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Dr. Catherine Jones
Institute of Geography and Spatial Planning, University of Luxembourg, 2 University Avenue, L-4365 Esch-sur-Alzette, Luxembourg

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Research Keywords & Expertise

0 Gamification
0 Human-Computer Interaction
0 Location-based services
0 Geospatial data and analysis
0 Collective memory and place making

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Journal article
Published: 23 February 2020 in Sustainability
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Sustainability in Cultural Heritage (CH) is a complex question that needs to be addressed by a group of experts tackling the different issues. In this light, the present work wishes to provide a multi-level analysis of the sustainability in CH, using as an example a recent European H2020 project (CrossCult) and the lessons learnt from its design, implementation and evaluation. The sustainability of CH has qualitatively changed over the last few years, under the developments in digital technology that seems to affect the very nature of the cultural experience. We discuss sustainability in venues using digital technologies, covering a span of needs of small/unknown and large/popular venues, which try to enhance the visitor experience, attract visitors, form venue networks, etc. Moreover, we explore issues of sustainability of digital content and its re usability through holistic design. Aspects of technology, human networks and data sustainability are also presented, and we conclude with the arguments concerning the sustainability of visitor reflection, the interpretation of social and historical phenomena and the creation of meaning.

ACS Style

Kalliopi Kontiza; Angeliki Antoniou; Abdullah Daif; Susana Reboreda-Morillo; Maddalena Bassani; Silvia González-Soutelo; Ioanna Lykourentzou; Catherine Emma Jones; Joseph Padfield; Martín López-Nores. On How Technology-Powered Storytelling Can Contribute to Cultural Heritage Sustainability across Multiple Venues—Evidence from the CrossCult H2020 Project. Sustainability 2020, 12, 1666 .

AMA Style

Kalliopi Kontiza, Angeliki Antoniou, Abdullah Daif, Susana Reboreda-Morillo, Maddalena Bassani, Silvia González-Soutelo, Ioanna Lykourentzou, Catherine Emma Jones, Joseph Padfield, Martín López-Nores. On How Technology-Powered Storytelling Can Contribute to Cultural Heritage Sustainability across Multiple Venues—Evidence from the CrossCult H2020 Project. Sustainability. 2020; 12 (4):1666.

Chicago/Turabian Style

Kalliopi Kontiza; Angeliki Antoniou; Abdullah Daif; Susana Reboreda-Morillo; Maddalena Bassani; Silvia González-Soutelo; Ioanna Lykourentzou; Catherine Emma Jones; Joseph Padfield; Martín López-Nores. 2020. "On How Technology-Powered Storytelling Can Contribute to Cultural Heritage Sustainability across Multiple Venues—Evidence from the CrossCult H2020 Project." Sustainability 12, no. 4: 1666.

Conference paper
Published: 16 April 2019 in Lecture Notes in Geoinformation and Cartography
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Location-based gaming (LBG) apps present many challenges to the design process. They have very different requirements compared to games that are aspatial in nature. They take place in the wild and this brings unique challenges to the practicalities of their design. There is a need to balance the core game play with the spatial requirements of location-aware technologies as well as considering the overall theme and objectives of the game together with the motivations and behaviours of players. We reflect upon this balancing act and explore an approach to creative paper prototyping through the medium of board games to co-design LBG requirements. We examine two case studies of location-based games with different goals. The first case study discusses the CrossCult Pilot 4 app built to trigger reflection on historical stories through thoughtful play. Whilst the second case study uses the City Conquerer app designed and played in Suzhou, China with a view to exploring notions of territoriality. The paper considers how spatial, social and interaction metaphors are used to simulate location-based games in a board game and discusses the lessons learned when transforming the paper game into a digital prototype. It forms part of a thinking by doing approach. By comparing the board games to the technical counterparts, we consider how effective are the features and activities implemented in the technology prototypes. We propose a set of 11 design constraints that developers must be mindful of when transitioning from paper to digital prototypes.

ACS Style

Catherine Jones; Konstantinos Papangelis. Reflective Practice: Lessons Learnt by Using Board Games as a Design Tool for Location-Based Games. Lecture Notes in Geoinformation and Cartography 2019, 291 -307.

AMA Style

Catherine Jones, Konstantinos Papangelis. Reflective Practice: Lessons Learnt by Using Board Games as a Design Tool for Location-Based Games. Lecture Notes in Geoinformation and Cartography. 2019; ():291-307.

Chicago/Turabian Style

Catherine Jones; Konstantinos Papangelis. 2019. "Reflective Practice: Lessons Learnt by Using Board Games as a Design Tool for Location-Based Games." Lecture Notes in Geoinformation and Cartography , no. : 291-307.

Journal article
Published: 12 March 2019 in Symmetry
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Recent advances in semantic web and deep learning technologies enable new means for the computational analysis of vast amounts of information from the field of digital humanities. We discuss how some of the techniques can be used to identify historical and cultural symmetries between different characters, locations, events or venues, and how these can be harnessed to develop new strategies to promote intercultural and cross-border aspects that support the teaching and learning of history and heritage. The strategies have been put to the test in the context of the European project CrossCult, revealing enormous potential to encourage curiosity to discover new information and increase retention of learned information.

ACS Style

Martín López-Nores; Omar Gustavo Bravo-Quezada; Maddalena Bassani; Angeliki Antoniou; Ioanna Lykourentzou; Catherine Emma Jones; Kalliopi Kontiza; Silvia González-Soutelo; Susana Reboreda-Morillo; Yannick Naudet; Andreas Vlachidis; Antonis Bikakis; José Juan Pazos-Arias. Technology-Powered Strategies to Rethink the Pedagogy of History and Cultural Heritage through Symmetries and Narratives. Symmetry 2019, 11, 367 .

AMA Style

Martín López-Nores, Omar Gustavo Bravo-Quezada, Maddalena Bassani, Angeliki Antoniou, Ioanna Lykourentzou, Catherine Emma Jones, Kalliopi Kontiza, Silvia González-Soutelo, Susana Reboreda-Morillo, Yannick Naudet, Andreas Vlachidis, Antonis Bikakis, José Juan Pazos-Arias. Technology-Powered Strategies to Rethink the Pedagogy of History and Cultural Heritage through Symmetries and Narratives. Symmetry. 2019; 11 (3):367.

Chicago/Turabian Style

Martín López-Nores; Omar Gustavo Bravo-Quezada; Maddalena Bassani; Angeliki Antoniou; Ioanna Lykourentzou; Catherine Emma Jones; Kalliopi Kontiza; Silvia González-Soutelo; Susana Reboreda-Morillo; Yannick Naudet; Andreas Vlachidis; Antonis Bikakis; José Juan Pazos-Arias. 2019. "Technology-Powered Strategies to Rethink the Pedagogy of History and Cultural Heritage through Symmetries and Narratives." Symmetry 11, no. 3: 367.

Journal article
Published: 30 December 2018 in Netcom
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Cultural routes, defined as routes of historical importance that geographically represent the shared and living cultural heritage of different countries, have recently gained attention both as tourist destinations and as social repositories of collective local memories. In this paper we argue that the recent development of digital humanities can open interesting new perspectives for the empirical exploration of these routes as cultural objects. Indeed, the availability of new digital traces generated by human activities and social media combined with tools that facilitate the exploration of such traces allow researchers to create new types of fieldwork online. In this paper, we present a case study focused on the Via Francigena cultural route. We added a geographical component to a graph analysis tool called histograph, making it possible to explore and analyse a corpus of more than 8,000 Instagram pictures. We investigate the potential of the prototype to uncover socio-spatial relations related to the itinerary and to hypothesise about the collective memories that the route conveys in this corpus.

ACS Style

Catherine Emma (Kate) Jones; Marta Severo; Daniele Guido. Socio-spatial visualisations of cultural routes. Netcom 2018, 305 -330.

AMA Style

Catherine Emma (Kate) Jones, Marta Severo, Daniele Guido. Socio-spatial visualisations of cultural routes. Netcom. 2018; (32-3/4):305-330.

Chicago/Turabian Style

Catherine Emma (Kate) Jones; Marta Severo; Daniele Guido. 2018. "Socio-spatial visualisations of cultural routes." Netcom , no. 32-3/4: 305-330.