Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Gamifying Cultural Heritage: The Digitization Journey of Genoa University Museum System (SMA-UniGe)

Version 1 : Received: 9 April 2024 / Approved: 9 April 2024 / Online: 10 April 2024 (09:40:10 CEST)

How to cite: La Tessa, L.; Schiaparelli, S.; Coccoli, M.; Iacono, S.; Vercelli, G.; Zolezzi, D. Gamifying Cultural Heritage: The Digitization Journey of Genoa University Museum System (SMA-UniGe). Preprints 2024, 2024040683. https://doi.org/10.20944/preprints202404.0683.v1 La Tessa, L.; Schiaparelli, S.; Coccoli, M.; Iacono, S.; Vercelli, G.; Zolezzi, D. Gamifying Cultural Heritage: The Digitization Journey of Genoa University Museum System (SMA-UniGe). Preprints 2024, 2024040683. https://doi.org/10.20944/preprints202404.0683.v1

Abstract

The extensive collection of paper documents and books stored in the archives of universities worldwide is a hidden cultural heritage that is frequently inaccessible. To overcome this problem, the University of Genoa, Italy, seeks to collect, store, and digitize a wide variety of items, encompassing books, manuscripts, archival materials, and documents related to museum artifacts, which together form a cultural heritage of great importance and historical significance. To make such a cultural heritage accessible to both humans and machines, images and videos must be provided with alternate descriptions, metadata, and speech-to-text transcriptions while ancient texts, for which OCR techniques are often not effective, must be accompanied by word-for-word transcripts. This work presents the design of a transcription system for the “University Museum System” at the University of Genoa, Italy (SMA-UniGe), including user interface elements and users’ engagement techniques. The goal is to create an accessible digital heritage that can be enjoyed by all, facilitated by a community of digital volunteers who are eager to dedicate their time, have a great experience, socialize, and interact on the proposed transcription system. The system exploits gamification theory to transform the typically monotonous task of transcription into a captivating experience. This activity is in line with the so-called University third mission, i.e., the activity of public engagement that aims at generating knowledge outside the academic environment to the benefit of the social, cultural, and economic development.

Keywords

Digital Heritage; Gamification; User Experience

Subject

Computer Science and Mathematics, Other

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