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“Let Them Talk!”
ACM Journal on Computing and Cultural Heritage ( IF 2.4 ) Pub Date : 2020-07-07 , DOI: 10.1145/3382773
Akrivi Katifori 1 , Sara Perry 2 , Maria Vayanou 1 , Angeliki Antoniou 3 , Ioannis-Panagiotis Ioannidis 1 , Sierra McKinney 4 , Angeliki Chrysanthi 5 , Yannis Ioannidis 1
Affiliation  

Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systematically investigates the effects of face-to-face group conversation and physical interactions within a digital cultural storytelling experience at the Neolithic site of Çatalhöyük, with the objective of promoting engagement, learning, and perspective taking. Seeking to articulate the benefits and weaknesses of promoting social interactions in digital storytelling settings, we start with a story-based experience that was designed for individual use, we extend it with novel system-driven interaction prompts, and then we evaluate the two versions with 102 participants. Our findings provide statistically significant evidence that conversation is related to longer and more absorbed participation in the experience and greater learning regardless of personality traits. Where social interaction is purposefully integrated into the story, more conversation is generated, and these interactive prompts do not disrupt the story flow even though participants report awareness of them. Finally, certain tendencies among users affect their talkativeness and enjoyment, providing future designers of digital stories with guidance to better address audience needs.

中文翻译:

“让他们说吧!”

对文化遗产地的访问通常具有社交性质,但支持这些社交体验的资源通常是个性化的,以迎合孤独的游客。数字技术提供了打破这种困境的手段,鼓励文化背景下的社会参与。在这里,我们展示了一项用户研究的结果,该研究系统地调查了在 Çatalhöyük 新石器时代遗址的数字文化讲故事体验中面对面小组对话和身体互动的影响,目的是促进参与、学习和换位思考. 为了阐明在数字讲故事环境中促进社交互动的利弊,我们从专为个人使用而设计的基于故事的体验开始,我们通过新颖的系统驱动的互动提示对其进行扩展,然后我们用 102 名参与者评估这两个版本。我们的研究结果提供了具有统计学意义的证据,即无论人格特征如何,对话都与更长时间、更专注地参与体验和更好的学习有关。在有目的地将社交互动整合到故事中的情况下,会产生更多的对话,并且这些互动提示不会扰乱故事流程,即使参与者报告了它们的意识。最后,用户之间的某些倾向会影响他们的健谈和享受,为未来的数字故事设计师提供指导,以更好地满足观众的需求。我们的研究结果提供了具有统计学意义的证据,即无论人格特征如何,对话都与更长时间、更专注地参与体验和更好的学习有关。在有目的地将社交互动整合到故事中的情况下,会产生更多的对话,并且这些互动提示不会扰乱故事流程,即使参与者报告了它们的意识。最后,用户之间的某些倾向会影响他们的健谈和享受,为未来的数字故事设计师提供指导,以更好地满足观众的需求。我们的研究结果提供了具有统计学意义的证据,即无论人格特征如何,对话都与更长时间、更专注地参与体验和更好的学习有关。在有目的地将社交互动整合到故事中的情况下,会产生更多的对话,并且这些互动提示不会扰乱故事流程,即使参与者报告了它们的意识。最后,用户之间的某些倾向会影响他们的健谈和享受,为未来的数字故事设计师提供指导,以更好地满足观众的需求。
更新日期:2020-07-07
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