Empowering Museum Experiences Applying Gamification Techniques Based on Linked Data and Smart Objects
Autor: | Alejandro Lopez-Martinez, Carlos A. Iglesias, Álvaro Carrera |
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Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
smart objects
Computer science Smart objects automatic questions Context (language use) lcsh:Technology Task (project management) World Wide Web lcsh:Chemistry 0502 economics and business 11. Sustainability General Materials Science gamification Instrumentation Semantic Web lcsh:QH301-705.5 Fluid Flow and Transfer Processes Informática Telecomunicaciones lcsh:T Process Chemistry and Technology 05 social sciences General Engineering Linked data linked data cultural heritage Object (philosophy) lcsh:QC1-999 Computer Science Applications Cultural heritage lcsh:Biology (General) lcsh:QD1-999 lcsh:TA1-2040 050211 marketing museums lcsh:Engineering (General). Civil engineering (General) 050203 business & management lcsh:Physics Drawback |
Zdroj: | Applied Sciences, Vol 10, Iss 5419, p 5419 (2020) Applied Sciences-Basel, ISSN 2076-3417, 2020-08-05, Vol. 10, No. 16 Applied Sciences Volume 10 Issue 16 Archivo Digital UPM Universidad Politécnica de Madrid |
ISSN: | 2076-3417 |
Popis: | Museums play a crucial role in preserving cultural heritage. However, the forms in which they display cultural heritage might not be the most effective at piquing visitors&rsquo interest. Therefore, museums tend to integrate different technologies that aim to create engaging and memorable experiences. In this context, the emerging Internet of Things (IoT) technology results particularly promising due to the possibility of implementing smart objects in museums, granting exhibits advanced interaction capabilities. Gamification techniques are also a powerful technique to draw visitors&rsquo attention. These often rely on interactive question-based games. A drawback of such games is that questions must be periodically regenerated, and this is a time-consuming task. To confront these challenges, this paper proposes a low-maintenance gamified smart object platform that automates the creation of questions by exploiting semantic web technologies. The platform has been implemented in a real-life scenario. The results obtained encourage the use of the platform in the museum considered. Therefore, it appears to be a promising work that could be extrapolated and adapted to other kinds of museums or cultural heritage institutions. |
Databáze: | OpenAIRE |
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