the dominant methodological approaches, including user-centred design, participatory frameworks, and mixed-method strategies. By integrating structured screening with narrative synthesis, the review highlights fragmentation in the field, uneven methodological rigour, and gaps in both cultural adaptability and long-term sustainability, and outlines future directions for culturally responsive and inclusive immersive HCI research in ICH tourism. Full article
(This article belongs to the Special Issue Cultural Heritage and Sustainable Urban Tourism)
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15 pages, 333 KB  
Article
The Role of Digital Innovation in Fostering Sustainability: A Lithuanian Comparative Case Study of Public and Private Museums
by Tomas Kačerauskas and Salvatore Schinello
Sustainability 2025, 17(24), 11297; https://doi.org/10.3390/su172411297 - 17 Dec 2025
Viewed by 309
Abstract
The aim of this study is to analyze how public and private museums adopt digital innovations and to evaluate their contribution to sustainability strategies. The study explores the reasons for implementing digital innovation in museums, how digital innovation contributes to museums’ sustainability, and [...] Read more.
The aim of this study is to analyze how public and private museums adopt digital innovations and to evaluate their contribution to sustainability strategies. The study explores the reasons for implementing digital innovation in museums, how digital innovation contributes to museums’ sustainability, and how museums’ governance model (state-funded or private) influences their capacity for digital innovation and sustainability. The analysis uses a multiple-case study in Lithuania, focusing on the following three museums in Vilnius: the state-funded Lithuanian National Museum, the privately managed MO Museum, and the Lithuanian Art Centre TARTLE. Empirical insights come from semi-structured interviews with museum representatives. Data are collected through online interaction and included in the study dataset. The findings show a clear tendency among museums to adopt digital innovations both to make the visitor experience more interactive and immersive, and to enhance internal management. The results suggest that the adoption of such innovations depends less on the museum’s form (public or private) and more on its size and related financial capacities. Large museums—whether public or private—have more financial capacity to implement digital innovations than smaller ones. Still, the results show that the lack of funds for technological innovations does not prevent museums from achieving sustainability. This research contributes to the field of sustainability by reviewing the scientific literature on the aspects of sustainability (economic, social, environmental, cultural, communicative) in museums’ digital innovation, and by offering exploratory insights from the Lithuanian context into the strategies that museums use to implement digital innovation and promote sustainable development. Full article
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55 pages, 25612 KB  
Article
Experiential Approach to a Neolithic Lakeside Settlement Using Extended Reality (XR) Technologies
by Athanasios Evagelou, Alexandros Kleftodimos, Magdalini Grigoriou and Georgios Lappas
Electronics 2025, 14(24), 4870; https://doi.org/10.3390/electronics14244870 - 10 Dec 2025
Viewed by 423
Abstract
The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria. With the [...] Read more.
The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria. With the use of augmented, mixed, and virtual reality technologies, an attempt is made to enrich the knowledge and experiences of the students during their visit to the representation of the Neolithic settlement (open-air museum) and their active participation in the learning process. Students take on roles such as those of an archeologist, a detective, and an explorer. By utilizing mobile devices and leveraging GPS technology, students search for and identify virtual findings at the excavation site, travel through time, and investigate the resolution of a mystery (crime) that occurred during the Neolithic period, exploring and navigating the space of the neolithic representation interacting with real and virtual objects, while through special VR glasses they discover the lifestyle of neolithic man. The design of the applications was based on the ADDIE model, while the evaluation was conducted using a structured questionnaire for XR experiences. The fundamental constructs of the questionnaire were defined as follows: Challenge, Satisfaction/Enjoyment, Ease of Use, Usefulness/Knowledge, Interaction/Collaboration, and Intention to Reuse. A total of 163 students were involved in the study. Descriptive statistics showed consistently high scores across factors (M = 4.21–4.58, SD = 0.41–0.63). Pearson correlations revealed strong associations between Challenge—Satisfaction/Enjoyment (r = 0.688), Usefulness/Knowledge—Intention to Reuse (r = 0.648), and Satisfaction—Intention to Reuse (r = 0.651). Regression analysis further supported key relationships such as Usefulness/Knowledge—Intention to Reuse (β = 0.31, p < 0.001), Usefulness/Knowledge—Interaction/Collaboration (β = 0.34, p < 0.001), Satisfaction/Enjoyment—Usefulness/Knowledge (β = 0.42, p < 0.001) and Challenge—Satisfaction/Enjoyment (β = 0.69, p < 0.001). Overall, findings suggest that well-designed XR experiences can support higher engagement, perceived cognitive value, and intention to reuse in authentic outdoor learning contexts. Full article
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20 pages, 1809 KB  
Article
From Heritage to Experience: Architectural Mediation and Meaning-Making in Bahrain’s Historic Sites
by May Al Saffar and Kheira Anissa Tabet Aoul
Architecture 2025, 5(4), 127; https://doi.org/10.3390/architecture5040127 - 9 Dec 2025
Viewed by 381
Abstract
This study advances visitor research by examining how visitors interact with and derive meaning from Bahrain’s Historic Site Interpretation Centres (HSICs). Using a mixed-methods ethnographic approach, we collected data from four sites (Qal’at Al Bahrain, Shaikh Salman Fort, Bu Maher Fort, Al Khamis [...] Read more.
This study advances visitor research by examining how visitors interact with and derive meaning from Bahrain’s Historic Site Interpretation Centres (HSICs). Using a mixed-methods ethnographic approach, we collected data from four sites (Qal’at Al Bahrain, Shaikh Salman Fort, Bu Maher Fort, Al Khamis Mosque) through 113 surveys and 22 interviews. The findings confirm that architectural context and curatorial techniques significantly influence visitors’ meaning-making. While many valued the dual-interpretation formats, issues such as decontextualization and misalignment with local identity sometimes disrupted the intended narratives. HSICs are identified as essential centres for information and cultural identity, fostering emotional connections among visitors. This study confirms the connection between architectural design, display strategies, and user expectations, providing insights into how these factors shape visitors’ experiences. It provides implications for curatorial design and inclusive engagement strategies in similar settings. The VE-HSIC model introduced here serves as a framework to enhance visitor engagement, deepen understanding of visitor interactions, and explore how museum practices influence the creation of meaning. Full article
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20 pages, 5410 KB  
Article
Art and Landscape: Modes of Interaction
by Olga Lavrenova
Arts 2025, 14(6), 160; https://doi.org/10.3390/arts14060160 - 1 Dec 2025
Viewed by 544
Abstract
This article examines the role of visual and plastic art as a key instrument for constructing and interpreting cultural space. The study synthesizes a corpus of diverse theoretical works on the interaction between art and landscape, systematizes the principal issues within the field, [...] Read more.
This article examines the role of visual and plastic art as a key instrument for constructing and interpreting cultural space. The study synthesizes a corpus of diverse theoretical works on the interaction between art and landscape, systematizes the principal issues within the field, and proposes avenues for further discussion. It investigates how art not only reflects but also physically, visually, and semantically transforms the landscape. Functioning as a mediator between spiritual, material, and symbolic realities, art creates distinctive forms of spatial experience. Through artistic practices, the aesthetics of a landscape are formed, along with visual and semantic codes, and new centers and loci that alter the perception of the environment. On a theoretical level, the research draws upon the semiotics of space, the philosophy of art, and the concept of landscape as text. The mechanisms through which landscape is endowed with meaning—via architecture, sculpture, painting, and literature—are examined, with a focus on narrative and symbolic modes of artistic interpretation. Particular attention is paid to art as a tool for shaping cultural memory, from memorial complexes to heritage museums, which become spaces of a different temporality and “reservations” of meaning. The cultural landscape is a site of interaction between the sacred and the profane, tradition and innovation, and elite and mass art. Art forms the codes for reading the landscape, translating visual characteristics—color, form, the vertical, the horizontal—into the realm of cultural significance. Thus, art is presented as a form of world reconstruction: an instrument for the spiritual and semantic appropriation of space, one that transforms the landscape into a text perpetually rewritten by culture. Full article
(This article belongs to the Special Issue Art and Visual Culture—Social, Cultural and Environmental Impacts)
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21 pages, 3387 KB  
Article
Development of an Autonomous and Interactive Robot Guide for Industrial Museum Environments Using IoT and AI Technologies
by Andrés Arteaga-Vargas, David Velásquez, Juan Pablo Giraldo-Pérez and Daniel Sanin-Villa
Sci 2025, 7(4), 175; https://doi.org/10.3390/sci7040175 - 1 Dec 2025
Viewed by 947
Abstract
This paper presents the design of an autonomous robot guide for a museum-like environment in a motorcycle assembly plant. The system integrates Industry 4.0 technologies such as artificial vision, indoor positioning, generative artificial intelligence, and cloud connectivity to enhance the visitor experience. The [...] Read more.
This paper presents the design of an autonomous robot guide for a museum-like environment in a motorcycle assembly plant. The system integrates Industry 4.0 technologies such as artificial vision, indoor positioning, generative artificial intelligence, and cloud connectivity to enhance the visitor experience. The development follows the Design Inclusive Research (DIR) methodology and the VDI 2206 standard to ensure a structured scientific and engineering process. A key innovation is the integration of mmWave sensors alongside LiDAR and RGB-D cameras, enabling reliable human detection and improved navigation safety in reflective indoor environments, as well as the deployment of an open-source large language model for natural, on-device interaction with visitors. The current results include the complete mechanical, electronic, and software architecture; simulation validation; and a preliminary implementation in the real museum environment, where the system demonstrated consistent autonomous navigation, stable performance, and effective user interaction. Full article
(This article belongs to the Section Computer Sciences, Mathematics and AI)
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26 pages, 1206 KB  
Article
From Virtual Museum Experience Quality to Offline Visit Intention: A Cultural Identity Mediation Model for Sustainable Heritage Engagement
by Wensi Meng and Jasni Dolah
Sustainability 2025, 17(23), 10664; https://doi.org/10.3390/su172310664 - 28 Nov 2025
Cited by 1 | Viewed by 1370
Abstract
Virtual museums are increasingly adopted to sustain public engagement with cultural heritage, yet the mechanisms through which virtual exhibition experiences motivate on-site visitation remain underexplored. Drawing on the Stimulus–Organism–Response (SOR) framework and extending the Information Systems Success Model (IS Success Model), this study [...] Read more.
Virtual museums are increasingly adopted to sustain public engagement with cultural heritage, yet the mechanisms through which virtual exhibition experiences motivate on-site visitation remain underexplored. Drawing on the Stimulus–Organism–Response (SOR) framework and extending the Information Systems Success Model (IS Success Model), this study proposes and tests a psychological pathway linking virtual museum experience quality to offline visiting intention. Using the official website of the Sanxingdui Museum as the empirical context, we surveyed 467 users in China who explored the virtual exhibition but had never visited the museum in person. Virtual exhibition experience quality was operationalised through five dimensions: information quality, system quality, perceived interactivity, perceived authenticity and perceived enjoyment. Perceived cultural value and cultural identity were specified as mediators. Structural equation modelling revealed that higher levels of virtual exhibition experience quality significantly enhanced perceived cultural value and cultural identity. Perceived cultural value, in turn, positively predicted cultural identity, and both constructs were positively associated with intention to visit the physical museum, with a significant sequential mediation from experience quality to offline visiting intention via perceived cultural value and cultural identity. These findings clarify how virtual heritage platforms can foster cognitive appreciation and emotional identification that translate into real-world visitation, offering guidance for designing sustainable digital pathways to long-term engagement with cultural institutions. Full article
(This article belongs to the Section Tourism, Culture, and Heritage)
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25 pages, 7043 KB  
Article
Engaging the Next Generation: A Validated Model of VR Acceptance to Inform Design in Cultural Heritage Institutions
by Jiaxuan Gong, Wen Zhong, Bai Liu, Zhengyang Lu and Feng Wang
Heritage 2025, 8(12), 503; https://doi.org/10.3390/heritage8120503 - 28 Nov 2025
Viewed by 857
Abstract
Cultural heritage institutions face a critical challenge in engaging Generation Z, a demographic of digital natives with high expectations for interactive and immersive experiences. While Virtual Reality (VR) offers a promising solution, many implementations are dismissed as superficial “gimmicks,” lacking a theoretical foundation [...] Read more.
Cultural heritage institutions face a critical challenge in engaging Generation Z, a demographic of digital natives with high expectations for interactive and immersive experiences. While Virtual Reality (VR) offers a promising solution, many implementations are dismissed as superficial “gimmicks,” lacking a theoretical foundation for effective design. To bridge this gap, we develop and validate an extended Technology Acceptance Model (TAM) to explain the psychological mechanisms influencing Generation Z’s adoption of museum VR. Employing an explanatory sequential mixed-methods design, we analyzed 566 survey responses using CB-SEM and conducted 20 in-depth interviews. Our findings establish Perceived Usefulness and Perceived Enjoyment as the primary direct drivers of intention to use, with Immersion and Content Quality acting as crucial antecedents. This research delivers a dual contribution: theoretically, we extend technology acceptance theory for the specific context of museum VR and young audiences; practically, we offer an empirically grounded framework with actionable principles that empowers curators and designers to create more meaningful and resonant cultural heritage experiences. Full article
(This article belongs to the Special Issue Digital Museology and Emerging Technologies in Cultural Heritage)
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29 pages, 461 KB  
Article
Designing Personalization Cues for Museum Robots: Docent Observation and Controlled Studies
by Heeyoon Yoon, Min-Gyu Kim, SunKyoung Kim and Jin-Ho Suh
Sensors 2025, 25(22), 7095; https://doi.org/10.3390/s25227095 - 20 Nov 2025
Viewed by 628
Abstract
Social robots in public cultural venues, such as science museums, must engage diverse visitors through brief, one-off encounters where long-term user modeling is infeasible. This research examines immediately interpretable behavioral cues of a robot that can evoke a sense of personalization without storing [...] Read more.
Social robots in public cultural venues, such as science museums, must engage diverse visitors through brief, one-off encounters where long-term user modeling is infeasible. This research examines immediately interpretable behavioral cues of a robot that can evoke a sense of personalization without storing or profiling individual users. First, a video-based observational study of expert and novice museum docents identified service strategies that enable socially adaptive communication. Building on these insights, three controlled laboratory studies investigated how specific cues from robots influence user perception. A video-based controlled study examined how recognition accuracy shapes users’ social impressions of the robot’s intelligence. Additional studies based on the Wizard-of-Oz (WoZ) method tested whether explanatory content aligned with participants’ background knowledge and whether explicit preference inquiry and memory-based continuity strengthened perceptions of personalization. Results showed that recognition accuracy improved social impressions, whereas knowledge alignment, explicit preference inquiry, and memory-based continuity cues increased perceived personalization. These findings demonstrate that micro-level personalization cues, interpretable within a short-term encounter, can support user-centered interaction design for social robots in public environments. Full article
(This article belongs to the Special Issue Advanced Social Robots and Human–Computer Interaction Applications)
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17 pages, 2119 KB  
Article
Nonverbal Interactions with Virtual Agents in a Virtual Reality Museum
by Chaerim Sung and Sanghun Nam
Electronics 2025, 14(22), 4534; https://doi.org/10.3390/electronics14224534 - 20 Nov 2025
Viewed by 708
Abstract
Virtual reality (VR) learning environments can provide enriched, effective educational experiences by heightening one’s sense of immersion. Consequently, virtual agents (VAs) capable of complementing or substituting human instructors are gaining research traction. However, researchers predominantly examine VAs in nonimmersive contexts, rarely investigating their [...] Read more.
Virtual reality (VR) learning environments can provide enriched, effective educational experiences by heightening one’s sense of immersion. Consequently, virtual agents (VAs) capable of complementing or substituting human instructors are gaining research traction. However, researchers predominantly examine VAs in nonimmersive contexts, rarely investigating their roles within immersive VR settings. Users’ sense of immersion and social presence in VR environments can fluctuate more significantly than in nonimmersive platforms, rendering the communicative attributes of VAs particularly consequential. This study investigates the effects of VAs’ nonverbal behaviors on user experience in a VR-based learning environment. A VR environment modeled after an art museum was developed, in which a virtual curator engaged participants through two distinct modes of interaction. Participants were randomly assigned to one of the two groups: a group with an agent applying both verbal and nonverbal behaviors or a group with an agent that only uses verbal communication. Findings demonstrated that the inclusion of nonverbal behaviors enhanced the participants’ sense of immersion, social presence, and engagement with the learning content. This study enriches the literature by identifying effective communication strategies for the design of VAs in VR environments and by offering implications for the development of more immersive and engaging VR experiences. Full article
(This article belongs to the Special Issue New Trends in User-Centered System Design and Development)
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