Our work: ATHENA’s experience of the Emotive project to date

It’s been a wonderfully busy 4 months, since the beginning of the EMOTIVE project, for “team EMOTIVE” at the Athena Research Center in Information, Communication and Knowledge Technologies (ATHENA).

Our multidisciplinary team has been actively working on many aspects of the project in tandem. As a first taste, early on in December 2016, our archeologist-storytellers Francesco and Katerina used our authoring tool to quickly whip up some prototype stories for the Ancient Agora of Athens, which explored the power of love and war.

The 1st EMOTIVE user workshop that followed engulfed us all in a creative frenzy. In this context of user requirements elicitation and user experience design, Akrivi and Maria, our modern-day renaissance women, worked closely with the heritage partners at the University of York (YORK) and the University of Glasgow (UGLA), to start forming and consolidating the first version of the project’s conceptual framework for emotive storytelling experiences for cultural heritage, available also in card format.

Meanwhile, Manos, Emotive’s technical manager par excellence, and software engineer wizards Vassilis and Ektor, are working with the project’s techies to define the architecture that can support the experiences-to-be with advanced graphics and interactivity, virtual, mixed and augmented reality, 3D printed artefacts, even artificial conversational entities. Stavros, our AI expert, along with the University of York are currently designing a chatbot that will allow visitors to converse with cultural heritage site experts. And Yannis, who is also President and General Director of the Athena Research Center at large, has been waving his wand over our team’s research efforts.

The ATHENA research team has been working on interactive, personalised, mobile storytelling since the CHESS project. EMOTIVE has brought to the team the exciting chance to continue previous fruitful collaborations but also form new ones with talented researchers and companies in the project’s consortium. For us, this project is opening up a range of possibilities in learning how to craft engaging experiences for on-site and virtual visitors of cultural heritage sites.

Image source: Athena RIC

Meet Emotive’s collaborators: CHESS, MAGELLAN & PLUGGY

Did you know that the Emotive project collaborates with several major European Research and Technological Development initiatives?

Throughout the project we’ll be drawing on the experiences of the CHESS,  MAGELLAN and PLUGGY projects as we research and develop the prototype Emotive software platform.

MAGELLAN (http://www.magellanproject.eu/) is coordinated by Emotive partner EXUS and DIGINEXT SARL (DXT) also participated in the project. Its vision is to establish a web platform for cost-effectively authoring, publishing, executing, and experiencing location-based games featuring Augmented Reality and Virtual Reality. The project is based on the CHESS platform, but extended to author mixed reality games that take place in the real world and involve multiple participants. Emotive aims to extend Magellan by bridging the gap between both forms of experiences: single- and multi-participant as well as supporting adaptation of experiences involving groups of visitors.

 

 

The CHESS project (http://www.chessexperience.eu) was coordinated by Emotive partner DIGINEXT SARL (DXT) and the University of Athens also participated in the project. CHESS implemented a system for the authoring and experiencing of non-linear, location-based story-like experiences for museum visits. Emotive aims to draw on the research and findings from this work to author experiences involving groups of visitors through capturing real-time interactions within these groups.

 

Image: CHESS Augmented Reality at the Acropolis Museum (http://www.chessexperience.eu)

PLUGGY (https://www.pluggy-project.eu/) provides a social platform and a series of pluggable applications that aim at facilitating a continuing process of creating, modifying and safeguarding heritage where European citizens will be consumers, creators and maintainers of cultural activities. It enables users to access content ranging from localized specific content to comprehensive personalized stories and to experience Virtual Exhibitions through applications, covering a variety of technologies from Augmented and Virtual Reality to collaborative games for mobile devices.

 

The Pluggy team is organising the 1st International Workshop as part of the INTETAIN 2017 conference, June 20–22, 2017 in Funchal, Madeira, Portugal. The Paper Submission deadline is 14 April 2017. Find out more here.