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Design, Learning, and Innovation. 9th EAI International Conference, DLI 2024, Virtual Event, November 7–8, 2024, Proceedings

Research Article

Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-85663-1_5,
        author={Lara La Tessa and Mauro Coccoli and Stefano Schiaparelli and Daniele Zolezzi},
        title={Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe},
        proceedings={Design, Learning, and Innovation. 9th EAI International Conference, DLI 2024, Virtual Event, November 7--8, 2024, Proceedings},
        proceedings_a={DLI},
        year={2025},
        month={3},
        keywords={Cultural Heritage Gamification User Experience},
        doi={10.1007/978-3-031-85663-1_5}
    }
    
  • Lara La Tessa
    Mauro Coccoli
    Stefano Schiaparelli
    Daniele Zolezzi
    Year: 2025
    Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe
    DLI
    Springer
    DOI: 10.1007/978-3-031-85663-1_5
Lara La Tessa1,*, Mauro Coccoli2, Stefano Schiaparelli3, Daniele Zolezzi4
  • 1: DIEC - University of Genoa, Via F. Vivaldi, 5, 16126
  • 2: DIBRIS - University of Genoa, Via alla Opera Pia, 13, 16145
  • 3: DISTAV - University of Genoa, Corso Europa, 26, 16132
  • 4: DLCM - University of Genoa, Piazza di Santa Sabina, 2, 16124
*Contact email: lara.latessa@edu.unige.it

Abstract

The University of Genoa, Italy, addresses the challenge of inaccessible cultural heritage stored in university archives worldwide by implementing a comprehensive digitisation initiative. This project focuses on collecting, storing, and digitising a wide array of items, including books, manuscripts, archival materials, and documents related to museum artifacts. To ensure accessibility for both humans and machines, the initiative involves providing alternate descriptions, metadata, and speech-to-text transcriptions for images and videos, as well as word-for-word transcripts for ancient texts where OCR is ineffective. We present the design of a transcription system for the University Museum System (SMA-UniGe) at the University of Genoa, which includes user interface elements and engagement techniques. By leveraging gamification theory, the system transforms the typically monotonous task of transcription into an engaging experience, encouraging participation from digital volunteers. This initiative aligns with the University’s third mission of public engagement, aiming to disseminate knowledge beyond the academic environment and contribute to social, cultural, and economic development.

Keywords
Cultural Heritage Gamification User Experience
Published
2025-03-21
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-85663-1_5
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