Prototyping AR in a University Museum: How User Tests Informed an Accessibility Plan Including and Beyond the Museum. Talk by Max Evjen at MuseWeb, Boston, MA., April 5th, 2019.
This document provides an overview of Elevate's first year including its partners, participants, courses offered, and learning environment. Some key details include:
- Over 500 participants from 6 continents enrolled in Elevate courses and programs.
- 20 courses were delivered covering topics like epidemiology and public health.
- The online learning environment utilized various interactive tools to engage participants such as discussion forums, web lectures, and group assignments.
- Participant feedback indicated the learning environment and tracking of progress kept them focused on their studies.
- Going forward, Elevate aims to offer more individualized learning methods, further develop the online community, and increase partnerships.
This document summarizes the findings of the ERIAL project, an ethnographic study of how students find and use information at academic libraries. The project used interviews and diaries with over 700 students and faculty. It found that students approach research like Google searches, relying on simple keyword searches and iterative searching rather than refining searches. Students also tend to cursorily evaluate sources based on accessibility rather than accuracy. The search tools available to students influence which sources they utilize. The study suggests libraries need to better understand student information behaviors and design tools and instruction with their practices in mind.
Using Grids Versus Mark All That Apply in a 2014 National Mail SurveyBrett Bejcek
The document summarizes a study that compared grid and non-grid (check all that apply) question formats in a 2014 national mail survey. It found that overall response rates were comparable between the two formats. Errors of omission were higher for the non-grid format. Item non-response was low for both formats. Straightlining and variability in responses were also low. While distributions of answers differed between formats, more research is needed on order effects and mixed-mode challenges. The study provides insights into comparing question formats but notes limitations and opportunities for future cognitive testing.
Data-Driven Development (D3) and Evaluation of Enskill EnglishLewisJohnson34
Invited conference presentation at the 2020 International Conference on Artificial Intelligence in Education, based on an article published in the International Journal of Artificial Intelligence in Education.
Auraria Library Website Redesign Project Needs Assessment: What Did Students ...Neena Weng
The document summarizes preliminary results from a student study conducted by Auraria Library to inform the redesign of its website. Key findings include:
1) Most students found out about the study through the library website or while physically at the library.
2) Students indicated they visit the library website most often to find online articles, journals, and books. Many struggled to use the "Start My Research" search box.
3) When asked to evaluate other library websites, students preferred features that made resources easy to discover through clear labeling and organization of search options and additional research tools.
4) Students saw opportunities for the Auraria Library website to better promote events, resources like course reserves, and mobile support
Meta-Analysis of Podcasting in Higher EducationKyle Benbow
This meta-analysis examined research on the effects of podcasting in higher education. It found that podcasting had a minimal impact on class attendance, but students found them useful for studying. Students used podcasts outside of class to learn course materials. The analysis showed podcasting is a beneficial learning tool for preparation and review, and students used it for multiple purposes to enhance learning. However, more research is needed to fully understand podcasting's impact on student learning.
This document provides information on conducting surveys, including different sampling methods, types of survey questions, and considerations for creating an effective questionnaire. It discusses random, systematic, stratified, and convenience sampling. It also describes how to construct clear, unbiased questions; avoid double-barreled or confusing questions; and include an informative cover letter when administering a survey. The goal is to gather quantitative data from a sample population to understand perspectives on a topic.
This document provides an overview of Elevate's first year including its partners, participants, courses offered, and learning environment. Some key details include:
- Over 500 participants from 6 continents enrolled in Elevate courses and programs.
- 20 courses were delivered covering topics like epidemiology and public health.
- The online learning environment utilized various interactive tools to engage participants such as discussion forums, web lectures, and group assignments.
- Participant feedback indicated the learning environment and tracking of progress kept them focused on their studies.
- Going forward, Elevate aims to offer more individualized learning methods, further develop the online community, and increase partnerships.
This document summarizes the findings of the ERIAL project, an ethnographic study of how students find and use information at academic libraries. The project used interviews and diaries with over 700 students and faculty. It found that students approach research like Google searches, relying on simple keyword searches and iterative searching rather than refining searches. Students also tend to cursorily evaluate sources based on accessibility rather than accuracy. The search tools available to students influence which sources they utilize. The study suggests libraries need to better understand student information behaviors and design tools and instruction with their practices in mind.
Using Grids Versus Mark All That Apply in a 2014 National Mail SurveyBrett Bejcek
The document summarizes a study that compared grid and non-grid (check all that apply) question formats in a 2014 national mail survey. It found that overall response rates were comparable between the two formats. Errors of omission were higher for the non-grid format. Item non-response was low for both formats. Straightlining and variability in responses were also low. While distributions of answers differed between formats, more research is needed on order effects and mixed-mode challenges. The study provides insights into comparing question formats but notes limitations and opportunities for future cognitive testing.
Data-Driven Development (D3) and Evaluation of Enskill EnglishLewisJohnson34
Invited conference presentation at the 2020 International Conference on Artificial Intelligence in Education, based on an article published in the International Journal of Artificial Intelligence in Education.
Auraria Library Website Redesign Project Needs Assessment: What Did Students ...Neena Weng
The document summarizes preliminary results from a student study conducted by Auraria Library to inform the redesign of its website. Key findings include:
1) Most students found out about the study through the library website or while physically at the library.
2) Students indicated they visit the library website most often to find online articles, journals, and books. Many struggled to use the "Start My Research" search box.
3) When asked to evaluate other library websites, students preferred features that made resources easy to discover through clear labeling and organization of search options and additional research tools.
4) Students saw opportunities for the Auraria Library website to better promote events, resources like course reserves, and mobile support
Meta-Analysis of Podcasting in Higher EducationKyle Benbow
This meta-analysis examined research on the effects of podcasting in higher education. It found that podcasting had a minimal impact on class attendance, but students found them useful for studying. Students used podcasts outside of class to learn course materials. The analysis showed podcasting is a beneficial learning tool for preparation and review, and students used it for multiple purposes to enhance learning. However, more research is needed to fully understand podcasting's impact on student learning.
This document provides information on conducting surveys, including different sampling methods, types of survey questions, and considerations for creating an effective questionnaire. It discusses random, systematic, stratified, and convenience sampling. It also describes how to construct clear, unbiased questions; avoid double-barreled or confusing questions; and include an informative cover letter when administering a survey. The goal is to gather quantitative data from a sample population to understand perspectives on a topic.
The Impact of Open Textbooks in the USA and South Africa: When? Why? How?OER Hub
These slides accompanied the OER Research Hub webinar "The Impact of Open Textbooks in the USA and South Africa: When? Why? How?" on 28 May 2014. Speakers: Megan Beckett (Siyavula), Beck Pitt (The Open University, OER Research Hub) and Daniel Williamson (OpenStax College). The session was chaired by Martin Weller (The Open University, OER Research Hub).
You can watch a recording of the webinar here: http://tinyurl.com/p926br2
The Impact of Open Textbooks in the USA and South Africa: When? Why? How?Beck Pitt
These slides were produced for an OER Research Hub webinar that I co-presented with Megan Beckett (Siyavula) and Daniel Williamson (OpenStax College) on 28 May 2014. The presentation discusses some of the findings of surveys that were carried out during autumn/winter 2013 and early 2014.
You can watch a recording of the webinar here: http://tinyurl.com/p926br2
Abstract available here: http://oerresearchhub.org/news-and-events/oer-research-hub-webinar-programme/open-texts/
This slide deck was presented at CNX 2014 in Houston, USA on 1 April 2014 as part of the "Student Efficacy: Are they Learning?" rapid fire panel. It contains preliminary research findings on educators and students using OpenStax College open textbooks.
Final, updated research findings can be found in the slide deck "The Impact of Open Textbooks in the USA and South Africa..." and via http://oerresearchhub.org
This slide deck was presented at CNX 2014 in Houston, USA on 1 April 2014 as part of the "Student Efficacy: Are they Learning?" rapid fire panel. It contains preliminary research findings on educators and students using OpenStax College open textbooks.
Final, updated research findings can be found in the slide deck "The Impact of Open Textbooks in the USA and South Africa..." and via http://oerresearchhub.org
Evaluation of virtual classroom technology - Blackboard CollaborateSharon Karasmanis
Evaluation of virtual classroom technology using Blackboard Collaborate for Masters of Nursing Cancer/Palliative Care distance education students at La Trobe University.
Librarians use surveys to measure user behavior, gather information on the resources patrons are looking for, and for feedback on library services.
In this presentation, survey research expert Lesley Andres, Professor, Department of Education, University of British Columbia, outlines her top tips for creating and deploying effective surveys. View the slides to see her best practices for phrasing questions, offering answer choices, and minimizing bias.
Spreading the Word! Librarians and OER (OER14, April 2014) OER Hub
In this joint presentation with Co-PILOT, Beck Pitt (OERRH researcher) explores some of the findings from the two surveys conducted autumn/winter 2013 with librarians around the world.
Spreading the Word! Librarians and OER (OER14, April 2014) Beck Pitt
OER Research Hub presentation with CoPILOT. Explores some of the findings from two surveys conducted autumn/winter 2013 with librarians around the world.
1) The study examined the usefulness of user education programs among theological faculty members in South India in learning to use electronic resources.
2) It found that over half of respondents found library orientation to be extremely helpful, while faculty with more experience and higher degrees found it most useful.
3) The study recommends regular library orientation sessions and collaboration with faculty to promote effective user education and information literacy.
The document summarizes key findings from a space use study conducted in libraries in Brampton, Calgary, and Markham. The study found that:
1) Patrons feel welcome in the libraries and that their expectations are being met.
2) Libraries are social places where patrons interact with staff and each other throughout the day.
3) Managing noise levels is challenging as some patrons expect quiet while others are socializing.
4) Traditional quiet activities like reading and studying are still popular, but many patrons now bring devices to the library.
This document provides an overview of how to write the method section of a research paper. It discusses the key components of a method section, including the procedure section. The procedure section describes the steps taken in a study, including how participants were recruited, who collected the data, where activities took place, the processes participants engaged in, and other relevant details. Examples are provided to illustrate how to write about the procedure section in a clear, detailed manner so readers understand exactly what was done in the study.
AVC Library Faculty Survey Results (2012)Scott Lee
The survey collected 119 responses from AVC faculty in Fall 2011 regarding their use of and opinions on the library. Key findings include:
- About half of faculty use the library occasionally to prepare for classes or for personal enrichment.
- Most faculty integrate research assignments but rarely assign library tutorials.
- Faculty encourage student use of electronic resources more than print.
- Most faculty see the library as having adequate resources and librarians as knowledgeable, but many are unsure how well resources meet student needs.
- Few faculty use research methods workshops due to lack of awareness or need in their discipline.
- Further analysis could examine relationships between variables and qualitative comments.
Measuring the effectiveness of library information literacy instructionElise Wong
Measuring the effectiveness of library information literacy instruction / Elise Y. Wong, Sharon Radcliff, Gina Kessler Lee, and Suellen Cox, Librarians at Saint Mary’s College of California.
Our project aimed to strengthen the connection between English Composition courses and library instruction sessions to achieve information literacy learning goals. To this end, SMC librarians compared two versions of library instruction in ENGL5 “Argument & Research” sections to measure the effectiveness of embedding the “information evaluation and research practices” and “critical thinking” learning outcomes into our library instruction.
This presentation was for the Emerging Learning Design 2015 conference. We present the first set of outcome data for the Ultimate Course Search Learning Tool, an NSF funded project.
The document summarizes Mary Kate Keappler's student-initiated project to evaluate programs at the Harn Museum. She developed evaluations for the museum's Tot Time program to gain experience in program evaluation and better understand the process. Her Tot Time evaluation involved surveying parents and observing children's engagement. The results showed that children who acted independently more frequently were more likely to learn new skills or vocabulary. It also found that less instruction from parents correlated with more independent exploration from children. Overall, the evaluation provided insights into how Tot Time influences children and families.
Exploring the Online Information-seeking Strategies of Education Graduate Stu...Wil Weston
This paper is the result of a recent exploratory study completed in November 2013, which examines how education graduate students at San Diego State University (SDSU) seek information online. Understanding this group’s online research and information-seeking strategies are critical when one considers that these future graduates will be occupying leadership positions in education and determining educational policy. How they evaluate information resources will impact policy and determine the importance they place on specific informational resources. Discovering the strategies utilized by these graduate students in their information seeking behavior will provide insight into the use of online resources and broader information seeking-strategies.
Catch and Hold: Ways to Capture your Patrons Interest and Keep Them Coming BackNCIL - STAR_Net
Please join the NASA@ My Library team to learn about how the NaML project is exploring the use of interest development to help librarians create library spaces that facilitate science experiences and promote resources that encourage patron interest in space science.
How users conduct research using discovery systems: Results of a Usability StudyKelsey Brett
This presentation presents the findings of a usability study that was conducted as part of a discovery system redesign project. Recordings from the usability test are included.
Four student researchers summarized their contributions to various research projects:
1. The student helped collect data on the effects of reverberation time, gain, and noise on vocal intensity during speaking. They are now assisting with data analysis.
2. The student contributed to several projects, including collecting survey data on balance in older adults, transcribing language samples from children with Down syndrome, and literature reviews on marijuana use and tinnitus.
3. A final student helped administer tests on the effects of extended high frequencies on children's speech recognition in noise. They assisted with hearing screenings, data collection, and initial data processing.
Four student research projects are summarized:
1. A study on the effects of reverberation, gain, and noise on vocal intensity and effort during speaking. Data collection is complete and analysis has begun.
2. A study comparing perceived and objective balance in older adults through daily surveys and tests over 30 days. Data collection and analysis are ongoing.
3. A study using MRI and other tests to understand tinnitus neurologically. Data collection through participant recruitment, testing, and literature review is complete.
4. A study creating a database on physical education teacher workplace factors. Data collection through surveys and interviews was completed in 2020 and qualitative analysis will begin in summer 2020.
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
Big Data and the Visitor Journey: Using Data Science to Understand Visitor Ex...MuseWeb Foundation
This talk was presented at MW20 on April 4, 2020.
The Web page for this presentation can be found at:
https://mw20.museweb.net/proposal/big-data-and-the-visitor-journey-using-data-science-to-understand-visitor-experience-in-the-artlens-gallery-and-beyond/•
This presentation will discuss why we hired a data scientist to understand visitor experience at the Cleveland Museum of Art, in the ArtLens Gallery and beyond... Since the MW20 conference happened virtually, we decided to discuss how we continued to work together while the museum was closed and everyone was working remotely.
Learn more about the Cleveland Museum of Art at https://www.clevelandart.org/
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The Impact of Open Textbooks in the USA and South Africa: When? Why? How?OER Hub
These slides accompanied the OER Research Hub webinar "The Impact of Open Textbooks in the USA and South Africa: When? Why? How?" on 28 May 2014. Speakers: Megan Beckett (Siyavula), Beck Pitt (The Open University, OER Research Hub) and Daniel Williamson (OpenStax College). The session was chaired by Martin Weller (The Open University, OER Research Hub).
You can watch a recording of the webinar here: http://tinyurl.com/p926br2
The Impact of Open Textbooks in the USA and South Africa: When? Why? How?Beck Pitt
These slides were produced for an OER Research Hub webinar that I co-presented with Megan Beckett (Siyavula) and Daniel Williamson (OpenStax College) on 28 May 2014. The presentation discusses some of the findings of surveys that were carried out during autumn/winter 2013 and early 2014.
You can watch a recording of the webinar here: http://tinyurl.com/p926br2
Abstract available here: http://oerresearchhub.org/news-and-events/oer-research-hub-webinar-programme/open-texts/
This slide deck was presented at CNX 2014 in Houston, USA on 1 April 2014 as part of the "Student Efficacy: Are they Learning?" rapid fire panel. It contains preliminary research findings on educators and students using OpenStax College open textbooks.
Final, updated research findings can be found in the slide deck "The Impact of Open Textbooks in the USA and South Africa..." and via http://oerresearchhub.org
This slide deck was presented at CNX 2014 in Houston, USA on 1 April 2014 as part of the "Student Efficacy: Are they Learning?" rapid fire panel. It contains preliminary research findings on educators and students using OpenStax College open textbooks.
Final, updated research findings can be found in the slide deck "The Impact of Open Textbooks in the USA and South Africa..." and via http://oerresearchhub.org
Evaluation of virtual classroom technology - Blackboard CollaborateSharon Karasmanis
Evaluation of virtual classroom technology using Blackboard Collaborate for Masters of Nursing Cancer/Palliative Care distance education students at La Trobe University.
Librarians use surveys to measure user behavior, gather information on the resources patrons are looking for, and for feedback on library services.
In this presentation, survey research expert Lesley Andres, Professor, Department of Education, University of British Columbia, outlines her top tips for creating and deploying effective surveys. View the slides to see her best practices for phrasing questions, offering answer choices, and minimizing bias.
Spreading the Word! Librarians and OER (OER14, April 2014) OER Hub
In this joint presentation with Co-PILOT, Beck Pitt (OERRH researcher) explores some of the findings from the two surveys conducted autumn/winter 2013 with librarians around the world.
Spreading the Word! Librarians and OER (OER14, April 2014) Beck Pitt
OER Research Hub presentation with CoPILOT. Explores some of the findings from two surveys conducted autumn/winter 2013 with librarians around the world.
1) The study examined the usefulness of user education programs among theological faculty members in South India in learning to use electronic resources.
2) It found that over half of respondents found library orientation to be extremely helpful, while faculty with more experience and higher degrees found it most useful.
3) The study recommends regular library orientation sessions and collaboration with faculty to promote effective user education and information literacy.
The document summarizes key findings from a space use study conducted in libraries in Brampton, Calgary, and Markham. The study found that:
1) Patrons feel welcome in the libraries and that their expectations are being met.
2) Libraries are social places where patrons interact with staff and each other throughout the day.
3) Managing noise levels is challenging as some patrons expect quiet while others are socializing.
4) Traditional quiet activities like reading and studying are still popular, but many patrons now bring devices to the library.
This document provides an overview of how to write the method section of a research paper. It discusses the key components of a method section, including the procedure section. The procedure section describes the steps taken in a study, including how participants were recruited, who collected the data, where activities took place, the processes participants engaged in, and other relevant details. Examples are provided to illustrate how to write about the procedure section in a clear, detailed manner so readers understand exactly what was done in the study.
AVC Library Faculty Survey Results (2012)Scott Lee
The survey collected 119 responses from AVC faculty in Fall 2011 regarding their use of and opinions on the library. Key findings include:
- About half of faculty use the library occasionally to prepare for classes or for personal enrichment.
- Most faculty integrate research assignments but rarely assign library tutorials.
- Faculty encourage student use of electronic resources more than print.
- Most faculty see the library as having adequate resources and librarians as knowledgeable, but many are unsure how well resources meet student needs.
- Few faculty use research methods workshops due to lack of awareness or need in their discipline.
- Further analysis could examine relationships between variables and qualitative comments.
Measuring the effectiveness of library information literacy instructionElise Wong
Measuring the effectiveness of library information literacy instruction / Elise Y. Wong, Sharon Radcliff, Gina Kessler Lee, and Suellen Cox, Librarians at Saint Mary’s College of California.
Our project aimed to strengthen the connection between English Composition courses and library instruction sessions to achieve information literacy learning goals. To this end, SMC librarians compared two versions of library instruction in ENGL5 “Argument & Research” sections to measure the effectiveness of embedding the “information evaluation and research practices” and “critical thinking” learning outcomes into our library instruction.
This presentation was for the Emerging Learning Design 2015 conference. We present the first set of outcome data for the Ultimate Course Search Learning Tool, an NSF funded project.
The document summarizes Mary Kate Keappler's student-initiated project to evaluate programs at the Harn Museum. She developed evaluations for the museum's Tot Time program to gain experience in program evaluation and better understand the process. Her Tot Time evaluation involved surveying parents and observing children's engagement. The results showed that children who acted independently more frequently were more likely to learn new skills or vocabulary. It also found that less instruction from parents correlated with more independent exploration from children. Overall, the evaluation provided insights into how Tot Time influences children and families.
Exploring the Online Information-seeking Strategies of Education Graduate Stu...Wil Weston
This paper is the result of a recent exploratory study completed in November 2013, which examines how education graduate students at San Diego State University (SDSU) seek information online. Understanding this group’s online research and information-seeking strategies are critical when one considers that these future graduates will be occupying leadership positions in education and determining educational policy. How they evaluate information resources will impact policy and determine the importance they place on specific informational resources. Discovering the strategies utilized by these graduate students in their information seeking behavior will provide insight into the use of online resources and broader information seeking-strategies.
Catch and Hold: Ways to Capture your Patrons Interest and Keep Them Coming BackNCIL - STAR_Net
Please join the NASA@ My Library team to learn about how the NaML project is exploring the use of interest development to help librarians create library spaces that facilitate science experiences and promote resources that encourage patron interest in space science.
How users conduct research using discovery systems: Results of a Usability StudyKelsey Brett
This presentation presents the findings of a usability study that was conducted as part of a discovery system redesign project. Recordings from the usability test are included.
Four student researchers summarized their contributions to various research projects:
1. The student helped collect data on the effects of reverberation time, gain, and noise on vocal intensity during speaking. They are now assisting with data analysis.
2. The student contributed to several projects, including collecting survey data on balance in older adults, transcribing language samples from children with Down syndrome, and literature reviews on marijuana use and tinnitus.
3. A final student helped administer tests on the effects of extended high frequencies on children's speech recognition in noise. They assisted with hearing screenings, data collection, and initial data processing.
Four student research projects are summarized:
1. A study on the effects of reverberation, gain, and noise on vocal intensity and effort during speaking. Data collection is complete and analysis has begun.
2. A study comparing perceived and objective balance in older adults through daily surveys and tests over 30 days. Data collection and analysis are ongoing.
3. A study using MRI and other tests to understand tinnitus neurologically. Data collection through participant recruitment, testing, and literature review is complete.
4. A study creating a database on physical education teacher workplace factors. Data collection through surveys and interviews was completed in 2020 and qualitative analysis will begin in summer 2020.
Similar to Prototyping AR in a University Museum: How User Tests Informed an Accessibility Plan Including and Beyond the Museum (20)
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
Big Data and the Visitor Journey: Using Data Science to Understand Visitor Ex...MuseWeb Foundation
This talk was presented at MW20 on April 4, 2020.
The Web page for this presentation can be found at:
https://mw20.museweb.net/proposal/big-data-and-the-visitor-journey-using-data-science-to-understand-visitor-experience-in-the-artlens-gallery-and-beyond/•
This presentation will discuss why we hired a data scientist to understand visitor experience at the Cleveland Museum of Art, in the ArtLens Gallery and beyond... Since the MW20 conference happened virtually, we decided to discuss how we continued to work together while the museum was closed and everyone was working remotely.
Learn more about the Cleveland Museum of Art at https://www.clevelandart.org/
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Knowing when to build or buy software is an ongoing topic that has existed for decades, but answers evolve alongside trends in museum staffing and software business models.
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The purpose of this presentation is to present the Smithsonian’s National Air and Space Museum as a case study of a cultural heritage institution that is completely revamping its approach to inclusion through setting a new standard for accessibility of its digital exhibition interactives and media. Considered a vital part of transforming the museum, NASM has had to re-examine all aspects of producing digital exhibition elements in pursuit of its new approach, and will share this, as well as lessons learned along the way. I will direct this presentation primarily to cultural heritage professionals who are creating a new exhibition or redoing all of their exhibitions, and who are looking to improve the inclusivity of their digital interactives and media pieces. From this presentation, these cultural heritage professionals would gain an understanding of: 1) considerations that go into a wholesale revamping of a cultural institution’s revamping of their accessibility approach; 2) tactics for improving the inclusivity of their interactives for people with vision, brain, hearing, and mobility-based disabilities; and 3) internal and external stakeholders to involve throughout the process.
Prototyping in collaboration with university librariesMuseWeb Foundation
The document discusses research ethics board approval and user testing. Any research involving testing individuals, regardless of age, requires REB approval. The only exception is purely observational research observing how individuals interact or react. Depending on the research, approval from the REB could take up to 4 weeks, though clarification of research details often results in longer wait times. The document provides contact information for Erin Canning at the Aga Khan Museum and Michael Carter-Arlt at Ryerson University Library for further discussion on collaborating and prototyping.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow and levels of neurotransmitters and endorphins which elevate and stabilize mood.
Magus Cagliostro, Wonders.do, Israel: Art of Escape, Magic, and immersive sto...MuseWeb Foundation
In the past years the concept of Immersive Storytelling has taken root in art and play, entering fields such as theatres, documentaries, games and education. The idea is to break the barriers between spectator and media and to create a "real life" experience – for amusement or instruction. Magus Cagliostro has been using principles of Immersive Storytelling and "real life" experience in a different way: It all began with a search for creative ways to bring new audiences to museums and to control audience flow. The idea was to use principles of Immersive Storytelling to create a fascinating story that is based on the museum's contents, but which takes place entirely within the players minds. Since the summer of 2017, six exciting projects were created by Cagliostro in collaboration with museums in Israel and Europe. The stories are based on a specific scene and its contents – whether it is Art, history or science. By doing this, the plot merges with the scene and the players become closely involved with it as they follow the game. Virtual reality is achieved by purely analogue means, relying on the audience’s own power of imagination. Now, Magus Cagliostro, escape artist and magician, invites you to learn more about how escape art, magic performance, and storytelling can be applied to the sphere of museum curating. Come and see how the basic museum visit can be turned into an entirely new experience, full of surprises, mystery and magic. In this limitless escape game, there is always more than meets the eye, and there is no one better to reveal that than a true magician.
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This document discusses new tools that make it easy for museums to create and share online stories about objects. It provides background on how creating interactive multimedia content for museums used to be difficult due to limitations of technologies like Flash. However, new technologies like cloud computing, IIIF, and frontend frameworks now make the process simpler and more accessible. The document gives examples of museums using these new technologies and demos the Cogapp platform. It envisions future extensions to support more media types and interpretive features.
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At the Auckland Museum, we are looking at how can we harness the power of a global workforce, free software, and social media to embrace the changes made by the digital revolution. Can we use the “gig economy,” machine learning, and the power of the crowd to solve our backlog problems head-on? Can these new ways of working help us to free our time for the more creative and innovative aspects of our roles? Is it better to have an AI-created record online than no record at all? What are the ethical implementations of automated, computer-generated content for museums?
Understanding Access: Translation Services and Accessibility Programs MW19 Li...MuseWeb Foundation
Understanding Access: Translation Services and Accessibility Programs
Inclusive Design Incubator
Will Lach, Eriksen Translations Inc., USA
Translation services and accessibility programs are too often considered as separate resources in the museum sector. This talk examines ways in which museums have strengthened their programming by combining both services, and–as a glimpse at a possible future–ways in which other sectors are leading the way in this area.
The document discusses designing an audio walk with no interface. It provides examples of past audio walks that used various interfaces and draws attention away from the environment. The proposed "no interface" audio walk would attach audio narratives directly to locations of historical significance using permanent physical pointers at each site. A prototype was created where sound, music and narratives were played when visitors stood near red signs installed at specific outdoor spots in Copenhagen that were part of the BZ anarchist movement. Testing showed this "no interface" design allowed visitors to focus their full attention on taking in the sites and stories.
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The potential of digital storytelling in cultural heritage has been widely recognized as an effective technique for communicating heritage interpretation to the public. In this paper, we explore its application in a "dark heritage" setting—a cultural heritage site associated with death, atrocity and human depravity. Although literature within the field of dark heritage emphasizes a fascination with death as the main (if not sole) motive for visiting, according to some studies and the visitor study we performed in the context of our work, motives are in fact varied, and include a desire to learn and understand the history presented and an interest in having an emotional heritage experience. Borrowing from education, we use the notion of "essential questions" as a tool to lead to a deeper understanding of human nature. Following a user-centered design methodology, we develop an interactive digital storytelling experience for the Criminology Museum of the University of Athens. The resulting experience is adapted so as to be tested on-site and through the web. We conclude the work with our insight on guidelines for sites with similar characteristics as well as addressing open issues and challenges for the application of digital storytelling in dark-heritage contexts.
An Illumination of Trajan’s Weapons Frieze and
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Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
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Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
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Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
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1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
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CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
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Prototyping AR in a University Museum: How User Tests Informed an Accessibility Plan Including and Beyond the Museum
1. Prototyping AR in a University Museum:
How User Tests Informed an Accessibility Plan
Including and Beyond the Museum
Max Evjen (@cantus94) #MW19-ExpExp
4. Evaluation Plan
• Institutional Goals
• Update long term exhibitions by augmentation rather than replacement
• Engage MSU Students particularly, in addition to other visitors
• Visitor Experience Goals
• Encourage close looking at the Wetlands Mural in the Hall of Animal Diversity
• Encourage visitor learning about animal adaptation and behavior in the context of
diverse ecosystems
• Encourage surprise and wonder about the experience
@cantus94 #MW19-ExpExp
5. Evaluation Questions
1. How much time do visitors spend at the mural during the AR experience?
2. Do visitors engage in close looking with the mural during the AR
experience?
3. Do visitors learn anything about animal behavior and/or adaptation?
4. Are visitors delighted while using the AR program?
5. Who uses the program?
6. What other outcomes do visitors report?
@cantus94 #MW19-ExpExp
7. User Tests
• Data Collection: Max Evjen, Sean McKeon,
Christian Perry
• Analysis Team: Max Evjen, Rachel Allen,
Alyssa Franks, Shelby Merlino, Christian
Perry, Jake Roberts
@cantus94 #MW19-ExpExp
8. Summary of Primary Findings
• 56% of participants were MSU Students.
• 60.6% of respondents to questionnaire indicated learning about animal adaptation and/or
behavior.
• 19.6% recommended in questionnaires, and 3.8% recommended in behavior observations
(unprompted) that the Museum should extend the experience throughout the galleries.
• Slow looking: (average duration 1:40; as much as 6:04), 4.5% of respondents to
questionnaires responded that it encouraged slow looking.
• 39.3% in questionnaires indicated surprise/wonder, and 50% indicated fun/excitement.
• In behavior observations: 50.7% discussed with others, and 43.2% called others over to see
something. A personal device provides a social experience.
@cantus94 #MW19-ExpExp
10. Primary Findings (Questionnaires)
• Zip Codes
• 58 were from Michigan
• 17 from East Lansing
• 12 from Lansing
• Other remaining 8 from PA, OH, IN, IL, TX, and CA.
@cantus94 #MW19-ExpExp
11. Primary Findings (Questionnaires)
• When asked if users learned anything:
• 60.6% said they learned about animal adaptation and/or behavior
• 12.1% indicated they did not learn anything
• When asked how experience made users feel:
• 50% indicated fun and/or excitement
• 39.3% indicated surprise and/or wonder
• 4.5% indicated it encouraged slow looking
@cantus94 #MW19-ExpExp
12. Primary Findings (Questionnaires)
• When asked if anything surprised users about the experience:
• 51% indicated animals were surprising
• 4.5% indicated text was surprising
• 16.6% indicated aspects of the experience as a whole were surprising
@cantus94 #MW19-ExpExp
13. Primary Findings (Questionnaires)
• When asked if there was anything else users wished they could do with the
program:
• 21.2% indicated they wished for interactivity in the program
• 19.6% indicated they wanted the experience throughout the Museum
• 15.1% made recommendations about the animals
• 12% made recommendations about the overall experience
• 6% made recommendations about the hardware
• 4.5% made recommendations about the text
@cantus94 #MW19-ExpExp
15. Primary Findings (Behavior Sampling)
• Duration of use:
• Average use: 1 min 40 seconds
• Median use: 1 min 10 seconds
• Range: (20 seconds : 6 minutes 4 seconds)
@cantus94 #MW19-ExpExp
16. Primary Findings (Behavior Sampling)
• User Behaviors:
• Users expressed delight through facial or verbal expressions: 60.5%
• Users discussed the AR program with others in their group: 50.7%
• Users called others over to view something: 43.2%
• Users asked about more functionality in the program (sound or movement):
4.9%
• Users related the content of the AR to past experiences: 4.9%
• Users asked about more AR throughout the Museum: 3.8% (unprompted)
@cantus94 #MW19-ExpExp
17. Recommendations
• Extend the program throughout the long-term galleries
• Add additional interactivity in the program
• Establish separate learning goals for each gallery
• Make the program a constituent part of an accessibility plan
• Explore iBeacons as a possible solution
@cantus94 #MW19-ExpExp
18. Future of the Project
• Conversations with Resource Center for Persons with Disabilities
• Adherence to strategy
• Diversity, Equity, Accessibility & Inclusion (DEAI) Plan
• Constituent part of app developed with Beacons?
@cantus94 #MW19-ExpExp
19. Very Special Thanks!
• Teresa Goforth, Denice Blair
• Kate Sonka, Eric Martin
• Terence O’Neil, Rachel Allen, Alyssa Franks, Shelby Merlino, Christian
Perry, and Jacob Roberts
Hello, I’m Max Evjen from the Michigan State University Museum, and I’ll be talking about Prototyping AR in a University Museum: How User Tests Informed and Accessibility Plan Including and Beyond the Museum. Museum staff had been discussing AR as a solution for updating long term galleries without the expense of ripping them out and building new ones (this was also a goal in the AR project at National Museums Wales presentation yesterday).
While the Museum is currently severely underresourced for new digital projects, some money that was previously set aside for an older technical solution was redirected so we could spend some money on devices, and possibly hire a student who we found out had experience working in AR in museum settings. The student was actually hired by the College of Arts & Letters specifically to work with us for a semester and summer developing this experience. We decided we would start this project in the Hall of Animal Diversity, a gallery in the Museum that holds groupings of taxidermies animals arranged by theme in cases, a brown bear (who we put on Twitter as our Museum Mascot @MSUMuseumBear), a few activities, some videos of animals making sounds, and a Michigan Wetland Mural, where- multiple museum staff indicated anecdotally - nobody ever stops to look. This made it a prime testing ground for an AR pilot project.
We purchased 4 Samsung Nexus 10 tablets, because the programmer had experience working in the android environment using Vuforia and Unity3D. We initially wanted a variety of animals moving and possibly some additional interpretation that would pup up when animals were selected. But that level of interactivity was not something the programmer could accomplish, and since we had only the programmer working on the project, and no graphic designer, we were constrained by being able to only select what animals were on offer in the Unity 3D Asset Store. So we ended up with some vegetation and some animals with some limited movement, some interpretations including open ended questions with the AR animals, and some interpretations with animals already featured in the Mural.
In establishing user tests we established the following goals:
To address those goals we drafted the following evaluation questions
We decided to use post experience questionnaires, and behavior sampling through video observation. We set a target n=100, but once we got 66 questionnaires and 81 video observations we decided it was time to stop collection and start analyzing the data.
Before I go any further I need to sop to acknowledge the otherwise invisible labor of extremely dedicated students who joined me for the data collection and analysis. We entered the survey data into a google sheet where we tabulated the quantitative data, and coded the qualitative data. For the behavior observations, we designed the codebook through inductive analysis by watching all the videos and writing down on post it notes what we saw and heard, then grouped those responses into themes, and put those themes into the codebook - then turned into questions in a google form for data entry.
More recent conversations between the MSU Resource Center for Persons with Disabilities (RCPD) and the museum during the user tests were eventually centered on the possibility of using AR as a constituent part of an overall accessibility plan that the museum had yet to create and implement. Michigan State University, broadly, is in the middle of a five-year accessibility plan, but that plan only applied to academic units, not areas like the museum. The museum is now working toward developing a DEAI plan, since once we started talking about accessibility we found we couldn’t do that without talking about Diversity, Equity and Inclusion. The museum intends to create additional AR experiences throughout the museum as a means of making the museum more accessible and inclusive, since AR has been shown to successfully address accessibility, including offering experiences for individuals with low- or no vision (Coughlin & Miele, 2017), or individuals with mobility challenges (Tecla Blog, 2018).
During these conversations, we found that RCPD has been working with a PhD student, who has experience developing AR with iBeacons; they have indicated that there may be interest in coordinating an AR program with other areas of the campus, including possibly the Eli and Edythe Broad Art Museum (the campus contemporary art museum), and other individuals within the College of Arts and Letters, who have been brainstorming about the use of AR and iBeacons throughout the campus. In fact I met with them last week, and they had already created an app for the MSU Museum, unbeknownst to me, that AR may be a constituent part. These partnerships, and thoughts about exactly how the accessibility plan will dictate how we will create AR experiences throughout the museum to address accessibility issues, are emergent (for instance, the app is built as a BYOD model, while our AR pilot was purposefully built to NOT be BYOD). But the opportunity to continue working with individuals across MSU’s campus shows great benefits: communication across a campus as large as MSU has been key to avoiding duplicative work, and the ability to pool our resources means working toward successful projects that we could not accomplish with our own limited resources.