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    November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA(BMTA is the Mediterranean Expo on Archaeological Tourism... more
    November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA(BMTA is the Mediterranean Expo on Archaeological Tourism directed by Ugo Picarelli and organised by Salerno Province.). The event, part of a wider European project on virtual museums, was a rare opportunity to show many different projects about Virtual Reality and Cultural Heritage. During the show, four types of evaluation tools were employed to examine user behaviour and usability of the interfaces, plus understanding the gap between user expectation and experience. First analyses revealed that the impact of interactive applications on the user seems to depend on the capability of technology to be “invisible” and to allow a range of possibilities for accessing content. To achieve this, virtual museums need a more integrated approach between cultural contents, interfaces and social and behavioural studies.
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    November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC -Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy. The event, that was part of a wider European project focus on virtual... more
    November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC -Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy. The event, that was part of a wider European project focus on virtual museums, turned to be a great opportunity to show many different projects, applications and installations about Virtual Reality and Cultural Heritage. The four-days exhibition was an occasion to get in touch with the newest experiences with virtual reconstructions, 3D models, interactive environments, augmented realities and mobile solutions for cultural contents; at the same time, it was an opportunity for organizers to directly face the audience’s impact towards projects, because of the necessity to investigate more on social and behavioral aspects in order to positively affect the learning benefits of public. So doing, we could build in the future applications much more tailored on the final costumers, closer to their abilities and necessities. During the show four types of investigative tools was implied to evaluate the general visitor’s behavior and the effectiveness of interfaces, understand their expectations and experiences, and obtain a reference grid of values to evaluate if users' experience fit with organizers' ones. The first outcomes said that audience’s impact toward interactive applications seems depending on the capability of technology to be “invisible”; otherwise technology has to assure a wide range of possibilities in content accesses. In definitive, virtual museums need to have an always more integrated approach between cultural contents, interfaces and social and behavioral studies.
    Research Interests:
    Download (.pdf)