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Are these Artworks Similar? Analysing Visitors’ Judgements on Aesthetic Perception with a Digital Game
ACM Journal on Computing and Cultural Heritage ( IF 2.4 ) Pub Date : 2021-07-16 , DOI: 10.1145/3461663
Rachele Sprugnoli 1 , Marco Guerini 2 , Giovanni Moretti 1 , Sara Tonelli 2
Affiliation  

Digital games have been used in the context of a cultural experience for several reasons, from learning to socialising and having fun. As a positive side effect, using digital games in a GLAM environment contributes to increasing the visitors’ engagement and making the collections more popular. Along this line, we present in this article an online game for museum environments that serves two goals: asking users to engage with the artworks in a collection in a playful environment, and collecting their feedback on artwork similarity, which may be used by curators to rethink the organisation of digital exhibitions and in general to better understand how visitors perceive artworks. The game is called PAGANS ( Playful Art: a GAme oN Similarity ), and is designed to collect similarity judgements about artworks. The software was implemented following some principles of gamification in order to quickly leverage similarity information in the cultural heritage domain while increasing user engagement and fun. The game, involving pairs of players, was used during two large public events to collect different data about the players’ behaviour and to investigate how these dimensions correlate with aesthetic perception. A thorough statistical analysis shows that age and (self-declared) gender correlates with the time and the number of moves needed to complete a session. These dimensions also link to the relevance of colour and shape in judging similarity. These findings suggest that, although artwork similarity is very subjective and may vary based on a person’s background, some trends can be identified when considering the subjects’ gender and age. This could have some practical implications; for example, it could be used to support art curators in creating digital exhibitions by grouping artworks in novel, user-centred ways.

中文翻译:

这些艺术品相似吗?用数字游戏分析参观者对审美感知的判断

数字游戏被用于文化体验的背景有几个原因,从学习到社交和娱乐。作为一个积极的副作用,在 GLAM 环境中使用数字游戏有助于提高访问者的参与度并使收藏品更受欢迎。沿着这条线,我们在本文中展示了一个博物馆环境的在线游戏,它有两个目标:要求用户在有趣的环境中与收藏中的艺术品互动,并收集他们对艺术品相似性的反馈,策展人可以使用这些反馈重新思考数字展览的组织,总体上更好地了解参观者如何看待艺术品。游戏叫异教徒(俏皮的艺术:相似性的游戏),旨在收集关于艺术品的相似性判断。该软件是按照一些游戏化原则实施的,以便快速利用文化遗产领域中的相似性信息,同时增加用户参与度和乐趣。该游戏涉及成对的玩家,在两个大型公共活动中使用,以收集有关玩家行为的不同数据,并研究这些维度如何与审美感知相关联。一项全面的统计分析表明,年龄和(自我声明的)性别与完成一个会话所需的时间和移动次数相关。这些维度还与判断相似性时颜色和形状的相关性有关。这些发现表明,虽然艺术品相似度是非常主观的,并且可能因人的背景而异,在考虑受试者的性别和年龄时可以确定一些趋势。这可能会产生一些实际影响;例如,它可以用来支持艺术策展人通过以新颖、以用户为中心的方式对艺术品进行分组来创建数字展览。
更新日期:2021-07-16
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