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An Indoor Positioning System for Facilitating Perception and Navigation of Blind People in Mosque Indoor Environments

Research Abstract
The World Health Organization estimated in 2014 that 285 million people worldwide are visually impaired: 39 million are blind and 246 million have low vision. Islam is a universal religion; achieving equality is one of its most important values. Islam is a faith community in which everybody interacts with everybody else. The Holy Quraan mentioned the disabled as part of our life, discussed their rights and urged to take care of them in more than one place. Therefore, everyone has a responsibility to contribute to the best of their ability. In order to achieve equality for blind people, a suitable environment should be offered to them to facilitate their mobility in public spaces and holy spaces like Mosques. Mobility and orientation are very challenging for blind or visually impaired persons. Difficulties in wayfinding may cause stress and anxiety, which may discourage them to visit unknown places. Therefore, blind Muslims have the right to navigate inside mosques without any direct help, providing essential information for them, such as Qibla direction, ablution places and other facilities. Several mobile applications have been developed to help blind or visually impaired people to find their ways in large spatial environments, yet religious environments require such applications to help B/VI people navigate inside mosques without direct help. Most of these applications depend mainly on GPS. However, it is argued that GPS is inadequate for indoor localization due to the loss of GPS signal indoors. Accordingly, this paper introduces an indoor positioning system, relying on Bluetooth devices.
Research Authors
Yosr Elghazouly, Eslam Nofal
Research Journal
The First International Conference on Mosque Architecture, Dammam, KSA
Research Member
Research Pages
231-244
Research Publisher
University of Dammam
Research Rank
3
Research Vol
2
Research Website
NULL
Research Year
2016

Phygital Heritage: an Approach for Heritage Communication

Research Abstract
Physical heritage objects and assets are related to a vast amount of digital information of different kinds, which are challenging to be communicated to visitors in understandable and engaging ways. Yet recent technological advances promise new opportunities to more tightly merge the digital with the physical world. This paper therefore introduces the concept of “phygital heritage”, the integration of digital technology ‘into’ physical reality, as a potential medium for more enriched and playful communication of heritage values and qualities. We propose that phygital heritage should enable the exploitation of typical advantages of both digital and physical reality, and that distinct categories of phygital can be recognized based on: 1) the level of physical affordance; and 2) in how far the technology is integrated into the physical reality. The paper also opens the discussion about the potential challenges and concerns which future explorations, scientific research and real-world applications of phygital heritage probably will encounter.
Research Authors
Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
Research Journal
The Third Immersive Learning Research Network Conference
Research Member
Research Pages
220-229
Research Publisher
Verlag der Technischen Universität Graz
Research Rank
3
Research Vol
NULL
Research Website
https://doi.org/10.3217/978-3-85125-530-0-36
Research Year
2017

Phygital Heritage: an Approach for Heritage Communication

Research Abstract
Physical heritage objects and assets are related to a vast amount of digital information of different kinds, which are challenging to be communicated to visitors in understandable and engaging ways. Yet recent technological advances promise new opportunities to more tightly merge the digital with the physical world. This paper therefore introduces the concept of “phygital heritage”, the integration of digital technology ‘into’ physical reality, as a potential medium for more enriched and playful communication of heritage values and qualities. We propose that phygital heritage should enable the exploitation of typical advantages of both digital and physical reality, and that distinct categories of phygital can be recognized based on: 1) the level of physical affordance; and 2) in how far the technology is integrated into the physical reality. The paper also opens the discussion about the potential challenges and concerns which future explorations, scientific research and real-world applications of phygital heritage probably will encounter.
Research Authors
Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
Research Journal
The Third Immersive Learning Research Network Conference
Research Member
Research Pages
220-229
Research Publisher
Verlag der Technischen Universität Graz
Research Rank
3
Research Vol
NULL
Research Website
https://doi.org/10.3217/978-3-85125-530-0-36
Research Year
2017

Communicating built heritage information using tangible interaction approach

Research Abstract
Built heritage objects possess multiple types of information, varying from simple, factual aspects to more complex qualitative information and values, such as the architectural qualities, the construction techniques, or symbolic meanings of monuments. This qualitative information is relatively difficult to communicate using the conventional ways like museum labels or audio guides. Nonetheless, tangible interaction is a promising paradigm for communicating tacit information, its qualities have been demonstrated in a wide range of applications in different realms. Therefore, this study investigates how tangible interaction can enable the communication of qualitative information of built heritage to lay visitors. The main objectives of this study are communicating tacit and architectural qualities of built heritage in a physical form, investigating the effect of tangible interaction on social interaction among heritage visitors, and enhancing visitors' in-situ experience of built heritage or 1:1 replicas. Our early findings indicate the capability of tangible interaction for engaging museum visitors to accomplish additional endeavors, and facilitating their understanding of cultural values and architectural qualities of built heritage.
Research Authors
Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
Research Journal
Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction
Research Member
Research Pages
689-692
Research Publisher
ACM
Research Rank
3
Research Vol
TEI '17
Research Website
https://doi.org/10.1145/3024969.3025035
Research Year
2017

Communicating built heritage information using tangible interaction approach

Research Abstract
Built heritage objects possess multiple types of information, varying from simple, factual aspects to more complex qualitative information and values, such as the architectural qualities, the construction techniques, or symbolic meanings of monuments. This qualitative information is relatively difficult to communicate using the conventional ways like museum labels or audio guides. Nonetheless, tangible interaction is a promising paradigm for communicating tacit information, its qualities have been demonstrated in a wide range of applications in different realms. Therefore, this study investigates how tangible interaction can enable the communication of qualitative information of built heritage to lay visitors. The main objectives of this study are communicating tacit and architectural qualities of built heritage in a physical form, investigating the effect of tangible interaction on social interaction among heritage visitors, and enhancing visitors' in-situ experience of built heritage or 1:1 replicas. Our early findings indicate the capability of tangible interaction for engaging museum visitors to accomplish additional endeavors, and facilitating their understanding of cultural values and architectural qualities of built heritage.
Research Authors
Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
Research Journal
Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction
Research Member
Research Pages
689-692
Research Publisher
ACM
Research Rank
3
Research Vol
TEI '17
Research Website
https://doi.org/10.1145/3024969.3025035
Research Year
2017

Phygital Museum Experience: A Communication Medium of Heritage Museums’ Collections in the Gulf

Research Abstract
Communication is one of the primary functions of museums and heritage environments. Museum artefacts possess vast amounts of information, which has to be communicated to the general public. This information ranges from explicit knowledge which is easy to document and to convey (e.g. names, dates, numbers, etc.), to more qualitative information and tacit knowledge which is more challenging to document, to measure and to communicate. However, the latter is more valuable because it provides context, experiences, practices, and competences. For communicating this type of information, museums apply different methods, ranging from oral narrative, to more embedded interactive technologies for storytelling such as virtual and augmented reality applications. Nevertheless, museums recently began to design and deploy Tangible User Interfaces (TUIs) in order to physicalize the experience with museum objects. For instance, tangible smart replicas have been used in museum exhibitions to provide an additional layer (narrative content) of story-telling on top of explicit information presented on text labels next to the original objects. Also, anecdotal evidence shows that the touch and manipulation affordances of TUIs in interactive exhibits tend to attract more visitors, even persuade them to explore further and deeper. According to the museum communication model of Hooper-Greenhill, we consider that tangible interaction approach is as a promising communication medium for enabling museum visitors to turn from passive receivers to active users by interpreting their experiences according to a set of individual and social factors. This paper therefore introduces the concept of “Phygital Museum Experience” (PhyMEx), the integration of digital technology ‘into’ physical reality, as a potential medium for more enriched and playful communication of heritage values and qualities. We propose that PhyMEx should enable the exploitation of typical advantages of both digital and physical reality, and that distinct categories of phygital can be recognized based on: 1) the level of physical affordance; and 2) in how far the technology is integrated into the physical reality. We argue also that this approach has several objectives; (a) it makes the museum experience more collaborative and enhances social interaction, (b) it actively engages young museum visitors by allowing them physically explore the museum collections, and (c) it stimulates subtle learning experiences by communicating heritage information during interactions and experimentations. The paper offers a proposed approach of PhyMEx as a one step forward towards achieving an effective communication with heritage museums’ collections in the Gulf. The future implementation and application of the proposed approach will be tested by museum visitors at selected Gulf museums. The findings, analysis and required refinements of this approach will be reported accordingly.
Research Authors
Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
Research Journal
Museums in Arabia 2017, Manama, Bahrain
Research Member
Research Pages
NULL
Research Publisher
Museums in Arabia
Research Rank
3
Research Vol
NULL
Research Website
http://www.museumsinarabia.com/home.html
Research Year
2017

Phygital Museum Experience: A Communication Medium of Heritage Museums’ Collections in the Gulf

Research Abstract
Communication is one of the primary functions of museums and heritage environments. Museum artefacts possess vast amounts of information, which has to be communicated to the general public. This information ranges from explicit knowledge which is easy to document and to convey (e.g. names, dates, numbers, etc.), to more qualitative information and tacit knowledge which is more challenging to document, to measure and to communicate. However, the latter is more valuable because it provides context, experiences, practices, and competences. For communicating this type of information, museums apply different methods, ranging from oral narrative, to more embedded interactive technologies for storytelling such as virtual and augmented reality applications. Nevertheless, museums recently began to design and deploy Tangible User Interfaces (TUIs) in order to physicalize the experience with museum objects. For instance, tangible smart replicas have been used in museum exhibitions to provide an additional layer (narrative content) of story-telling on top of explicit information presented on text labels next to the original objects. Also, anecdotal evidence shows that the touch and manipulation affordances of TUIs in interactive exhibits tend to attract more visitors, even persuade them to explore further and deeper. According to the museum communication model of Hooper-Greenhill, we consider that tangible interaction approach is as a promising communication medium for enabling museum visitors to turn from passive receivers to active users by interpreting their experiences according to a set of individual and social factors. This paper therefore introduces the concept of “Phygital Museum Experience” (PhyMEx), the integration of digital technology ‘into’ physical reality, as a potential medium for more enriched and playful communication of heritage values and qualities. We propose that PhyMEx should enable the exploitation of typical advantages of both digital and physical reality, and that distinct categories of phygital can be recognized based on: 1) the level of physical affordance; and 2) in how far the technology is integrated into the physical reality. We argue also that this approach has several objectives; (a) it makes the museum experience more collaborative and enhances social interaction, (b) it actively engages young museum visitors by allowing them physically explore the museum collections, and (c) it stimulates subtle learning experiences by communicating heritage information during interactions and experimentations. The paper offers a proposed approach of PhyMEx as a one step forward towards achieving an effective communication with heritage museums’ collections in the Gulf. The future implementation and application of the proposed approach will be tested by museum visitors at selected Gulf museums. The findings, analysis and required refinements of this approach will be reported accordingly.
Research Authors
Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
Research Journal
Museums in Arabia 2017, Manama, Bahrain
Research Member
Research Pages
NULL
Research Publisher
Museums in Arabia
Research Rank
3
Research Vol
NULL
Research Website
http://www.museumsinarabia.com/home.html
Research Year
2017

The Role of Tangible Interaction for Communicating Qualitative Information of Built Heritage

Research Abstract
Each built heritage artifact possesses multiple types of information, varying from simple, factual aspects to more complex qualitative and tacit qualities and values like the architectural symbolism of a monument. This paper investigates how tangible interaction can enable the communication of qualitative information of built heritage to lay visitors. Through a comparative, field study in a real-world museum context, we examined how the tangible characteristics of an interactive prototype museum installation influence how visitors perceive a particular story. The communicated story relates a historical journey in ancient Egypt to the physical and architectural characteristics of the entrance colonnade at the Djoser Complex in Saqqara. The first preliminary findings indicate how tangible interaction is able to engage museum visitors more to accomplish additional efforts, facilitating a vivid understanding of cultural values and architectural qualities of built heritage.
Research Authors
Eslam Nofal, Vanessa Boschloos, Hendrik Hameeuw, Andrew Vande Moere
Research Journal
Arqueológica 2.0: 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation
Research Member
Research Pages
441-444
Research Publisher
Polytechnic University of Valencia
Research Rank
3
Research Vol
NULL
Research Website
http://ocs.editorial.upv.es/index.php/arqueologica20/arqueologica8/paper/viewFile/4153/2286
Research Year
2016

Collaborative Tangible Gamification of Built Heritage for Young Museum Visitors

Research Abstract
NULL
Research Authors
Eslam Nofal, Raf Ramakers, Hendrik Hameeuw, Vanessa Boschloos, Andrew Vande Moere
Research Journal
Initial Training Network (ITN) on Digital Cultural Heritage (DCH) Final Conference on Digital Heritage
Research Member
Research Pages
NULL
Research Publisher
NULL
Research Rank
3
Research Vol
NULL
Research Website
http://www.digitalheritage2017.eu/
Research Year
2017

From Europe to Egypt: Designing, Implementing and Evaluating Interactive Systems in-the-Wild

Research Abstract
Designing, implementing and evaluating interactive design that is validated in a European context, may deliver different results when being studied in an Arab context, especially when evaluated in-the-wild. In this position paper, we discuss our expectations of two studies that were already conducted in a European context, and will be repeated in an Egyptian context. We reflect on the potential impact of the findings on the design, evaluation methods and initial findings.
Research Authors
Eslam Nofal, Sandy Claes, Andrew Vande Moere
Research Journal
Designing Interactive Systems, Edinburgh, UK
Research Member
Research Pages
NULL
Research Publisher
ACM
Research Rank
3
Research Vol
NULL
Research Website
NULL
Research Year
2017
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