Advertisement

Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers

  • Vanessa CesárioEmail author
  • Rui TrindadeEmail author
  • Sandra OlimEmail author
  • Valentina NisiEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11749)

Abstract

While museums are making great efforts in updating their communication and engagement strategies to include a wide variety of publics, teenagers (15–19) are still identified as an audience group that is often excluded from a museum’s curatorial strategies. As consequence, this audience appears to be generally disinterested in what museums might offer. Our installation, deployed at the Natural History Museum of Funchal (NHMF), in Portugal, makes use of mobile interactive technologies and gaming strategies to promote more engaging museum experiences for teenage visitors. Memories of Carvalhal’s Palace: Haunted Encounters is a location-based game that prompts teenagers to uncover the science in the museum, through investigating the site, which is presented as haunted. In order to complete the quest, the audience needs to find and collect scientific information about specific exhibits while interacting with their Augmented Reality (AR) three-dimensional (3D) models. The audience’s interactions with the museum exhibits are rewarded with pieces of a map, which when completed, will guide them to the hidden scientific library where they can finally unlock the mysteries they have been trying to solve.

Keywords

Museums Teenagers Gaming Augmented Reality 3D models 

Notes

Acknowledgments

ARDITI, project number M14-20-09-5369-FSE-000001.

Supplementary material

Supplementary material 1 (MP4 27119 kb)

References

  1. 1.
    Falk, J.H., Dierking, L.D.: Learning from Museums: Visitor Experiences and the Making of Meaning. AltaMira Press, Walnut Creek (2000)Google Scholar
  2. 2.
    Simon, N.: The Participatory Museum (2010). http://www.participatorymuseum.org/
  3. 3.
    Ardito, C., Buono, P., Desolda, G., Matera, M.: From smart objects to smart experiences: an end-user development approach. Int. J. Hum.-Comput. Stud. 114, 51–68 (2018).  https://doi.org/10.1016/j.ijhcs.2017.12.002CrossRefGoogle Scholar
  4. 4.
    Haahr, M.: Creating location-based augmented-reality games for cultural heritage. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds.) JCSG 2017. LNCS, vol. 10622, pp. 313–318. Springer, Cham (2017).  https://doi.org/10.1007/978-3-319-70111-0_29CrossRefGoogle Scholar
  5. 5.
    Falk, J.H.: Identity and the Museum Visitor Experience. Routledge, Walnut Creek (2009)Google Scholar
  6. 6.
    Prensky, M.: Digital natives, digital immigrants part 1. Horizon 9, 1–6 (2001).  https://doi.org/10.1108/10748120110424816CrossRefGoogle Scholar
  7. 7.
    Tzibazi, V.: Participatory action research with young people in museums. Mus. Manag. Curatorship 28, 153–171 (2013).  https://doi.org/10.1080/09647775.2013.776800CrossRefGoogle Scholar
  8. 8.
    Cesário, V.: Analysing texts and drawings: the teenage perspective on enjoyable museum experiences. In: 32nd British Human Computer Interaction Conference, pp. 1–3 (2018).  https://doi.org/10.14236/ewic/HCI2018.215
  9. 9.
    Cesário, V., Coelho, A., Nisi, V.: Design patterns to enhance teens’ museum experiences. In: 32nd British Human Computer Interaction Conference, pp. 1–5 (2018).  https://doi.org/10.14236/ewic/HCI2018.160

Copyright information

© IFIP International Federation for Information Processing 2019

Authors and Affiliations

  1. 1.ITI/LARSySFunchalPortugal
  2. 2.Faculty of EngineeringUniversity of PortoPortoPortugal
  3. 3.University of MadeiraFunchalPortugal

Personalised recommendations