“Let Them Talk!”

Author:

Katifori Akrivi1ORCID,Perry Sara2,Vayanou Maria1,Antoniou Angeliki3,Ioannidis Ioannis-Panagiotis1,McKinney Sierra4,Chrysanthi Angeliki5,Ioannidis Yannis1

Affiliation:

1. Department of Informatics and Telecommunications, National Kapodistrian University of Athens 8 Athena Research Center, Athens, Greece

2. Museum of London Archaeology and Department of Archaeology, University of York, York, United Kingdom

3. Department of Informatics and Telecommunications, University of Peloponnese, Tripolis, Greece

4. Department of Archaeology, University of York, York, United Kingdom

5. Department of Cultural Technology and Communication 8 Digital Curation Unit (ARC), University of the Aegean, Mytilene, Greece

Abstract

Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systematically investigates the effects of face-to-face group conversation and physical interactions within a digital cultural storytelling experience at the Neolithic site of Çatalhöyük, with the objective of promoting engagement, learning, and perspective taking. Seeking to articulate the benefits and weaknesses of promoting social interactions in digital storytelling settings, we start with a story-based experience that was designed for individual use, we extend it with novel system-driven interaction prompts, and then we evaluate the two versions with 102 participants. Our findings provide statistically significant evidence that conversation is related to longer and more absorbed participation in the experience and greater learning regardless of personality traits. Where social interaction is purposefully integrated into the story, more conversation is generated, and these interactive prompts do not disrupt the story flow even though participants report awareness of them. Finally, certain tendencies among users affect their talkativeness and enjoyment, providing future designers of digital stories with guidance to better address audience needs.

Funder

Horizon 2020 EU Framework Programme

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

Cited by 24 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Storytelling;Inclusive Smart Museums;2024

2. THE EFFECT OF TEACHING MATHEMATICS WITH DIGITAL STORIES ON ACADEMIC SUCCESS AND MATHEMATICS ANXIETY;Journal of Advanced Education Studies;2023-10-20

3. Digital Cultural Items in Space: The Impact of Contextual Information on Presenting Digital Cultural Items;Journal on Computing and Cultural Heritage;2023-10-05

4. Temporality in Cultural Informatics;Proceedings of the 2nd International Conference of the ACM Greek SIGCHI Chapter;2023-09-27

5. Tangible digital collaborative storytelling in adolescents with intellectual disability and neurodevelopmental disorders;Journal of Applied Research in Intellectual Disabilities;2023-09-26

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