Comparing Different Storytelling Approaches for Virtual Guides in Digital Immersive Museums

  • Marcello CarrozzinoEmail author
  • Marianna Colombo
  • Franco Tecchia
  • Chiara Evangelista
  • Massimo Bergamasco
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10851)


Virtual museums are becoming increasingly popular, especially thanks to the recent spread of low-cost immersive technologies enabling even small cultural realities to enrich their technology-based offer. The growing availability of computational power and high-quality visual elements enables the use of virtual characters in order to add depth to the virtual visit experience, up to nowadays often limited to the exploration of lifeless environments. This paper presents a pilot study aimed at investigating the positive effects that the use of avatars can provide to a virtual cultural experience, proposing a virtual museum with three different alternatives of storytelling, including one featuring virtual humans, and comparing the results in terms of engagement and understanding of the proposed content.


Virtual Reality Immersive technologies Cultural heritage Virtual humans Avatar Storytelling 



This paper is supported by European Union’s Horizon 2020 research and innovation programme under grant agreement No. 692103, project eHERITAGE (Expanding the Research and Innovation Capacity in Cultural Heritage Virtual Reality Applications).


  1. 1.
    Machidon, O.M., Duguleana, M., Carrozzino, M.: Virtual humans in cultural heritage ICT applications: a review. J. Cult. Herit. (2018, in press)Google Scholar
  2. 2.
    Kennedy, S., Fawcett, R., Miller, A., Dow, L., Sweetman, R., Field, A., Allison, C.: Exploring canons & cathedrals with open virtual worlds: the recreation of St. Andrews Cathedral, St. Andrews day, 1318. In: Digital Heritage International Congress (Digital Heritage 2013), vol. 2, pp. 273–280. IEEE, October 2013Google Scholar
  3. 3.
    Fanini, B., Pagano, A.: Interface design for serious game visual strategies the case study of “Imago Bononiae”. In: Digital Heritage 2015, vol. 2, pp. 623–626. IEEE, September 2015Google Scholar
  4. 4.
    Kopp, S., Gesellensetter, L., Krämer, N.C., Wachsmuth, I.: A conversational agent as museum guide – design and evaluation of a real-world application. In: Panayiotopoulos, T., et al. (eds.) IVA 2005. LNCS (LNAI), vol. 3661, pp. 329–343. Springer, Heidelberg (2005). Scholar
  5. 5.
    Swartout, W., et al.: Ada and Grace: toward realistic and engaging virtual museum guides. In: Allbeck, J., Badler, N., Bickmore, T., Pelachaud, C., Safonova, A. (eds.) IVA 2010. LNCS (LNAI), vol. 6356, pp. 286–300. Springer, Heidelberg (2010). Scholar
  6. 6.
    Bogdanovych, A., Rodríguez, J.A., Simoff, S., Cohen, A., Sierra, C.: Developing virtual heritage applications as normative multiagent systems. In: Gleizes, M.-P., Gomez-Sanz, J.J. (eds.) AOSE 2009. LNCS, vol. 6038, pp. 140–154. Springer, Heidelberg (2011). Scholar
  7. 7.
    De Paolis, L.T., Aloisio, G., Celentano, M.G., Oliva, L., Vecchio, P.: Experiencing a town of the middle ages: an application for the edutainment in cultural heritage. In: IEEE 3rd International Conference on Communication Software and Networks (ICCSN), pp. 169–174. IEEE, May 2011Google Scholar
  8. 8.
    Maïm, J., Haegler, S., Yersin, B., Mueller, P., Thalmann, D., Van Gool, L.: Populating ancient pompeii with crowds of virtual romans. In: Proceedings of the 8th International Symposium on Virtual Reality, Archeology and Cultural Heritage-VAST (No. VRLAB-CONF-2008-151) (2007)Google Scholar
  9. 9.
    Carrozzino, M., Piacentini, V., Tecchia, F., Bergamasco, M.: Interactive visualization of crowds for the rescue of cultural heritage in emergency situations. SCIRES-IT-SCIentific RESearch Inf. Technol. 2(1), 133–148 (2012)Google Scholar
  10. 10.
    Carrozzino, M., Tecchia, F., Bacinelli, S., Cappelletti, C., Bergamasco, M.: Lowering the development time of multimodal interactive application: the real-life experience of the XVR project. In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 270–273. ACM, June 2005Google Scholar
  11. 11.
    Brondi, R., Carrozzino, M., Lorenzini, C., Tecchia, F.: Using mixed reality and natural interaction in cultural heritage applications. Informatica 40(3), 311 (2016)Google Scholar
  12. 12.
    Normand, J.M., Spanlang, B., Tecchia, F., Carrozzino, M., Swapp, D., Slater, M.: Full body acting rehearsal in a networked virtual environment—a case study. Presence Teleoperators Virtual Environ. 21(2), 229–243 (2012)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Marcello Carrozzino
    • 1
    Email author
  • Marianna Colombo
    • 2
  • Franco Tecchia
    • 1
  • Chiara Evangelista
    • 1
  • Massimo Bergamasco
    • 1
  1. 1.Scuola Superiore Sant’Anna, Perceptual Robotics LaboratoryInstitute of Communication, Information and Perception TechnologiesPisaItaly
  2. 2.Department of Filologia, Letteratura e LinguisticaUniversità di PisaPisaItaly

Personalised recommendations