Sofia Pescarin

Dr. Sofia Pescarin

ISPC, Consiglio Nazionale delle Ricerche, Rome, Lazio, Italy
orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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22 January 2022 in Journal on Computing and Cultural Heritage
Verified
Journal Article
Open access
EDEnrico Daga
Enrico Daga
LALuigi Asprino
Luigi Asprino
RDRossana Damiano
Rossana Damiano
MDMarilena Daquino
Marilena Daquino
BABelen Diaz Agudo
Belen Diaz Agudo
AWAlan Wecker
Alan Wecker
Digital archives of memory institutions are typically concerned with the cataloguing of artefacts of artistic, historical, and cultural value. Recently, new forms of citizen participation in cultural heritage have emerged, producing a wealth of material spanning from visitors’ experiential feedback on exhibitions and cultural artefacts to digitally mediated interactions like the ones happening on social media platforms. Citizen curation is proposed in the context of the European project SPICE (Social Participation, Cohesion, and Inclusion through Cultural Engagement) as a methodology for producing, collecting, interpreting, and archiving people’s responses to cultural objects, with the aim of favouring the emergence of multiple, sometimes conflicting, viewpoints and motivating users and memory institutions to reflect upon them. We argue that citizen curation urges to rethink the nature of computational infrastructures supporting data management of memory institutions, bringing novel challenges that include issues of distribution, authoritativeness, interdependence, privacy, and rights management. To approach these issues, we survey relevant literature toward a distributed, Linked Data infrastructure, with a focus on identifying the roles and requirements involved in such an infrastructure. We show how existing research can contribute significantly in facing the challenges raised by citizen curation and discuss challenges and opportunities from the socio-technical standpoint.

5 November 2024 in Heritage
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Journal Article
Open access
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SPSofia Pescarin
Sofia Pescarin
GCGiuseppe Città
Giuseppe Città
Samuele SpottiSamuele Spotti
Samuele Spotti
Building on our previous work presented at the Eurographics GCH conference, this paper further explores the characteristics of an “authentic experience”, developing a framework that can be applied to the development of XR and hybrid applications in the field of cultural heritage. While recognising the broader concept of authenticity, we have not focused on an in-depth analysis of it. Instead, we focus specifically on “authentic experiences”. Here, we have extended the definition of authenticity beyond realism or sense of presence, proposing instead a multi-dimensional approach to engaging users cognitively, emotionally, and sensorially (the “Self” dimension) and, at the same time, including two other fundamental dimensions (the “Others” and the “World”) intrinsically connected to the “Self”. We have then further detailed these three dimensions, which are the pillars of the perception of authenticity, identifying their “components” and “elements”. Finally, we transformed the elements into “actionable” design indications, setting the ground to further develop specific design (UI and UX) strategies for digital heritage and serious game applications.

3 December 2020 in Journal on Computing and Cultural Heritage
Verified
Journal Article
Open access
SPSofia Pescarin
Sofia Pescarin
BFBruno Fanini
Bruno Fanini
Daniele FerdaniDaniele Ferdani
Daniele Ferdani
KMKeith Mifsud
Keith Mifsud
AHAndrew Hamilton
Andrew Hamilton
In May 2019, A Night in the Forum videogame was published in the Sony PlayStation store, for PS VR. It was the final result of the REVEAL EU project, whose goal was to identify strategies, features, and tools to develop educational titles in a more efficient, cost-effective, and valuable way, exploiting their educational, cognitive, and engaging potential for schools and cultural tourism. Environmental Narrative videogames was chosen as a genre suited for this purposes. This article presents how known issues in the production of videogames have been faced, the solutions identified, and results obtained.

1 September 2012
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Conference Paper
Closed access
SPSofia Pescarin
Sofia Pescarin
Alfonsina PaganoAlfonsina Pagano
Alfonsina Pagano
MWMattias Wallergård
Mattias Wallergård
WHWim Hupperetz
Wim Hupperetz
CRChristie Ray
Christie Ray
November 2011 saw the opening of the exhibition “Archeovirtual” organized by CNR ITABC - Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA 1 . The event, that was part of a wider European project focus on virtual museums, turned to be a great opportunity to show many different projects, applications and installations about Virtual Reality and Cultural Heritage. The four-days exhibition was an occasion to get in touch with the newest experiences with virtual reconstructions, 3D models, interactive environments, augmented reality and mobile solutions for cultural contents; at the same time, it was an opportunity for organizers to directly face the audience's impact towards projects. That because of the necessity to investigate more on social and behavioral aspects in order to positively affect the learning benefits of public. So doing, we could build in the future applications much more tailored on the final costumers, closer to their abilities and necessities. During the show four types of investigative tools were employed to evaluate the general visitor's behavior and the effectiveness of interfaces, to understand their expectations and experiences, and to obtain a reference grid of values to test if users' experience fit with organizers' ones. The first outcomes revealed that audience's impact toward interactive applications seems depending on the capability of technology to be “invisible” otherwise technology has to assure a wide range of possibilities in content accesses. In definitive, virtual museums need to have an always more integrated approach between cultural contents, interfaces and social and behavioral studies.

Verified
Journal Article
Open access
PDF file
SPSofia Pescarin
Sofia Pescarin
VBVanessa Bonanno
Vanessa Bonanno
AMAlessandra Marasco
Alessandra Marasco
Presently, social cohesion (SC) is a priority at different levels. Cultural heritage is an ideal context to promote SC through interactive digital technologies designed to engage groups of visitors. The purpose of the present study is to identify how to design digital heritage applications for SC and how to measure it. The results are based on the design of a cultural probe kit used to identify the design elements on top of which a collaborative and hybrid prototype, the Brancacci POV, was developed. Here, we analysed the results of this prototype, which included 107 visitors with respective groups of 5 participants and guided by an expert. From this analysis, the possibility of strengthening SC when collaborative tasks are included emerged. Additionally, it appeared to be possible to shorten the distance between citizens and cultural institutions if “mediated dialogue” approaches were adopted and if focus, motivation, trust and “in-group” perception of inclusion emerge when digital heritage experiences were set in intimate and quiet environments.

1 September 2019 in Digital Applications in Archaeology and Cultural Heritage
Verified
Journal Article
Closed access
BFBruno Fanini
Bruno Fanini
SPSofia Pescarin
Sofia Pescarin
Augusto PalombiniAugusto Palombini
Augusto Palombini