This study was undertaken to isolate characteristics of interactive exhibits that are particularly effective in attracting and holding the attention of visitors in a science museum. Forty-seven visitors were tracked through two adjacent exhibitions, comprising a total of 61 interactive exhibits. Four exhibit characteristics were identified and examined: technological novelty, user-centeredness, sensory stimulation, and open-endedness. Regression analyses show that two of these characteristics, technological novelty and open-endedness, help to account for the variance in average visitor holding
Sage is a robot that has been installed at the Carnegie Museum of Natural History as a full-time autonomous member of the staff. Its goal is to provide educational content to museum visitors in order to augment their museum experience. This paper discusses all aspects of the related research and development. The functional obstacle avoidance system, which departs from the conventional occupancy grid-based approaches, is described. Sage's topological navigation system, using only color vision and odometric information, is also described. Long-term statistics provide a quantitative measure of
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TEAM MEMBERS:
Illah NourbakhshJudith BobenageSebastien GrangeRon LutzRoland MeyerAlvaro Soto
This research investigated gender equitable exhibit development by enhancing a geometry exhibit with several female-friendly design features and analyzing video data to determine the effects on girls' engagement and social interactions with their caregivers. The findings suggest that incorporating several female-friendly design features leads to significantly higher engagement for girls (evidenced by greater attraction and time spent). This study also looked for any unanticipated negative effects for boys after incorporating the female-friendly design features.
Museums are excellent locations for testing ubiquitous systems; the Exploratorium in San Francisco offers a unique and challenging environment for just such a system. An important design consideration is how users switch between virtual and physical interactions.
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TEAM MEMBERS:
Margaret FleckMarcos FridEamonn O'Brien-StrainRakhi RajaniMirjana Spasojevic
This article describes the software architecture of an autonomous, interactive tour-guide robot. It presents a modular and distributed software architecture, which integrates localization, mapping, collision avoidance, planning, and various modules concerned with user interaction and Web-based telepresence. At its heart, the software approach relies on probabilistic computation, on-line learning, and any-time algorithms. It enables robots to operate safely, reliably, and at high speeds in highly dynamic environments, and does not require any modifications of the environment to aid the robot's
The Situating Hybrid Assemblies in Public Environments (SHAPE) project within the European Disappearing Computer initiative has explored how emerging ubiquitous technologies can support museum visiting experiences. SHAPE has designed hybrid artifacts that support visitors manipulating phisical and digital material in a visible and interesting manner.
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TEAM MEMBERS:
Liam BannonSteve BenfordJohn BowersChristian Heath
Science museum staff face a constructivist dilemma as they design their public spaces: the exhibits should facilitate science learning, yet they also need to support a diverse visiting public in making their own personal choices about where to attend, what to do, and how to interpret their interactions. To be effective as teaching tools, exhibits need to be highly intrinsically motivating at every step of an interaction in order to sustain involvement by an audience who views their visit primarily as a leisure activity. Given these challenges, it is vital to support the design process with a
Although a growing number of research articles in recent years have treated the role of informal settings in science learning, the subject of the history of science in museums and its relationship to informal and non-formal education remains less well explored. The aim of this review is to assemble the studies of history of science in science museums and explore the opportunities for the further use of the history of science in science museum education practice.
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
This article deals with a pioneering project currently being developed, namely, the Exhibition on Testing and Measurement. This interactive traveling exhibition will be presented in science museums in Israel, the United States, and other countries. It has been conceived as an innovative means of familiarizing the public with educational measurement concepts and scientific principles. The exhibition will initiate and encourage a dialogue regarding the social aspects of testing. Science centers and museums can play a vital role in helping to forge a more authentic relationship between science
There are few studies concerning museum visitors' understanding of skeleton exhibits and whether such exhibits increase their understanding of the zoology displayed. An exhibition focused on the diversity of vertebrate skeletons and arranged according to the mode of locomotion was set up in Naturalis, the National Natural History Museum of The Netherlands, in Leiden. A prototype explaining the principal components of the skeleton was designed for each type of locomotion, for example, wrigglers, flyers, walkers, crawlers, swimmers. In addition, a panel provided in front of the exhibit case for
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TEAM MEMBERS:
Sue TunnicliffeManon Laterveer-de Beer