Stimulation of reflection and discussion in museum visits through the use of social media

  • Costas Vassilakis
  • Angeliki Antoniou
  • George Lepouras
  • Vassilis Poulopoulos
  • Manolis Wallace
  • Stavroula Bampatzia
  • Ioannis Bourlakos
Original Article


In this paper, we examine how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. More specifically, we explore the following aspects: (a) how social media sites can be integrated into the museum user experience (b) how user interactions within the social media, both within the context of the museum experience and outside it, can be exploited to enhance the quality of recommendations made to the users, (c) how trending topics from social media can be used to link museum exhibits with today’s topics of interest and (d) how multi-level related terms extraction from social media data can lead to proposals for reflections to users. The end goal is to provide increased stimuli for users to study exhibits deeper and reflect on them, as well as to trigger discussion between the users, thus maximizing the impact of a museum visit.


Social networks User profiling Cognitive style Reflection Communication Big data 



This work has been realized within the project CrossCult: “Empowering reuse of digital cultural heritage in context-aware crosscuts of European history,” funded by the European Union’s Horizon 2020 research and innovation program, Grant#693150.


  1. Anagnostopoulos A, Kumar R, Mahdian M (2008) Influence and correlation in social networks. In: Proceedings of the 14th ACM SIGKDD international conference on Knowledge discovery and data mining (KDD ‘08), pp 7–15Google Scholar
  2. Antoniou A, Lepouras G, Lykourentzou I, Naudet Y (2013) Connecting physical space, human personalities, and social networks: the Experimedia Blue project. In: Proceedings of the International Biennial Conference Hybrid City, Subtle Revolutions, pp 23–25Google Scholar
  3. Apache Group (2017) Apache Solr. Accessed 10 Jan 2017
  4. Bakshy E, Rosenn I, Marlow C, Adamic L (2012a) The role of social networks in information diffusion. In: Proceedings of the 21st international conference on World Wide Web, pp 519–528Google Scholar
  5. Bakshy E, Eckles D, Yan R, Rosenn I (2012b) Social influence in social advertising: evidence from field experiments. In: Proceedings of the 13th ACM Conference on Electronic Commerce (2012)Google Scholar
  6. Bampatzia S, Antoniou A, Lepouras G, Vassilakis C, Wallace M (2016) Using social media to stimulate history reflection in cultural heritage. In: 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP 2016), 20–21 October, Thessaloniki, GreeceGoogle Scholar
  7. Berryman J (2013) Semantic search in numpy. Accessed 10 Jan 2017
  8. Dümcke C, Gnedovsky M (2013).The social and economic value of cultural heritage: literature review. EENC paperGoogle Scholar
  9. EGMUS (2017) European Group on Museum Statistics. Last accessed on 10 Jan 2017
  10. Emotive Virtual cultural Experiences through personalized storytelling (EMOTIVE), EU Project ID: 727188. Accessed 6 May 2017
  11. European Union (2007) Treaty of Lisbon amending the Treaty on European Union and the Treaty establishing the European Community. Off J Eur Union, vol. 50, notice no 2007/C 306/01Google Scholar
  12. Falk JH, Koran L, Dierking D, Dreblow L (2010) Predicting visitor behavior. Curator Mus J 28(4):249–258CrossRefGoogle Scholar
  13. Farnadi G, Sitaraman G, Sushmita S, Celli F, Kosinski M, Stillwell D, Davalos S, Moens M-F, de Cock M (2016) Computational personality recognition in social media. User Model User-Adapt Interact 26(2–3):109–142CrossRefGoogle Scholar
  14. Fletcher A, Lee MJ (2012) Current social media uses and evaluations in American museums. Mus Manag Curatorship 27(5):505–521CrossRefGoogle Scholar
  15. Gaeta A, Gaeta M, Ritrovato P (2007) A grid based software architecture for delivery of adaptive and personalised learning experiences. Pers Ubiquitous Comput 13(3):207–217CrossRefGoogle Scholar
  16. Gilbert E, Karahalios K (2009) Predicting tie strength with social media. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ‘09), pp 211–220Google Scholar
  17. Goh KY, Ping JW (2014) Engaging consumers with advergames: an experimental evaluation of interactivity, fit and expectancy. J Assoc Inf Syst 15(7):388–421Google Scholar
  18. Granic I, Lobel A, Engels RCME (2014) The benefits of playing video games. Am Psychol 69(1):66–78CrossRefGoogle Scholar
  19. Greffe X (2004) La valorisation économique du patrimoine. La documentation française, Paris. ISBN: 2-11-094274-6Google Scholar
  20. Hsi S (2004) I-guides in progress: two prototype applications for museum educators and visitors using wireless technologies to support informal science learning. In: Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education, p 187Google Scholar
  21. Konert J (2014) Using social media interactions for personalization and adaptation in digital games. In: Proceedings of the European Conference on Social Media: ECSM 2014, p 263Google Scholar
  22. Konert J (2015) Game adaptation and personalization support. In: Interactive multimedia learning. Springer Theses (Recognizing Outstanding Ph.D. Research). Springer, Cham, pp 73–81Google Scholar
  23. Kwak H, Lee C, Park H, Moon S (2010) What is Twitter, a social network or a news media? In: Proceedings of WWW 10, pp 591–600Google Scholar
  24. Licciardi G, Amirtahmasebi R (2012) The economics of uniqueness: investing in historic city cores and cultural heritage assets for sustainable development. World Bank, Washington DCCrossRefGoogle Scholar
  25. Margaris D, Vassilakis C, Georgiadis P (2016) Recommendation information diffusion in social networks considering user influence and semantics. Soc Netw Anal Min 6(1):108:1–108:22CrossRefGoogle Scholar
  26. Muntean CH, Muntean G-M (2007) Open corpus architecture for personalised ubiquitous e-learning. Pers Ubiquitous Comput 13(3):197–205CrossRefGoogle Scholar
  27. Myers I, McCaulley M, Most R (1985) Manual, a guide to the development and use of the Myers–Briggs type indicator. Consulting Psychologists Press, Palo Alto, CAGoogle Scholar
  28. Naudet Y, Lykourentzou I, Tobias E, Antoniou A, Rompa J, Lepouras G (2013) Gaming and cognitive profiles for recommendations in museums. In: Proceedings of SMAP 2013, IEEE Computer Society, pp 67–72Google Scholar
  29. Naudet Y, Antoniou A, Lykourentzou I, Tobias E, Rompa J, Lepouras G (2015) Museum personalization based on gaming and cognitive styles. Int J Virtual Communities Soc Netw 7(2):1–30CrossRefGoogle Scholar
  30. Oechslein O, Hess T (2014) The value of a recommendation: the role of social ties in social recommender systems. In: Sprague RH Jr (ed) Proceedings of the 47th Hawaii international conference on system science. IEEE CPSGoogle Scholar
  31. Oppermann R, Specht M (1998) Adaptive support for a mobile museum guide. In: Proceedings of IMC’98 Workshop on Interactive Applications of Mobile Computing, Rostock, GermanyGoogle Scholar
  32. Pluggable Social Platform for Heritage Awareness and Participation (PLUGGY), EU Project ID: 726765. Accessed 6 May 2017
  33. Pujol L, Roussou M, Poulou S, Balet O, Vayanou M, Ioannidis Y (2008) Personalizing interactive digital storytelling in archaeological museums: the CHESS project. In: Proceedings of 40th annual conference of computer applications and quantitative methods in archaeologyGoogle Scholar
  34. Reeves B, Read JL (2013) Total engagement: how games and virtual worlds are changing the way people work and businesses compete. Harvard Business Press, CambridgeGoogle Scholar
  35. Russo A, Watkins J, Groundwater-Smith S (2009) The impact of social media on informal learning in museums. Educ Media Int 46(2):153–166CrossRefGoogle Scholar
  36. Serrell B (1997) Paying attention: the duration and allocation of visitors’ time in museum exhibitions. Curator Mus J 40(2):108–125CrossRefGoogle Scholar
  37. Twitter (2017a) GET trends/place documentation page. Accessed 9 Jan 2017
  38. Twitter (2017b) GET search/tweets documentation page. Accessed 9 Jan 2017
  39. van Hage WR, Stash N, Wang Y, Aroyo L (2010) Finding your way through the Rijksmuseum with an adaptive mobile museum guide. In: Aroyo L, Antoniou G, Hyvönen E, ten Teije A, Stuckenschmidt H, Cabral L, Tudorache T (eds) The semantic web: research and applications. Springer, Berlin, pp 46–59CrossRefGoogle Scholar
  40. Vassilakis C, Antoniou A, Lepouras G, Wallace M, Lykourentzou I, Naudet Y (2016) Interconnecting objects, visitors, sites and (Hi)stories across cultural and historical concepts: the CrossCult project. In: Proceedings of the 6th International Euro-Mediterranean Conference: (EuroMed 2016), Nicosia, CyprusGoogle Scholar
  41. Virtual Multimodal Museum (ViMM), EU Project ID: 727107. Accessed 6 May 2017
  42. Wakkary R, Hatala M (2006) Situated play in a tangible interface and adaptive audio museum guide. Pers Ubiquitous Comput 11(3):171–191CrossRefGoogle Scholar
  43. Weilenmann A, Hillman T, Jungselius B (2013) Instagram at the museum: communicating the museum experience through social photo sharing. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI’13), ACM, pp 1843–1852Google Scholar
  44. Wong AS (2011) Ethical issues of social media in museums: a case study. Mus Manag Curatorship 26(2):97–112CrossRefGoogle Scholar

Copyright information

© Springer-Verlag GmbH Austria 2017

Authors and Affiliations

  1. 1.Department of Informatics and TelecommunicationsUniversity of the PeloponneseTripoliGreece
  2. 2.ΓΑΒ LAB - Knowledge and Uncertainty Research Laboratory, Department of Informatics and TelecommunicationsUniversity of the PeloponneseTripoliGreece

Personalised recommendations