The EMOTIVE experiences explore digital storytelling, tangible objects, social interaction between visitors and more experiential approaches, all combined to foster the emotional connection between the visitors with the sites.

EMOTIVE has produced several experiences that have been evaluated with visitors in the project main sites, Çatalhöyük and the Hunterian. The experiences explore digital storytelling, tangible objects, social interaction between visitors and more experiential approaches, all combined to achieve the emotional connection of the visitors with the sites. Both on-site and virtual experiences are being designed, created and tested iteratively in close collaboration between the partner sites and the technology providers.

The project has also produced experiences for other institutions that serve as Living Labs for the project and test and apply its concepts and technology including the York Minster Cathedral.


EMOTIVE Digital Schoolkit

The Exploration of Egalitarianism Digital Classroom Kit invites students to investigate the Neolithic site of Çatalhöyük and its egalitarian society. Within the framework of a three-part experience, students are tasked with collaborative decision making and constructive peer-to-peer dialogue as they use 3D printed objects, virtual tours of replica houses, and a multi-user Chatbot, to explore the history of the archaeological site and the nature of egalitarianism. Dialogic methods and pedagogical strategies, drawn from heritage interpretation and history education respectively, are embedded within the digital tools to develop the key skills of historical empathy, namely historic contextualisation, perspective taking, and affective connection.


EMOTIVE Digital Schoolkit
EMOTIVE Digital Schoolkit | Credit to Grant Cox, ArtasMedia ltd, for the 3D model of a Çatalhöyük home.


EMOTIVE VR Experience

Through a shared multi-user experience of virtual reality, participants can visit the Neolithic site of Çatalhöyük, famed for both its architecture and its culture of social, political, and economic equality. Participants will explore the history and geography of the archaeological site, including its excavation areas and replica houses, while interactively engaging in shared decision-making involving the nature of property ownership, emotional connections to personal belongings, and the relationship between giving and receiving.

Catalhoyuk VR Vive - user experience teaser


‘Ebutius’s Dilemma’, Hunterian Museum Onsite Experience

‘Ebutius’s Dilemma’ is a digital storytelling experience developed for the Hunterian Museum at the University of Glasgow. It tells the story of a Roman centurion who left his mark on the Antonine Wall in Scotland. The Antonine Wall was the Roman Empire's most northerly frontier and is today part of a Unesco World Heritage Site. The Hunterian Museum hosts an outstanding collection of objects from the Wall. 

The "Ebutius’s Dilemma" EMOTIVE experience uses digital storytelling to interpret the objects at the Hunterian's "The Antonine Wall: Rome's Final Frontier" display. It was designed to help visitors connect with the objects by engaging with Ebutius's story. The story is set just before the abandonment of the Antonine Wall by the Romans. The narrative uses the fictional character of Ebutius, a Roman soldier faced with a difficult choice: The Roman army is abandoning the Wall - his home for 20 years - and users are asked to help Ebutius decide whether to leave with them or desert the army and stay with his local Caledonian partner and their child.  

While exploring the app, users discover objects related to different strands of the story which have emotional relevance to Ebutius. The story also resonates with today's visitors by using universal themes that transcend time, like love, family, and work. Read more about the context of this experience here.


‘Ebutius’s Dilemma’, Hunterian Museum Online Virtual Experience

A virtual version of ‘Ebutius's Dilemma’ was also designed for remote online Hunterian visitors, recreating the museum space with a 360-degrees panorama. We retained the story-based approach, which allows the online, remote users (who are accessing this while offsite from the museum gallery) to choose their own path through the experience while they navigate their way through the virtual, online representation of the display to locate objects pertinent to the story.  

The following EMOTIVE teams were involved in developing this experience: 

  • University of Glasgow providing image capture of the Antonine Wall display and conceptual design. 
  • ATHENA providing their Floorplan Editor Tool to create a virtual representation of the Antonine Wall display.
  • Noho provided scriptwriting for the original ‘Ebutius’s Dilemma’ onsite experience. 

The prototype was developed during the summer of 2018 and tested in August 2018-March 2019. The conceptual thinking behind this experience is that this is the offsite virtual version of the onsite experience which would allow both a) online, remote users from around the world (some of which might never have visited the Hunterian Museum) to access the story and get a feel of visiting the gallery virtually, as well as b) visitors who have used the onsite version of ‘Ebutius’s Dilemma’ to access a version of this experience after they have left the museum. Evaluation with primary and secondary teachers highlighted the usefulness of the offsite virtual experience not only as a visitor engagement but also as a teaching tool. 


‘A Window to the Scottish Past: Views on Verecunda's Life’, Hunterian Museum Onsite Experience 

The Verecunda EMOTIVE experience is a multi-part, facilitator-led in gallery experience created for 4 concurrent users. It focuses on the story of a local 15-year-old, Caledonian slave girl, Verecunda, who worked at the Roman commander's house in Bar Hill fort, one of the Antonine Wall sites. It aims to encourage reflection about the past, particularly in Roman Scotland, challenge stereotypes about life in the Frontiers of the Roman Empire, and link with users’ life today through exploring the issue of identity (in the past and today).

During the experience, users first learn something about each other and the Antonine Wall (AW) and are introduced to the character of Verecunda as a physically absent member of the group, and are shown her gravestone on display at the Hunterian Museum (the only piece of material evidence which survives today that can be clearly identified as belonging to her) (part 0). They then experience the VR part introducing Verecunda's life in the Bar Hill fort (1), and after that, move on through the AW display to do a character-driven exploration of the related objects from life along the AW (part 2), which includes both real objects and AR information about them or related interactions that bring the objects and their role to life. In the final part (part 3), the users share what they have discovered about Verecunda and discuss what shaped her identity, reflecting on how we can never know the whole truth about her life but also encouraging users to consider how thinking about her life and identity is connected with issues of identity today.