Abstract:
This project aims to deploy a gamification platform to enrich and enhance cultural works,
improving users’ experience during visits to museums by providing them with more knowledge about the collection of exhibits through an enjoyable learning mechanism.
In order to achieve this objective, a text mining procedure, done on the description of
the cultural objects , will yield relevant pieces of information which will subsequently be
linked to DBPedia’s linked data knowledge base using semantic technologies.
An automated question generation module will allow museum visitors to deepen their
comprehension of the exhibits by means of gamification techniques to draw their attention.
The aforementioned module will be created based on a semantic inference module, using
SPARQL templates.
With the purpose of determining the smart object, QR codes will be printed which
will be read by a mobile phone application. The designed app will not only display the
game but will also show more details and complementary information about the smart
objects, therefore creating smart visit experiences through which visitors can interact with
the environment and the smart objects in it to acquire knowledge about the exhibits.
The system will be validated at the Telecommunications Museum at ETSIT and it can
be used by both visitors and future students in open house days. It can also be extended
to be adapted for any other museum.