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Search Results (263)

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18 pages, 352 KiB  
Article
Museums as Catalysts for Creativity in Adolescence: A Review
by Ricard Huerta and Vicente Alfonso-Benlliure
Heritage 2025, 8(8), 327; https://doi.org/10.3390/heritage8080327 - 13 Aug 2025
Viewed by 229
Abstract
To adequately educate citizens on issues such as heritage and heritage education, creativity must be fostered starting in secondary education. This paper analyzes activities like museum visits to determine their modalities and scope, examining the opportunities they provide for encouraging creativity among adolescent [...] Read more.
To adequately educate citizens on issues such as heritage and heritage education, creativity must be fostered starting in secondary education. This paper analyzes activities like museum visits to determine their modalities and scope, examining the opportunities they provide for encouraging creativity among adolescent visitors. We begin with a narrative bibliographic review based on international database searches, selecting and analyzing the relevant articles. Key findings include the various ways the relationship between creativity and museums manifests: as an end goal, as a means to promote specific learning in adolescents, the most common forms of creative expression, the contexts for such expression, and the different options for evaluating existing proposals. Discussion: We explore how to clarify and structure the role of creativity in museums aimed at adolescents. Among the conclusions, we emphasize the need for in-depth investigation of this phenomenon, which can enhance creativity training among secondary school students and other personal development variables through museums. Full article
(This article belongs to the Section Museum and Heritage)
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21 pages, 492 KiB  
Article
How Much Do We Care About Cultural Heritage? A Rasch Scale Validation Study Among Young Adults
by Manuele Veggi, Alessandro von Gal, Laura Piccardi, Sofia Pescarin and Raffaella Nori
Heritage 2025, 8(8), 317; https://doi.org/10.3390/heritage8080317 - 8 Aug 2025
Viewed by 315
Abstract
Research in museum studies, heritage science, and cultural tourism highlights the “care theory” as a key framework for understanding the relationship between citizens and cultural heritage. Assessing the “sense of care” toward cultural objects and sites can provide valuable insights for museums, education, [...] Read more.
Research in museum studies, heritage science, and cultural tourism highlights the “care theory” as a key framework for understanding the relationship between citizens and cultural heritage. Assessing the “sense of care” toward cultural objects and sites can provide valuable insights for museums, education, and public policy. However, visitor studies lack suitable assessment tools. This study fills the gap by introducing the Scale for the Assessment of Caring for Cultural Heritage (CHARE), developed using the Rasch model. A preliminary 16-item questionnaire on visitors’ “caring behaviours” was designed through a literature review and expert focus groups, then tested on young adults: statistical analysis confirms the model’s reliability. While the study serves as a starting point for future research and further validation is needed, CHARE already offers a practical tool for museum practitioners to assess young visitors’ engagement and caring attitudes toward cultural heritage. Full article
(This article belongs to the Section Cultural Heritage)
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29 pages, 1483 KiB  
Article
Empowering Independence for Visually Impaired Museum Visitors Through Enhanced Accessibility
by Theresa Zaher Nasser, Tsvi Kuflik and Alexandra Danial-Saad
Sensors 2025, 25(15), 4811; https://doi.org/10.3390/s25154811 - 5 Aug 2025
Viewed by 407
Abstract
Museums serve as essential cultural centers, yet their mostly visual exhibits restrict access for blind and partially sighted (BPS) individuals. While recent technological advances have started to bridge this gap, many accessibility solutions focus mainly on basic inclusion rather than promoting independent exploration. [...] Read more.
Museums serve as essential cultural centers, yet their mostly visual exhibits restrict access for blind and partially sighted (BPS) individuals. While recent technological advances have started to bridge this gap, many accessibility solutions focus mainly on basic inclusion rather than promoting independent exploration. This research addresses this limitation by creating features that enable visitors’ independence through customizable interaction patterns and self-paced exploration. It improved upon existing interactive tangible user interfaces (ITUIs) by enhancing their audio content and adding more flexible user control options. A mixed-methods approach evaluated the ITUI’s usability, ability to be used independently, and user satisfaction. Quantitative data were gathered using ITUI-specific satisfaction, usability, comparison, and general preference scales, while insights were obtained through notes taken during a think-aloud protocol as participants interacted with the ITUIs, direct observation, and analysis of video recordings of the experiment. The results showed a strong preference for a Pushbutton-based ITUI, which scored highest in usability (M = 87.5), perceived independence (72%), and user control (76%). Participants stressed the importance of tactile interaction, clear feedback, and customizable audio features like volume and playback speed. These findings underscore the vital role of user control and precise feedback in designing accessible museum experiences. Full article
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42 pages, 1202 KiB  
Article
Exploring Key Factors Influencing the Processual Experience of Visitors in Metaverse Museum Exhibitions: An Approach Based on the Experience Economy and the SOR Model
by Ronghui Wu, Lin Gao, Jiaxin Li, Anxin Xie and Xiao Zhang
Electronics 2025, 14(15), 3045; https://doi.org/10.3390/electronics14153045 - 30 Jul 2025
Viewed by 463
Abstract
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to [...] Read more.
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to explore how these factors collectively contribute to the formation of satisfaction with the visiting experience. Adopting an interdisciplinary theoretical perspective, the study integrates the Experience Economy theory with the Stimulus–Organism–Response (SOR) model to construct a systematic theoretical framework. This framework reveals how exhibition-related stimuli affect visitors’ behavioral intentions through psychological response pathways. Specifically, perceived educational appeal, interactive entertainment, escapist experience, and perceived visual aesthetics are defined as stimulus variables, while psychological immersion, emotional trigger, and cognitive engagement are introduced as organismic variables to explain their effects on satisfaction with the visiting experience and social sharing intention as response variables. Based on 507 valid responses, Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed for empirical analysis. The results indicate that interactive entertainment and escapist experience have significant positive effects on psychological responses, serving as key drivers of deep visitor engagement. Emotional Trigger acts as a significant mediator between exhibition stimuli and satisfaction with the visiting experience, which in turn significantly predicts social sharing intention. In contrast, perceived educational appeal and perceived visual aesthetics exhibit weaker impacts at the cognitive and behavioral levels. This study not only identifies these weakened pathways but also proposes optimization strategies grounded in experiential construction and cognitive synergy, offering guidance for enhancing the educational function and deep experiential design of metaverse exhibitions. The findings validate the applicability of the Experience Economy theory and the SOR model in metaverse cultural contexts and deepen our understanding of the psychological mechanisms underlying immersive cultural experiences. This study further provides a pathway for shifting exhibition design from a “content-oriented” to an “experience-driven” approach, offering theoretical and practical insights into enhancing audience engagement and cultural communication effectiveness in metaverse museums. Full article
(This article belongs to the Special Issue Metaverse, Digital Twins and AI, 3rd Edition)
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20 pages, 890 KiB  
Article
Enhancing Cultural Sustainability in Ethnographic Museums: A Multi-Dimensional Visitor Experience Framework Based on Analytic Hierarchy Process (AHP)
by Chao Ruan, Suhui Qiu and Hang Yao
Sustainability 2025, 17(15), 6915; https://doi.org/10.3390/su17156915 - 30 Jul 2025
Viewed by 572
Abstract
This study examines how a visitor-centered approach enhances engagement, participation, and intangible heritage transmission to support cultural sustainability in ethnographic museums. We conducted online and on-site behavioral observations, questionnaire surveys, and in-depth interviews at the She Ethnic Minority Museum to identify gaps in [...] Read more.
This study examines how a visitor-centered approach enhances engagement, participation, and intangible heritage transmission to support cultural sustainability in ethnographic museums. We conducted online and on-site behavioral observations, questionnaire surveys, and in-depth interviews at the She Ethnic Minority Museum to identify gaps in current visitor experience design. We combined the Analytic Hierarchy Process (AHP) with the Contextual Model of Learning (POE) and Emotional Experience Theory (EET) to develop a hierarchical evaluation model. The model comprises one goal layer, three criterion layers (Experience, Participation, Transmission), and twelve sub-criteria, each evaluated across People, Object, and Environment dimensions. Quantitative weighting revealed that participation exerts the greatest influence, followed by transmission and experience. Findings indicate that targeted interventions promoting active participation most effectively foster emotional resonance and heritage transmission, while strategies supporting intergenerational engagement and immersive experiences also play a significant role. We recommend prioritizing small-scale, low-cost participatory initiatives and integrating online and offline community engagement to establish a participatory chain where engagement leads to meaningful experiences and sustained cultural transmission. These insights offer practical guidance for museum practitioners and policymakers seeking to enhance visitor experiences and ensure the long-term preservation and vibrancy of ethnic minority cultural heritage. Full article
(This article belongs to the Section Tourism, Culture, and Heritage)
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15 pages, 2127 KiB  
Article
Accessible Interface for Museum Geological Exhibitions: PETRA—A Gesture-Controlled Experience of Three-Dimensional Rocks and Minerals
by Andrei Ionuţ Apopei
Minerals 2025, 15(8), 775; https://doi.org/10.3390/min15080775 - 24 Jul 2025
Viewed by 528
Abstract
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as [...] Read more.
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as VR/AR systems and traditional touchscreen kiosks, creating a clear need for more intuitive, accessible, and more engaging and inclusive solutions. This paper presents PETRA, an open-source, gesture-controlled system for exploring 3D rocks and minerals. Developed in the TouchDesigner environment, PETRA utilizes a standard webcam and the MediaPipe framework to translate natural hand movements into real-time manipulation of digital specimens, requiring no specialized hardware. The system provides a customizable, node-based framework for creating touchless, interactive exhibits. Successfully evaluated during a “Long Night of Museums” public event with 550 visitors, direct qualitative observations confirmed high user engagement, rapid instruction-free learnability across diverse age groups, and robust system stability in a continuous-use setting. As a practical case study, PETRA demonstrates that low-cost, webcam-based gesture control is a viable solution for creating accessible and immersive learning experiences. This work offers a significant contribution to the fields of digital mineralogy, human–machine interaction, and cultural heritage by providing a hygienic, scalable, and socially engaging method for interacting with geological collections. This research confirms that as digital archives grow, the development of human-centered interfaces is paramount in unlocking their full scientific and educational potential. Full article
(This article belongs to the Special Issue 3D Technologies and Machine Learning in Mineral Sciences)
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34 pages, 12566 KiB  
Article
Reshaping Museum Experiences with AI: The ReInHerit Toolkit
by Paolo Mazzanti, Andrea Ferracani, Marco Bertini and Filippo Principi
Heritage 2025, 8(7), 277; https://doi.org/10.3390/heritage8070277 - 14 Jul 2025
Viewed by 1132
Abstract
This paper presents the ReInHerit Toolkit, a collection of open-source interactive applications developed as part of the H2020 ReInHerit project. Informed by extensive surveys and focus groups with cultural professionals across Europe, the toolkit addresses key needs in the heritage sector by leveraging [...] Read more.
This paper presents the ReInHerit Toolkit, a collection of open-source interactive applications developed as part of the H2020 ReInHerit project. Informed by extensive surveys and focus groups with cultural professionals across Europe, the toolkit addresses key needs in the heritage sector by leveraging computer vision and artificial intelligence to enrich museum experiences through engaging, personalized interactions that enhance visitor learning. Designed to bridge the technology gap between larger institutions and smaller organizations, the ReInHerit Toolkit also promotes a sustainable, people-centered approach to digital innovation, supported by shared resources, training, and collaborative development opportunities accessible through the project’s Digital Hub. Full article
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20 pages, 796 KiB  
Article
Exploring the Influence of Human–Computer Interaction Experience on Tourist Loyalty in the Context of Smart Tourism: A Case Study of Suzhou Museum
by Ke Xue, Xuanyu Jin and Yifei Li
Behav. Sci. 2025, 15(7), 949; https://doi.org/10.3390/bs15070949 - 14 Jul 2025
Viewed by 507
Abstract
As digital technology evolves rapidly, smart tourism has become a significant trend in the modernization of the industry, relying on advanced tools like big data and cloud computing to improve travelers’ experiences. Despite the growing use of human–computer interaction in museums, there remains [...] Read more.
As digital technology evolves rapidly, smart tourism has become a significant trend in the modernization of the industry, relying on advanced tools like big data and cloud computing to improve travelers’ experiences. Despite the growing use of human–computer interaction in museums, there remains a lack of in-depth academic investigation into its impact on visitors’ behavioral intentions regarding museum engagement. This paper employs Cognitive Appraisal Theory, considers human–computer interaction experience as the independent variable, and introduces destination image and satisfaction as mediators to examine their impact on destination loyalty. Based on a survey of 537 participants, the research shows that human–computer interaction experience has a significant positive impact on destination image, satisfaction, and loyalty. Destination image and satisfaction play a partial and sequential mediating role in this relationship. This paper explores the influence mechanism of human–computer interaction experience on destination loyalty and proposes practical interactive solutions for museums, aiming to offer insights for smart tourism research and practice. Full article
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16 pages, 4224 KiB  
Article
Optimizing Museum Acoustics: How Absorption Magnitude and Surface Location of Finishing Materials Influence Acoustic Performance
by Milena Jonas Bem and Jonas Braasch
Acoustics 2025, 7(3), 43; https://doi.org/10.3390/acoustics7030043 - 11 Jul 2025
Viewed by 476
Abstract
The architecture of contemporary museums often emphasizes visual aesthetics, such as large volumes, open-plan layouts, and highly reflective finishes, resulting in acoustic challenges, such as excessive reverberation, poor speech intelligibility, elevated background noise, and reduced privacy. This study quantified the impact of surface—specific [...] Read more.
The architecture of contemporary museums often emphasizes visual aesthetics, such as large volumes, open-plan layouts, and highly reflective finishes, resulting in acoustic challenges, such as excessive reverberation, poor speech intelligibility, elevated background noise, and reduced privacy. This study quantified the impact of surface—specific absorption treatments on acoustic metrics across eight gallery spaces. Room impulse responses calibrated virtual models, which simulated nine absorption scenarios (low, medium, and high on ceilings, floors, and walls) and evaluated reverberation time (T20), speech transmission index (STI), clarity (C50), distraction distance (rD), Spatial Decay Rate of Speech (D2,S), and Speech Level at 4 m (Lp,A,S,4m). The results indicate that going from concrete to a wooden floor yields the most rapid T20 reductions (up to −1.75 s), ceiling treatments deliver the greatest STI and C50 gains (e.g., STI increases of +0.16), and high-absorption walls maximize privacy metrics (D2,S and Lp,A,S,4m). A linear regression model further predicted the STI from T20, total absorption (Sabins), and room volume, with an 84.9% conditional R2, enabling ±0.03 accuracy without specialized testing. These findings provide empirically derived, surface-specific “first-move” guidelines for architects and acousticians, underscoring the necessity of integrating acoustics early in museum design to balance auditory and visual objectives and enhance the visitor experience. Full article
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14 pages, 814 KiB  
Article
Exploring Cognitive Variability in Interactive Museum Games
by George E. Raptis
Heritage 2025, 8(7), 267; https://doi.org/10.3390/heritage8070267 - 7 Jul 2025
Viewed by 367
Abstract
Understanding how cognitive differences shape visitor behavior in digital heritage experiences is essential for designing inclusive and engaging museum technologies. This study explores the relationship between cognitive level and interaction behavior, affective responses, and sensor-based engagement using a publicly available dataset from a [...] Read more.
Understanding how cognitive differences shape visitor behavior in digital heritage experiences is essential for designing inclusive and engaging museum technologies. This study explores the relationship between cognitive level and interaction behavior, affective responses, and sensor-based engagement using a publicly available dataset from a digital museum game. Participants (N = 1000) were categorized into three cognitive levels (Early, Developing, and Advanced), and their data were analyzed across three domains: user interaction behavior, affective and performance states, and sensor-based interaction measures. Our findings suggest that sensor-level interactions are more sensitive indicators of cognitive differences than observable behavior or inferred affect. This work contributes to the heritage HCI field by highlighting the potential for cognitively adaptive systems that personalize the museum experience in real-time, enhancing accessibility, engagement, and learning in cultural settings. Full article
(This article belongs to the Section Digital Heritage)
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21 pages, 1679 KiB  
Article
Image-Based POI Identification for Mobile Museum Guides: Design, Implementation, and User Evaluation
by Bashar Egbariya, Rotem Dror, Tsvi Kuflik and Ilan Shimshoni
Heritage 2025, 8(7), 266; https://doi.org/10.3390/heritage8070266 - 6 Jul 2025
Viewed by 252
Abstract
Indoor positioning remains a significant challenge, particularly in environments such as museums, where the installation of specialized positioning infrastructure may be impractical. Recent advances in image processing offer effective and precise methods for object recognition, presenting a viable alternative. This study explores the [...] Read more.
Indoor positioning remains a significant challenge, particularly in environments such as museums, where the installation of specialized positioning infrastructure may be impractical. Recent advances in image processing offer effective and precise methods for object recognition, presenting a viable alternative. This study explores the feasibility of employing real-time image processing techniques for identifying points of interest (POIs) within museum settings. It outlines the ideation, design, development, and evaluation of an image-based POI identification system implemented in a real-world environment. To evaluate the system’s effectiveness, a user study was conducted with regular visitors at the Hecht Museum. The results showed that the algorithm successfully and quickly identified POIs in 97.6% of cases. Additionally, participants completed the System Usability Scale (SUS) and provided open-ended feedback, indicating high satisfaction with the system’s accuracy and speed while also offering suggestions for future improvements. Full article
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13 pages, 3210 KiB  
Article
Bridging Tradition and Innovation: Transformative Educational Practices in Museums with AI and VR
by Michele Domenico Todino, Eliza Pitri, Argyro Fella, Antonia Michaelidou, Lucia Campitiello, Francesca Placanica, Stefano Di Tore and Maurizio Sibilio
Computers 2025, 14(7), 257; https://doi.org/10.3390/computers14070257 - 30 Jun 2025
Viewed by 1073
Abstract
This paper explores the intersection of folk art, museums, and education in the 20th century, with a focus on the concept of art as experience, emphasizing the role of museums as active, inclusive learning spaces. A collaboration between the University of Salerno and [...] Read more.
This paper explores the intersection of folk art, museums, and education in the 20th century, with a focus on the concept of art as experience, emphasizing the role of museums as active, inclusive learning spaces. A collaboration between the University of Salerno and the University of Nicosia has developed virtual museum environments using virtual reality (VR) to enhance engagement with cultural heritage. These projects aim to make museums more accessible and interactive, with future potential in integrating artificial intelligence NPC and VR strategies for personalized visitor experiences of the Nicosia Folk Art Museum. Full article
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36 pages, 4574 KiB  
Article
Evaluating Older Adults’ Engagement with Digital Interpretation Exhibits in Museums: A Universal Design-Based Approach
by Lu Ai and Charanya Phaholthep
Heritage 2025, 8(6), 229; https://doi.org/10.3390/heritage8060229 - 15 Jun 2025
Viewed by 1054
Abstract
This paper develops and presents a system for museums to evaluate behavioural and experiential gains of older adult visitors when engaging with digital interpretation exhibits. The evaluation system is based on the Analytic Hierarchy Process (AHP), utilising existing evaluation methods for museum visitors [...] Read more.
This paper develops and presents a system for museums to evaluate behavioural and experiential gains of older adult visitors when engaging with digital interpretation exhibits. The evaluation system is based on the Analytic Hierarchy Process (AHP), utilising existing evaluation methods for museum visitors and refining them into an approach suitable for investigating older visitors. Innovatively, it incorporates the universal design (UD) in museum digital exhibits, injecting strong momentum into creating inclusive museums. An in-depth evaluation was conducted on seven exhibitions across three newly constructed Chinese cultural tourism museums with different digital characteristics, presenting the results and findings through eighty-eight digital interpretation exhibits. Qualitative and quantitative data provide a nuanced picture of digital interpretation and interaction from the perspective of older visitors. The results demonstrate the factors influencing older adults’ engagement with digital interpretation exhibits in museums and how digital interpretation items attract or deter older visitors’ engagement in complex exhibition environments. This study utilised universal design principles to identify the limitations and barriers in digital interpretation for older visitors, analysed the correlation between UD and digital attraction power, explored the reasons behind these outcomes, and identified design recommendations for inclusive museum digital interpretation. Full article
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22 pages, 1869 KiB  
Article
When Teratology and Augmented Reality Entwine: A Qualitative Phenomenological Analysis in a Museal Setting
by Lucas L. Boer, Frédérique Schol, Colin Christiaans, Jacobus Duits, Thomas Maal and Dylan Henssen
Sensors 2025, 25(12), 3683; https://doi.org/10.3390/s25123683 - 12 Jun 2025
Viewed by 401
Abstract
Background: The Museum for Anatomy and Pathology at the Radboud University (The Netherlands) has created a permanent teratological exhibition, which is enhanced with augmented reality (AR) modalities. This exhibition serves various (post)graduate educational purposes and is open to the general public. However, data [...] Read more.
Background: The Museum for Anatomy and Pathology at the Radboud University (The Netherlands) has created a permanent teratological exhibition, which is enhanced with augmented reality (AR) modalities. This exhibition serves various (post)graduate educational purposes and is open to the general public. However, data on visitors’ views and experiences regarding the teratological collection and AR models are currently lacking. Methods: To address this, a qualitative study was conducted to explore visitors’ opinions and experiences. One-on-one in-depth interviews were conducted using a predefined topic list, with audio recordings transcribed verbatim. Thematic analysis was applied to the twenty-six interview transcripts. Results: The findings indicate that publicly displaying teratological specimens alongside AR modalities is valued and positively received by both (bio)medical students and laypeople alike. AR enhances understanding of dysmorphology and provides a more interactive and engaging learning experience for complex topics. Conclusion: The use of AR within a teratological exposition holds tremendous educational potential and improves public awareness and acceptance of developmental anomalies. Moreover, it provides a unique opportunity to reflect on both historical and contemporary bioethical issues. Full article
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21 pages, 1112 KiB  
Article
Observation of Human–Robot Interactions at a Science Museum: A Dual-Level Analytical Approach
by Heeyoon Yoon, Gahyeon Shim, Hanna Lee, Min-Gyu Kim and SunKyoung Kim
Electronics 2025, 14(12), 2368; https://doi.org/10.3390/electronics14122368 - 10 Jun 2025
Viewed by 585
Abstract
This study proposes a dual-level analytical approach to observing human–robot interactions in a real-world public setting, specifically a science museum. Observation plays a crucial role in human–robot interaction research by enabling the capture of nuanced and context-sensitive behaviors that are often missed by [...] Read more.
This study proposes a dual-level analytical approach to observing human–robot interactions in a real-world public setting, specifically a science museum. Observation plays a crucial role in human–robot interaction research by enabling the capture of nuanced and context-sensitive behaviors that are often missed by post-interaction surveys or controlled laboratory experiments. Public environments such as museums pose particular challenges due to their dynamic and open-ended nature, requiring methodological approaches that balance ecological validity with analytical rigor. To address these challenges, we introduce a dual-level approach for behavioral observation, integrating statistical analysis across demographic groups with time-series modeling of individual engagement dynamics. At the group level, we analyzed engagement patterns based on age and gender, revealing significantly higher interaction levels among children and adolescents compared to adults. At the individual level, we employed temporal behavioral analysis using a Hidden Markov Model to identify sequential engagement states—low, moderate, and high—derived from time-series behavioral patterns. This approach offers both broad and detailed insights into visitor engagement, providing actionable implications for designing adaptive and socially engaging robot behaviors in complex public environments. Furthermore, it can facilitate the analysis of social robot interactions in everyday contexts and contribute to building a practical foundation for their implementation in real-world settings. Full article
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