The EMOTIVE ATHENA Research Center and CrossCult University of Peloponnese teams met on 28th of February and 1st of March 2018 for a two day technology demonstrations, exchange of ideas and definition of concrete collaboration points between the two projects. The meeting took place at the Department of Informatics and Telecommunications of the University of Peloponnese in Greece.
The EU funded “CrossCult: Empowering reuse of digital cultural heritage in context-aware crosscuts of European history” project (www.crosscult.eu/) aims to spur a change in the way European citizens appraise History, through fostering its re-interpretation in the light of cross-border interconnections among pieces of cultural heritage, other citizens’ viewpoints and physical venues. It seeks to increase retention, stimulate reflection and help citizens appreciate their common past and present in a more holistic manner.
The EMOTIVE perspective to cultural heritage can be considered as complementary to the CrossCult one, as it aims to investigate the ways that emotional engagement can foster this deeper reflection and meaning making.
The EMOTIVE team demonstrated the Çatalhöyük on-site experience and received useful feedback on the pre, on-site and post visit aspects. We also had the chance to test the CrossCult pilot mobile application in the wonderful Archaeological Museum of Tripoli and reflect on the different perspectives of the appearance and clothes in Ancient times and today.
It has been a creative two day meeting and a start for a hopefully fruitful collaboration between the two projects.
On 26 November 2016, the members from all eight partner institutions and companies gathered at the offices of the Athena Research Institute to meet, greet and plan the work ahead. A year later, this time in Ireland, the team met again to follow up on project work to date and plan for the review of its first year in action. The 2017 gathering took place on 2-3 November in Dublin, where one of our partners, Noho, is based. The meeting took place in the Science Gallery in the city’s famous university, Trinity College.
Our first day began with a warm welcome from Noho, after which it was straight down to business. EXUS began with a review of project progress, summarising the achievements in year one and discussing overall workflow to date. We then moved on to WP2 and topics such as dissemination, communication and exploitation. This included a follow-up on the EMOTIVE Communications activities outlined in one of the public deliverables from earlier this year: D2.2 Communication material cycle #1.
After a break we began discussions on the preparatory work for the project’s annual review in early 2018. The last topic of the day was an update on the Çatalhöyük chatbot, ChatҪat, from the University of York. An online chatbot experience for Çatalhöyük, the chatbot was first trialled in June/July this year using Facebook Messenger. It is now being elaborated and further evaluated, and our preliminary results will be presented at the Computing Applications in Archaeology conference in March in Tübingen, Germany. In the meantime, you can find out about more about the EMOTIVE application of this type of experience in our public deliverable D5.1 Conceptual Framework & Guide.
In the evening of the first day, team members visited the Noho office for a drink before dinner. Some recent projects were set up for VR fun and play. As you can see from the pictures below, there was an abundance of screens, headsets & laughter!
Day 2 was largely dedicated to discussion of pilot experience prototypes with a focus on the onsite experience at the Hunterian and three different types of experiences at Çatalhöyük: onsite, co-located and virtual. There will be a new deliverable published on this topic in the next month or two – keep an eye on social media or our Publications & Deliverables to find out more!
Despite our busy agenda, several members of the EMOTIVE team managed to attend and present papers at the VSMM Conference 2017 during their visit.
The International Society for Virtual Systems and Multimedia is a unique cross-disciplinary organization for the exchange of cutting edge research in new media and virtual and augmented reality applied to everything from art to architecture, medicine to engineering, and archaeology to cultural heritage.
Below you will find the details of the three papers. Keep an eye on our Publications & Deliverables page, where we will add the papers once they are published.
Diakoumakos, I. P., Katifori, A., Kourtis, V., Karvounis, M., & Ioannidis, Y. (2017). Demonstrating the use of the alphabetic telegraph through a collaborative AR activity. In Proceedings of 23rd Int’l Conference on Virtual Systems and Multimedia -VSMM 2017 (forthcoming). Dublin, Ireland: IEEE.
Lambrakopoulos, G., Begetis, N., Katifori, A., Karvounis, M., & Ioannidis, Y. (2017). Experimental evaluation of the impact of virtual reality on the sentiment of fear. In Proceedings of 23rd Int’l Conference on Virtual Systems and Multimedia -VSMM 2017 (forthcoming). Dublin, Ireland: IEEE.
Perry, S., Roussou, M., Economou, M., Young, H., & Pujol, L. (2017). Moving Beyond the Virtual Museum: Engaging Visitors Emotionally. In Proceedings of 23rd Int’l Conference on Virtual Systems and Multimedia -VSMM 2017 (forthcoming). Dublin, Ireland: IEEE.
OUR WORK: Diginext’s experience of the Emotive project to date
The edutainment team of Diginext is very enthusiastic to be part of this fantastic consortium and work on the EMOTIVE project. Some members of the team already had the occasion to work in the cultural heritage domain by participating to the CHESS project and their enthusiasm stimulated everyone. We are all eager to offer our authoring tool and see it used to create great storytelling experiences!
Since the EMOTIVE kick-off, we have closely followed the work of the end users, especially at the 1st workshop, and the innovative use cases they imagined to realise with our tool. Then, Rémi and Alexandre have dedicated their efforts to analyse how to adapt the outcomes of the MAGELLAN project to support these new scenarios. Indeed, this project features powerful building blocks oriented towards general game creation, which we can reuse in the cultural heritage world, on the condition that we customize them to the needs and liking of our users.
Moreover, under the technical coordination of ATHENA, we synchronised with the other technical partners to create a complete architecture combining all our tools in a coherent solution. This has of course been the occasion to rekindle relationships with previous partners and to get to know new ones as well as discovering our respective works.
Our team is really looking forward to work directly with end users to create original experiences for the EMOTIVE project and put them directly in the hands of visitors for them to deeply engage with our end user’s stories.
After months of planning, we are very excited to kick off the EMOTIVE project in Athens!
On November 26th, members from all eight partner institutions and companies gathered at the offices of the Athena Research Institute to meet, greet and plan the work ahead.
Over the next three years, the team will research, design, develop and evaluate various ’emotive storytelling’ methods and tools. Our goal is to produce a prototype software platform and user application capable of generating immersive, personalised digital narrative experiences for museum and heritage site visitors.
The team includes archaeologists, researchers, designers, writers and developers – a strong interdisciplinary group for the task ahead. Additionally, the project will reach out to a range of specialists in user design, gaming, curation, digital engagement and interpretation, to inform our work and build a network around the project.
Regular updates will be posted here and on social media, so watch this space!
A 3-year EC Funded project
Start date: 1st November 2016
Funding: This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 727188.