An article conceived as a part the kulTura project was presented at The Electrotechnical and Computer Science Conference in Portorož

Members of the Laboratory for Telecommunications have written-up a review titled Urban gamification with Augmented Reality and Geo-Referencing: An Innovative and Engaging Cultural Heritage App as a part of devising an application for the kulTura project. The article outlines the state of the art of the newest technologies and trends in application development that enables the users to experience cultural heritage, to explore their surroundings, and to plan their trip; all based on enriched multimedia content.

An article by Klemen Babuder, Jure Idzig, Vid Stropnik and Emilija Stojmenova Duh was presented on the 18th September at the 27th International Electrotechnical and Computer Science Conference in Portorož in the section for multimedia. Lab member Vid Stropnik described the main findings about the functionalities of the relevant existing applications. He emphasized that when conceiving this sort of application we must not limit ourselves to mobile solutions that let its users discover cultural heritage. We must also include applications that inform their users about points of interest or provide information in a certain area, and offer them an interactive experience while doing so.

The presentation included an overview and a description of the main features in already existing applications and good practices that were already incorporated into them, such as inclusion of and redirection to third-party services, gamification, augmented reality (AR), personalization, geo-location specific features, and user-generated content. This review of the state of the art provides a basis from which we are devising our application for kulTura project, which is funded under the Interreg SI-HR cooperation programme.

In the conclusion of this conference contribution, the speaker critically evaluated the research process, and emphasized that it is crucial to know the target users and user groups, respectively, when designing a cultural heritage app. When deciding on which of the above mentioned application features to include in the application and to what extent, it is paramount to gather the demographic data of the target users, to get to know their interests and needs. These final thoughts were followed by audience questions and a short discussion, which opened some interesting additional considerations.