Abstract
The design of hybrid interactions, which involve both tangible and digital aspects, is a recent trend in interactive systems for cultural heritage because it adds physicality to the interaction and affords sociality of experience. The paper presents the approach for the design, prototyping and evaluation of an interactive loom at an industrial museum with which visitors can experiment and play to gain awareness about the weaving process. The system comprises of a small-scale (shoebox-sized), simplified loom replica made of wood that is connected through appropriate (Arduino) sensors to an interactive application (Unity) that digitally recreates and enhances the outcomes of user interaction onto a multitouch screen. We found that hybrid interaction is important for educational reasons because it supports constructivist learning, which favors exploration, active learning and experimentation over passive consumption of information. Also, the approach is suitable for engaging younger people, who often do not find much interest in museum visits.
Keywords
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsNotes
- 1.
A video presentation of the design process and system is available at: https://www.youtube.com/watch?v=TPBCTI9GX5w.
- 2.
Industrial museum of Hermoupolis, Syros island, Greece: http://www.ketepo.gr/en/.
References
Petrelli, D., Ciolfi, L., van Dijk, D., Hornecker, E., Not, E., Schmidt, A.: Integrating material and digital: a new way for cultural heritage. Interactions 20(4), 58–63 (2013)
Delaware, B.: 3D printing allows the blind to experience famous artwork, Paste Magazine (2015). https://www.pastemagazine.com/articles/2015/04/3d-printing-allows-the-blind-to-experience-famous.html. Accessed 22 Aug 2017
Anagnostakis, G., Antoniou, M., Kardamitsi, E., Sachinidis, T., Koutsabasis, P., Stavrakis, M., Vosinakis, S., Zissis, D.: Accessible museum collections for the visually impaired: combining tactile exploration, audio descriptions and mobile gestures. In: Workshop on Mobile Cultural Heritage, Mobile HCI 2016 (18th International Conference on Human-Computer Interaction with Mobile Devices and Services), Florence, Italy, 5–9 September 2016. ACM (2016)
MacDonald, L., Morovič, J., Saunders, D.: Evaluation of colour fidelity for reproductions of fine art paintings. Museum Manag. Curatorship 14(3), 253–281 (1995)
Hampp, C., Schwan, S.: Perception and evaluation of authentic objects: findings from a visitor study. Museum Manag. Curatorship 29(4), 349–367 (2014)
Galeazzi, F., Di Giuseppantonio Di Franco, P., Matthews, J.L.: Comparing 2D pictures with 3D replicas for the digital preservation and analysis of tangible heritage. Museum Manag. Curatorship 30(5), 462–483 (2015)
Allen, S.: Designs for learning: studying science museum exhibits that do more than entertain. Sci. Educ. 88, S17–S33 (2004)
Yoon, S.A., Elinich, K., Wang, J., Steinmeier, C., Van Schooneveld, J.G.: Learning impacts of a digital augmentation in a science museum. Visitor Stud. 15(2), 157–170 (2012)
Okerlund, J., Segreto, E., Grote, C., Westendorf, L., Scholze, A., Littrell, R., Shaer, O.: SynFlo: a tangible museum exhibit for exploring bio-design. Presented at TEI 2016: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM (2016)
Tower of London: Armoury in Action. http://www.hrp.org.uk/tower-of-london/visit-us/top-things-to-see-and-do/armoury-in-action#gs.NZB7sVw. Accessed 22 Aug
Georgiadi, N., Kokkoli-Papadopoulou, E., Kordatos, G., Partheniadis, K., Sparakis, M., Koutsabasis, P., Vosinakis, S., Zissis, D., Stavrakis, M.: A pervasive role-playing game for introducing elementary school students to archaeology. In: Workshop on Mobile Cultural Heritage, Mobile HCI 2016 (18th International Conference on Human-Computer Interaction with Mobile Devices and Services), Florence, Italy, 5–9 September 2016. ACM (2016)
Vosinakis, S., Koutsabasis, P., Makris, D., Sagia, E.: A kinesthetic approach to digital heritage using leap motion: the cycladic sculpture application. In: 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE (2016)
Holtzblatt, K., Jones, S.: Contextual inquiry: a participatory technique for system design. In: Participatory Design: Principles and Practices, pp. 177–210 (1993)
Vosinakis, S., Koutsabasis, P.: Problem-based learning for design and engineering activities in virtual worlds. Presence: Teleoperators Virtual Environ. 21(3), 338–358 (2012)
Koutsabasis, P., Vosinakis, S.: Rethinking HCI education for design: problem-based learning and virtual worlds at an HCI design studio. Int. J. Hum. Comput. Interact. 28(8), 485–499 (2012)
Koutsabasis, P.: Empirical evaluations of interactive systems in cultural heritage: a review. Int. J. Comput. Methods Herit. Sci. (IJCMHS) 1(1), 100–122 (2017)
Löwgren, J., Stolterman, E.: Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press, Cambridge (2004)
Acknowledgements
We thank Dr. Jenny Darzentas for providing comments and proofreading of the paper.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this chapter
Cite this chapter
Dimitropoulos, A. et al. (2018). The Loom: Interactive Weaving Through a Tangible Installation with Digital Feedback. In: Ioannides, M. (eds) Digital Cultural Heritage. Lecture Notes in Computer Science(), vol 10605. Springer, Cham. https://doi.org/10.1007/978-3-319-75826-8_17
Download citation
DOI: https://doi.org/10.1007/978-3-319-75826-8_17
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-75825-1
Online ISBN: 978-3-319-75826-8
eBook Packages: Computer ScienceComputer Science (R0)