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ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

Research Article

Engaging Museum Visitors with AI-Generated Narration and Gameplay

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-28993-4_15,
        author={Wladimir Hettmann and Matthias W\o{}lfel and Marius Butz and Kevin Torner and Janika Finken},
        title={Engaging Museum Visitors with AI-Generated Narration and Gameplay},
        proceedings={ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings},
        proceedings_a={ARTSIT},
        year={2023},
        month={4},
        keywords={interactive installation cultural heritage game narration natural language processing engagement museum},
        doi={10.1007/978-3-031-28993-4_15}
    }
    
  • Wladimir Hettmann
    Matthias Wölfel
    Marius Butz
    Kevin Torner
    Janika Finken
    Year: 2023
    Engaging Museum Visitors with AI-Generated Narration and Gameplay
    ARTSIT
    Springer
    DOI: 10.1007/978-3-031-28993-4_15
Wladimir Hettmann1,*, Matthias Wölfel1, Marius Butz1, Kevin Torner1, Janika Finken1
  • 1: Faculty of Computer Science and Business Information Systems
*Contact email: hewl1012@h-ka.de

Abstract

It has become a challenge in recent years to raise interest in museum visits, especially among younger visitors, as the range of alternative entertainment options has become overwhelming and increasingly attractive, interactive, and playful. To re-engage a wide audience with art and cultural heritage, we propose to use artificial intelligence to make the presented artworks more interesting. By using natural language processing to generate a narrative around a selection of individual exhibits and presenting the story as a scavenger hunt, we connect the individual exhibits and make access more playful. The museum visitors are guided through the story by two characters, who also pose challenges to be solved in mini-games. The two characters were chosen as a living being (a puppy) and an embodied agent (a humanoid robot) to indicate whether an utterance is preformulated and fact-based (puppy) or generated and partially made up. By testing the prototype, we could confirm that the generated stories are plausible and exciting, that the participants became more interested in the presented items through the story and mini-games and that the participants could distinguish if the utterance was fact-based or fictional.

Keywords
interactive installation cultural heritage game narration natural language processing engagement museum
Published
2023-04-02
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-28993-4_15
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