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We report on a laboratory activity carried out together with secondary school (high-school) students, with the aim of increasing their interest toward historical scientific instruments and stimulate their approach to scientific knowledge.…
Participatory art allows for the spectator to be a participant or a viewer able to engage actively with interactive art. Real-time technologies offer new ways to create participative artworks. We hereby investigate how to engage…
The emergence of the digital media and computational tools has widened the doors for creativity. The cutting edge in the digital arts and role of new technologies can be explored for the possible creativity. This gives an opportunity to…
Teaching color science to Electrical Engineering and Computer Science (EECS) students is critical to preparing them for advanced topics such as graphics, visualization, imaging, Augmented/Virtual Reality. Color historically receive little…
We present an authentic learning task designed for computing students, centred on the creation of data-art visualisations from chosen datasets for a public exhibition. This exhibition was showcased in the cinema foyer for two weeks in June,…
We investigated the use of virtual technologies to digitise and enhance cultural heritage (CH), aligning with Open Science and FAIR principles. Through case studies in museums, we developed reproducible workflows, 3D models, and tools…
Virtual museums aim to promote access to cultural artifacts. However, they often face the challenge of getting audiences to read and understand a large amount of information in an uncontrolled online environment. Inspired by successful…
Recommendation systems based on image recognition could prove a vital tool in enhancing the experience of museum audiences. However, for practical systems utilizing wearable cameras, a number of challenges exist which affect the quality of…
Machine learning and many of its applications are considered hard to approach due to their complexity and lack of transparency. One mission of human-centric machine learning is to improve algorithm transparency and user satisfaction while…
We present an exploratory case study describing the design and realisation of a ''pure mixed reality'' application in a museum setting, where we investigate the potential of using Microsoft's HoloLens for object-centred museum mediation.…
Multidimensional scaling allows visualizing high-dimensional data as 2D maps with the premise that insights in 2D reveal valid information in high-dimensions. However, the resulting projections suffer from artifacts such as bad local…
Being aware of the motivation problems observed in many scientific oriented careers, we present two experiences to expose to college students to environments, methodologies and discovery techniques addressing contemporary problems. This…
In this article, we present the interactive opera project on CD-ROM Virtualis. This project includes a scientific dimension as well as artistic. It gave us the opportunity to design a model of the opera performance using formalisms from…
This insight paper examines embodied interaction in interactive art, focusing on body embodiment, bodily sensation (i.e., somaesthetic), and audience-artwork interaction. The authors propose a new three-dimensional descriptive model of…
This paper presents the development of a system for realizing interactive exhibitions in the context of a science and technology center. The core functionality of the system is provided by a positioning subsystem comprised of a fixed…
Establishing affordable, efficient, accessible, innovative, and multidisciplinary methodologies are key to the creation of modern public policies on cultural heritage. Limited access to large-format paintings is a challenge to restoration…
This article addresses the possibility of supporting the construction of emotions in the participants of Interactive Digital Narratives (IDN) by means of colours. The article uses goal models for expressing protostories. The core of the…
Reproducibility should be a cornerstone of science as it enables validation and reuse. In recent years, the scientific community and the general public became increasingly aware of the reproducibility crisis, i.e. the wide-spread inability…
This paper introduces two ongoing projects where audio augmented reality is implemented as a means of engaging museum and gallery visitors with audio archive material and associated objects, artworks and artefacts. It outlines some of the…
Research on interactive narrative experiences in physical spaces is becoming more popular, growing into an established new media art format with the development of technology and evolution of audience aesthetics. However, the methods of…