Related papers: BIRD: A Museum Open Dataset Combining Behavior Pat…
Static information presentation in VR cultural heritage often causes cognitive overload or under-stimulation. We introduce a closed-loop adaptive interface that tailors content depth to real-time visitor behavior through implicit multimodal…
Museums often suffer from so-called "hyper-congestion", wherein the number of visitors exceeds the capacity of the physical space of the museum. This can potentially deteriorate the quality of visitor's experience disturbed by other…
Art Museums traditionally employ observations and surveys to enhance their knowledge of visitors' behavior and experience. However, these approaches often produce spatially and temporally limited empirical evidence and measurements. Only…
In this paper, we approach an open problem of artwork identification and propose a new dataset dubbed Open Museum Identification Challenge (Open MIC). It contains photos of exhibits captured in 10 distinct exhibition spaces of several…
Equipping visitors of a cultural site with a wearable device allows to easily collect information about their preferences which can be exploited to improve the fruition of cultural goods with augmented reality. Moreover, egocentric video…
Engagement in virtual learning is essential for participant satisfaction, performance, and adherence, particularly in online education and virtual rehabilitation, where interactive communication plays a key role. Yet, accurately measuring…
The disruption to tourism and travel caused by the COVID-related health crisis highlighted the potential of virtual tourism to provide a universally accessible way to engage in cultural experiences. 360-degree virtual tours, showing a…
This study explores visitor behaviour at The British Museum using data science methods applied to novel sources, including audio guide usage logs and TripAdvisor reviews. Analysing 42,000 visitor journeys and over 50,000 reviews, we…
Blind people are often called to contribute image data to datasets for AI innovation with the hope for future accessibility and inclusion. Yet, the visual inspection of the contributed images is inaccessible. To this day, we lack mechanisms…
We introduce the Visual Experience Dataset (VEDB), a compilation of over 240 hours of egocentric video combined with gaze- and head-tracking data that offers an unprecedented view of the visual world as experienced by human observers. The…
We present a reusable dataset and accompanying infrastructure for studying human search behavior in Interactive Information Retrieval (IIR). The dataset combines detailed interaction logs from 61 participants (122 sessions) with user…
Cultural heritage exhibitions often struggle to sustain attention and support reflective engagement. Physical exhibitions rely on fixed interpretive aids that lack adaptability to individual backgrounds or curiosity, and their effectiveness…
In recent years, numerous researchers have begun investigating how virtual reality (VR) tracking and interaction data can be used for a variety of machine learning purposes, including user identification, predicting cybersickness, and…
We tackle the issue of measuring and analyzing the visitors' dynamics in crowded museums. We propose an IoT-based system -- supported by artificial intelligence models -- to reconstruct the visitors' trajectories throughout the museum…
To ensure that AI-infused systems work for disabled people, we need to bring accessibility datasets sourced from this community in the development lifecycle. However, there are many ethical and privacy concerns limiting greater data…
Data is everywhere but may not be accessible to everyone. Conventional data visualization tools and guidelines often do not actively consider the specific needs and abilities of people with Intellectual and Developmental Disabilities (IDD),…
The progress of recommender systems is hampered mainly by evaluation as it requires real-time interactions between humans and systems, which is too laborious and expensive. This issue is usually approached by utilizing the interaction…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
Secondary analysis or the reuse of existing survey data is a common practice among social scientists. Searching for relevant datasets in Digital Libraries is a somehow unfamiliar behaviour for this community. Dataset retrieval, especially…
Person re-identification (ReID) is now an active research topic for AI-based video surveillance applications such as specific person search, but the practical issue that the target person(s) may change clothes (clothes inconsistency…