Re-Thinking Visitor Experience with Ancient Manuscripts via the Holographic Showcase: The Case of the Codex4D Project and Its First Public Results from a Mixed-Method Evaluation In Situ
Abstract
:1. Introduction
1.1. Aims of the Codex4D Project
- Form and structure;
- Content and meaning;
- Materials, execution techniques, and state of preservation.
- Digitisation techniques;
- Some 3D and 2D representation techniques;
- Multi-level texturing;
- The integration and contextualisation of cross-sectoral information into a 3D model;
- Visualisation techniques;
- The implementation of interaction and analysis tools;
- The conception of narration techniques;
- Protocols for evaluating the usefulness, impact, credibility and effectiveness of the experience from a cognitive point of view;
- Models of social interaction with digital manuscripts.
1.2. Structure of the Paper
1.3. The Codex4D Project in the International Scenario Related to Manuscripts
- The dialogue between diagnostic scientists and art historians/codicologists/palaeographers is still poor [3], apart from a few cases like the “Miniare” project from the Fitzwilliam Museum at Cambridge [4,5], aiming at creating a bridge between art history and diagnostics, despite the manuscript being documented and represented in 2D;
- By far the most prevalent kind of digitisation is 2D, and it is dedicated to content (text, sheets, illuminations), sometimes accompanied by educational videos on the manuscript production phases (Bibliothèque National De France [6], British Library [7], Paul Getty Museum [8], Metropolitan Museum of Art [9], Bodleian Libraries, Oxford) [10];
- There is a general lack of information on diagnostics/preservation/restoration status, with the exception of the aforementioned “Miniare” project;
- In some cases, the semantic mapping of page content was applied (Codex Atlanticus, Biblioteca Ambrosiana) [11];
- The concept of “annotations’’ is introduced, but on 2D digitisations (Utrecht Psalter website realised by the Utrecht University Library) [12]; at least one case of annotations contextualised on a 3D model exists: the virtual reality experience of a 15th Century illuminated Book of Hours [13], realized by the University of Southern California Dornsife in collaboration with the USC’s Archaeology Research Center, the School of Cinematic Arts, and Special Collections. Using digital photography and 3D modelling, a virtual model was created to be experienced within a VR environment, using a head-mounted display and haptic interfaces. Before this American project, PERCRO, at Scuola Sant’Anna in Pisa, realized the MUBIL project, with the NTNU University Library of Trondheim [14]: books were enriched with 3D objects, additional explanatory content such as pictures, drawings, videos, audio, and texts in Norwegian and English [15];
- The standardisation of open and interoperable formats has been sometimes adopted (Vatican Library in collaboration with Stanford University Libraries) [16];
- There is a general absence of 4D representations of manuscripts (surface, structure, and stratigraphy) with related information;
- The communication of manuscripts to museum visitors is very difficult, due to their scant accessibility and intelligibility (low light, obsolete language, static pose); in a few cases, museums include a 2D digital gallery of the pages that can be browsed;
1.4. Case Study
- (1)
- Ms 1474, De Balneis Puteolanis [20], a poem by Pietro da Eboli, dated 1258/1266, of which three poses were acquired in 4D (cc.9v-10r, cc.12v-13r, cc.19v-20r);
- (2)
- Ms 1102, Divina Commedia by Dante Alighieri [21], dated 1351/1400, of which two poses were acquired in 4D (cc.4v-5r, cc.56v-57r);
- (3)
- Ms 459, Libro d’Ore [22], a prayer book for secular use, dated at the beginning of the XV century AD, of which three poses were acquired in 4D (closed book, cc.21v-22r, cc.67v-68r).
- (1)
- A large room (“Sala degli Argenti”) hosting the contents of five macro-areas related to ISPC research, projects, and instruments used to digitize and investigate cultural heritage, from aerial to ground scale, up to microscopic vision throughout the invisible elements of the material;
- (2)
- A small room where two multimedia installations let the public experience two projects more extensively. The first one was dedicated to E-RIHS, the European Research Infrastructure for Heritage Science [25], and specifically to the mobile and fixed laboratories, archives, and competences that CNR IPSC makes available to the international scientific community and museums; the second installation was dedicated to Codex4D. Thanks to the most advanced techniques and the holographic showcase, the manuscript became an “alive” and speaking object, engaging the public not only through its contents and meanings, but also through its materials, parchment, inks, and pigments.
- (a)
- An introductory movie 1.5 min long, visible in loop on a 40” television, regarding the general purposes, methodologies, and activities of the Codex4D project;
- (b)
- A written panel introducing the project and contextualising it in the conceptual framework of the whole exhibition;
- (c)
- The holographic showcase that was the main core of the experience;
- (d)
- A smaller panel explaining what a holographic showcase is, its origins and potentialities in museums, and finally the scientific competences required for its implementation.
1.5. The Holographic Showcase: Design of the Installation and Components
1.6. User Experience Design, Content, Media, and Style of the Codex4D Holographic Showcase
1.6.1. Starting the Experience
1.6.2. Narrative Style
- The general introduction to De Balneis Puteolanis;
- Introduction to sheets 9v-10r;
- Introduction to sheets 12v-13r.
1.6.3. Exploring the Contents: Gesture-Based Interaction
1.6.4. Annotations
- A title in the upper part of the frame, consisting of the research question to which the following content tries to give an answer (for instance “is the sequence of the quires the original one?”);
- A short written text (about 70–80 words) following the title and occupying the upper part of the frame, scrolling automatically inside a mask (so that the text is not visualised all together and does not seem too long to read);
- An image, a drawing, a map, or a diagram in the lower part of the frame, pertinent to the content of the annotation (for instance an iconographic comparison, the result of an analysis, the distribution map of an element);
- Two or three keywords related to the content of the annotation, written with a bigger and pulsing font; they appear only if no images are present in the annotation, in the lower part of the frame.
2. Materials, Data, and Methods for UX Evaluation
2.1. Analysing the Visitor Experience
2.1.1. Objectives and Research Questions
- Understand the visitors’ informal learning patterns and meaning-making process;
- Understand the interactions among visitors in situ;
- Understand the interaction between the visitor and the interactive installation.
- Q1: What does the visitor remember after the experience and why did he/she visit the exhibition?
- Q2: What does the visitor say and do during the experience, on his/her own or along with other visitors?
- Q3. How can we improve the visitor experience?
- ●
- Q3.1: During the experience, is the visitor subject to any “pain points” [34] (term used in user experience research and usability to express difficulties during the interaction with the system)? If the visitor has any difficulties, how can we improve the experience?
- ●
- Q3.2: During and after the experience, what does the visitor like/dislike? If the visitor dislikes something, how can we improve the experience?
2.1.2. Methodology
- Embodied: the researcher is in the immersive environment with the visitors, without taking notes in front of them or recording a video or audio; the notes are written up immediately after each visitor observation session; and the researcher is focused on the observation;
- Constructivist GTM: the researcher starts collecting observations and later triangulates the observations with the narratives from the same participants; the research process follows the constructivist GTM [35]; the researcher is aware of the potential bias in the interpretation of the experience; the researcher takes into account diversity (age, professions, gender, etc.) in his/her data collection and analysis; and applying the constructivist GTM [35] also means to perform different levels of “coding”;
- Digital ethnography in situ: the researcher analyses a digital project in situ; this can be considered a subfield of digital ethnography [37], and the holographic showcase is not online but in situ, part of an exhibition in a historic house.
2.1.3. Data Collection
- Context and visitor path: the holographic showcase was at the end or at the beginning of the visitor path in a smaller room, without windows, near another interactive multimedia installation, as we described in the previous paragraphs. A maximum of just 2 researchers/guides/customer services could be in the room, with a maximum of 10 visitors, with two chairs and no other seats for visitors. A glass door connected the room with the garden, which we identified as a possible space for interviews.
- Event, period, target: we expected visitors to arrive in school groups during the week, for booked guided tours, while families, university students, professionals alone or in a couple, etc., were expected on holidays and at weekends. We expected the visitors to visit the exhibition as one of the events in the festival program and, for this reason, we expected that they had limited time for each installation.
- Observation notes made in a notebook during the visit, later transcribing them in a structured observation form;
- Narratives from the same visitors, with the open interview;
- Data from structured interviews, later transcribed into an online form.
2.1.4. Data Analysis
- Comments and actions from the observations: we coded data in different steps; some emerging patterns were summarized with charts, and others were summarized in categories and relationships between categories, comparing them with previous studies (theoretical comparison);
- Themes emerging from narratives from open interviews: we coded the narratives in different steps, from open coding to theoretical coding [35], comparing the emerging categories with categories and models from previous studies;
- Patterns: we compared all data from observations and from interviews, looking for patterns.
3. Results
- Q1: What does the visitor remember after the experience and why did he/she visit the exhibition?
- Q2: What does the visitor say and do during the experience, on his/her own or along with other visitors?
- Q3. How can we improve the visitor experience?
- Q3.1: During the experience, is the visitor subject to any “pain points” (term used in user experience research and usability to express difficulties encountered during the interaction)? If yes, how can we improve the experience?
- Q3.2: During and after the experience, what does the visitor like/dislike? If the visitor dislikes something, how can we improve the experience?
3.1. Q1: What does the Visitor Remember after the Experience and Why Did They Visit the Exhibition?
3.1.1. Learning
- Subject-specific (e.g., history, science);
- Between and across subjects;
- Specific artefacts, books, documents;
- Site-specific (history, geography, use of site);
- Locality, neighbourhood, region, country;
- Self, personal matters, others.
- Subject-specific (mapping, estimating, painting);
- Site-specific (how to use a library, archive, museum);
- Practical (craft-based, manipulative, bodily-kinesthetic);
- Transferable (working in teams, using a computer);
- Key (numeracy, literacy, communication, ICT);
- Critical and ethical thinking, social skills;
- Other cognitive skills, problem-solving skills;
- Emotional skills (managing anger, or powerful feelings).
- Motivation (to learn more, become interested, feel confident);
- Oneself (positive personal identity, self-esteem, self-respect, confidence, independence);
- Sense of personal achievement, sense of self in the community and regarding others (tolerance of difference);
- Museums, archives, libraries; about a subject.
- Personal enrichment;
- Fun;
- Making new connections, lateral thinking, generation of new ideas or actions;
- Making and producing things;
- Invention;
- Experimentation.
- Doing more of something (reading, visiting an archive, learning);
- Doing something different (visiting a museum for the first time, going to college, bringing others (family, friends));
- Working in teams;
- Employment, work placement.
- “I can see the map of colours here, as if they were in front of my eyes. I remember the red, the mercury” (new knowledge, student in chemistry);
- “It is a completely new way of understanding the object, because I can see the details of the images, the colours, they are not clear inside the library” (understanding, university professor in biology);
- “Can I take this showcase home? I really like how the data are presented” (inspiration, health operator);
- “I really like this new way of exploring the manuscript, it is interactive” (enjoyment, ancient book curator);
- “My wife is not digital native, she does not use technology often, but she was able to explore the content with her hand” (skill and behaviour, city council manager);
- “Latin is important for our culture” (value and attitude, engineer).
- Their job;
- Their subject of study;
- Their hobbies.
3.1.2. Motivation
- Festival lovers: visitors from Genoa who came to the festival and chose the exhibition from the festival program;
- Focusing on cultural heritage: visitors who arrived from other cities because they wanted to visit this exhibition;
- “Flaneures”/strollers: visitors from Genoa and tourists who came in off the street by chance or entered for other reasons (to see the historic house; to see other exhibitions, etc.);
- Followers: visitors who came to the exhibition because another person planned the visit for them (e.g., children with parents, students with teachers) or because another person recommended it to them;
- Exhibition lovers: visitors who came more than one time;
- Experts in science communication: visitors working at the festival and who came during their free time in order to compare content and tools from different exhibitions at the festival.
3.1.3. Triangulation
- All the visitors remembered content linked to prior knowledge: new knowledge was built on prior knowledge. They summarized new knowledge in their narrative, but also enjoyment, inspiration, new understanding, and new skills regarding the experience of exploring a digital manuscript with a 4D model using their hands in a holographic showcase;
- The majority of visitors had no prior experience of 4D models and holograms and a basic knowledge or no knowledge about ancient manuscripts. The majority of visitors, with basic/no prior knowledge about ancient manuscripts, were able to cite content from annotations and video introductions; visitors with prior knowledge about manuscripts expressed enjoyment and inspiration about the new way to explore and understand a manuscript;
- Hobbies can be completely different from the person’s profession (for example, a town council manager very interested in history and in ancient books, an engineer very interested in iconographies from Asia, an employee with a background in economics who loves art, etc.);
- Nobody came to the exhibition with the precise goal of seeing the holographic showcase about a manuscript; it was a surprise and a new experience for all of them. Nobody had explored a manuscript in this way before. For the majority of visitors, this was the first experience with manuscripts, holograms, and 4D models. The majority of visitors came from Genoa and from other cities in North Italy (Milan, Turin, Cuneo, etc.).
- Visitors’ professions (Figure 10), subjects of study, and also hobbies emerged as the relevant aspects to take in consideration as a source for prior knowledge. We provide three quotations from the data, as examples:
- “The showcase looks like a video game console” (an engineer with video games as hobby);
- “I love the smell of the paper, I love libraries, archives…I like this new way of exploring a manuscript” (a city council manager with love for ancient books and a passion for history and archives);
- “Those iconographies (e.g., the falling temples of Babylon) came from far” (engineer with a strong interest in Asian cultures and holistic therapies).
3.2. Q2: What Does the Visitor Say and Do during the Experience, Alone or with Other Visitors?
- The strategy of offering guided tours to followers (students and children) and offering an exploratory visit to the other types of visitors who came at the weekends and on holiday was successful; the holographic showcase can be explored without a guide, if visitors have time and are motivated to do it. Children needed mediation for some of the content and the schools had a set time for the visit so the guide facilitated their first approach to the holographic showcase and its content (Figure 11).
- The visit was a social event: all visitors interacted with someone or said something during the visit, but the quality of the audio in the room, from interviews and observations, was not good and visitors often did not hear some of the video content correctly (Figure 12).
- The majority of visitors did not use the “help” function, and visitors’ learning styles to learn how to use the holographic showcase can be summarized in four categories, confirming what emerged in previous research (self-learner, peer-helped, imitator, guided; see theoretical comparison [53], Figure 13).
- The majority of visitors smiled and/or were focused on the content (Figure 14). Some of them explicitly expressed their appreciation of the experience, especially visitors who learnt how to use the holographic showcase by themselves, in the “ahah moment” when they discovered the annotations and explored them. The interpretation of non-verbal communication, for example facial expression, is based on observation and the subjective interpretation of the researchers and was triangulated with comments made during the visit or interview. Visitors often smiled when they visualised specific content which was more interesting and enjoyable for them in the annotations or the video introductions. During group visits with teens, we observed some visitors also laughing, as part of the social experience, for example when one or more of them played the role of a performer. The definition of this role is provided on the next page, in point 8.
- Only one visitor defined the experience as “immersive”, one visitor defined the soundtrack as “cinematographic”, and we observed that visitors were very focused, especially when they were alone or in a couple or in groups at the weekends.
- In larger groups of more than three people, some visitors had difficulty properly seeing the content and they were less engaged and not focused on the experience. Some visitors were very tired when they arrived at the showcase, after a 1 h visit, and their fatigue affected the experience.
- Observing visitors’ non-verbal communication, the majority of visitors had a positive experience. This also emerged from structured interviews, as engagement. The majority of visitors wanted to recommend this experience to a friend and they also wanted to learn more about manuscripts in the future (Figure 15). The chosen scale from 1 to 10 is based on the NPS test, a standard to measure user’s satisfaction in usability tests. In Figure 15, part a, we visualise all values in the standard scale, from 1 to 10. Nobody chose a value from 1 to 6 (there are no detractors) and this means that the majority of visitors were satisfied with the experience.
- Visitors played different roles during the visits. The roles were observed, driver, navigator, helper, performer, and stopper.
- Highly engaged visitors spent from 17 to 40 min observing/exploring from three to all annotations (two cases), but there was no correlation with the role played; also, some observers, who did not drive the system, smiled, made positive comments during the visit, and wanted to know more about the manuscripts and to suggest this experience to friends.
- The driver is the person who chose to operate the platform;
- The driver can be an explorer: someone who tried to use the platform without any help and who learnt by observing previous visitors, by making mistakes or by being helped, or someone who asked for or received help from other visitors or the museum staff. The driver can also be an observer, taking over from previous drivers;
- The observer is the person who chose not to operate the platform but to observe the panoramas chosen by the driver. The observer can be someone walking around, standing still or sitting on the floor. The observer can be a previous driver who gave other people a turn at operating the platform;
- The navigator is the person who chose not to drive the platform directly but was on the platform, in some cases sometimes close to the driver, and who chose to give the driver suggestions about what content to explore and how to operate the platform. This person actively negotiated with the other visitors as to which panoramas to go to, sometimes just using words and sometimes also pointing to specific panoramas;
- The helper is the person who helped visitors to drive the platform. Helpers were either visitors or members of the museum staff. A helper could be a person in a group (like a mother helping a child) or a visitor helping people in other groups (for example, someone who had already driven the platform and who explained the mechanism to someone in another group). The behaviour of the helpers was completely spontaneous. When the helpers were members of the museum staff, they either decided of their own volition to help or were asked for help, so their actions were based on an evaluation of what was happening in the space or after speaking with visitors;
- The stopper is the person who asked visitors to stop using the platform/showcase/interactive installation; for example, a small child started crying/complaining and the mother decided to leave the space, visitors who came in as a couple and one of them asked the other to move on to the other rooms;
- The performer is the person who chose to take an active role, “playing” with the projections/showcase/etc., using the installation in a new and unexpected way. They could create a kind of “performance” inside the experience, inspired by the content of the installation. These performances often made other visitors smile or laugh. As regards performers, we described in our notes two very unexpected behaviours:
- (a)
- Students from high schools engaged with the Latin and they “challenged” each other to translate parts of the text not translated;
- (b)
- Some young visitors played the role of performer, imitating the gesture of a magician in a very popular TV series on Netflix.
3.3. Q3. How Can We Improve the Visitor Experience?
- Q3.1: During the experience, is the visitor subject to any “pain points” (term used in user experience research and usability to express difficulties during the interaction with showcases) during the experience? If the visitor says yes, how can we improve the experience?
- Q3.2: During and after the experience, what does the visitor like/dislike? If the visitor dislikes something, how can we improve the experience?
- Q3.3: If the visitor dislikes something, how can we improve the experience?
- Interaction design: visitors had difficulties finding the limits for the interaction area with their hands; we have to find a way to make the design easier and accessible for all visitors, reducing the pain points. For example, we can improve the interaction design and the interface; visitors need a visual support in order to understand the invisible limits of the interaction area and have better control over the transition from RGB to IR.
- Content design: there were no specific critical pain points with the images and text, only that a couple of graphs of the chemical analysis could be re-designed to be less complex, highlighting the relevant part with colours. We could also make it easier for visitors to recognize a category of content (for example, if the content is in the biology or art history domain) and to recognize if they have already visited a specific point. The help button was not used, but we need more data in different contents before removing it. We want to try to provide video help, not only an image.
- Sound: some visitors complained in the interviews about the poor quality of the sound in the room; they were not able to follow the storytelling when the exhibition space was full of visitors. In a library, we can improve it, providing headphones. Unfortunately, this will affect the interactions between visitors. In the library space, we will need to test how the experience will change, reducing the possibility for people to interact and make comments.
- Showcase design and interface design: we also need to find a way to make it easier for children and their parents to enjoy the experience together, without the parents having to pick up their children because they cannot see all the content properly. Some solutions will be studied for the next exhibitions, in museums and libraries, for instance by creating some steps or a platform, or using high stools, taking into consideration safety issues.
4. Discussion
4.1. Comparison with Previous Studies
4.1.1. Comparison with Previous Studies about Immersive and Interactive Environments “In Situ”
- The visitors played almost the same roles observed in our previous studies [44]; we can say, from theoretical comparison, that those roles can be applied in more studies if the technology is used in order to design a space where the visitors can comment and interact among themselves;
- In this study, we observed four learning styles [53]: it was confirmed that some visitors prefer to be guided, and some visitors prefer to explore by themselves and enjoy the “ah ah moment” when they discover and understand the interaction model;
- The study also confirmed what emerged about engagement in Pietroni, Pagano, Poli (2016) [54]: the observer and driver can be both very engaged by the experience and usually, but not always, there is an exchange of roles during the visits;
- In this study, the role of navigator emerged only in groups, families or friends, and the role of performers only during school visits. In previous studies [44], navigators and performers were also observed between visitors who met for the first time at the museum and who did not arrive together.
4.1.2. Comparison with Previous Studies about Showcases
- Museum fatigue can affect the showcase experience, when visitors have to stand and they cannot sit down and relax during the storytelling;
- Children are attracted to the interactive and storytelling part, but the shape of the showcase is an obstacle as they cannot see the visual content properly.
4.1.3. Comparison with Previous Studies about Learning
4.2. Future Research
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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PP1 | PP2 | PP3 |
---|---|---|
Exploration of levels (from RGB to IR and from IR to RGB) | Possibility of not seeing the images properly for visitors under 1 m 50 | Poor acoustic quality and difficulty following the stories |
Visitors had problems finding the invisible limits and checking the interaction points in RGB because they involuntarily moved their body and the level changed from RGB to IR | Limits on vision for children, young adults, and people in wheelchairs | Acoustic limits when the space was crowded |
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Schettino, P.; Pietroni, E.; d’Annibale, E. Re-Thinking Visitor Experience with Ancient Manuscripts via the Holographic Showcase: The Case of the Codex4D Project and Its First Public Results from a Mixed-Method Evaluation In Situ. Heritage 2023, 6, 6035-6065. https://doi.org/10.3390/heritage6090318
Schettino P, Pietroni E, d’Annibale E. Re-Thinking Visitor Experience with Ancient Manuscripts via the Holographic Showcase: The Case of the Codex4D Project and Its First Public Results from a Mixed-Method Evaluation In Situ. Heritage. 2023; 6(9):6035-6065. https://doi.org/10.3390/heritage6090318
Chicago/Turabian StyleSchettino, Patrizia, Eva Pietroni, and Enzo d’Annibale. 2023. "Re-Thinking Visitor Experience with Ancient Manuscripts via the Holographic Showcase: The Case of the Codex4D Project and Its First Public Results from a Mixed-Method Evaluation In Situ" Heritage 6, no. 9: 6035-6065. https://doi.org/10.3390/heritage6090318
APA StyleSchettino, P., Pietroni, E., & d’Annibale, E. (2023). Re-Thinking Visitor Experience with Ancient Manuscripts via the Holographic Showcase: The Case of the Codex4D Project and Its First Public Results from a Mixed-Method Evaluation In Situ. Heritage, 6(9), 6035-6065. https://doi.org/10.3390/heritage6090318