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Dieses Kapitel untersucht das Konzept der Authentizität in Anwendungen des digitalen Erbes und konzentriert sich auf die multidimensionalen Aspekte, die dazu beitragen, authentische Erfahrungen zu schaffen. Es diskutiert die Rolle des Selbst, anderer und der Welt bei der Gestaltung von Authentizität und präsentiert einen konzeptionellen Rahmen, der Designern bei der Gestaltung authentischer Nutzererfahrungen helfen soll. Das Kapitel geht auch den Ursprüngen des Konzepts der Authentizität, seinen philosophischen und psychologischen Dimensionen und seiner Relevanz in verschiedenen Bereichen nach. Sie unterstreicht die Bedeutung von Emotionen, Sinneswahrnehmungen und sozialen Interaktionen bei der Wahrnehmung von Authentizität. Darüber hinaus präsentiert es eine Umfrage, die durchgeführt wurde, um das Verhalten und die Gedanken potenzieller Nutzer über Authentizität im Bereich des kulturellen Erbes zu untersuchen. Die Ergebnisse offenbaren mehrere Schlüsselerkenntnisse, wie etwa die Bedeutung von Emotionen und neuen Erfahrungen in der Wahrnehmung von Authentizität. Das Kapitel schließt mit der Darstellung, wie der konzeptionelle Rahmen genutzt werden kann, um Gestaltungsstrategien zu identifizieren, die zur Entwicklung authentischerer Nutzererfahrungen im Bereich des digitalen Erbes eingesetzt werden können.
KI-Generiert
Diese Zusammenfassung des Fachinhalts wurde mit Hilfe von KI generiert.
Abstract
This chapter explores the concept of authentic experiences and how it could be applied to design new engaging applications and user experiences dedicated to coloured collections. The authors analyse how the concept was used in different domains. They then explore users’ behaviours and their understanding of this concept by designing a Cultural Probe Kit and involving a group of participants into an experiment. They then summarise the results and propose a theoretical framework in which authenticity is made of three interconnected dimensions: the ‘Self’ (representing cognitive, emotional and sensory engagement characteristics of individual users), the ‘Others’ (dealing with social relationships) and the ‘World’ (as physical or digital environment). As a conclusion, the chapter presents examples of how such framework can be practically applied to Interactive Media projects.
In the last three years we have been exploring the concept of authenticity and specifically of an “authentic experience”, with the goal of better design interactive applications in the field of Digital Heritage. During the PERCEIVE project, we have further studied and detailed the concept, developing an overall conceptual framework to support designers’ work.
Authenticity encompasses various dimensions beyond mere realism. In [1] and [3] we have described how “authenticity” is made of three dimensions: the “Self”, the “Others” and the “World”. An authentic experience, in fact, deeply involves, first, the user (the Self) on cognitive, emotional, and sensory levels. This involvement transforms impersonal virtual elements into something personal and intimately connected to the user. The role of the self is crucial, intertwined with its relationships with others (representing their social dimension) and the environment. Such prominent position of the perceiver led us to initially represent the concept of authenticity as a triangle, with the Self positioned at the apex. Each dimension is defined by multiple “components” and each component can be further detailed, identifying several different “elements”. The organised structure of dimensions, components and elements was used to build our theoretical framework that is described here, represented in Fig. 1, Fig. 2, Fig. 3.
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In this chapter, we synthetically describe previous studies on “authenticity” in various fields. We have included also an overview of the origin of the concept, to be able to re-organise our knowledge in line with our scope. After this chapter, we have described a survey we have carried out to further explore qualitatively the behaviours and thoughts of potential users about authenticity in the field of Cultural Heritage (3.2). We have then described the “authenticity framework” (3.3) and we have included a detail on some of its components (3.5 and 3.6). Furthermore, we have included examples of digital applications that can be considered as representative (3.7). We have concluded this overview, demonstrating how a framework can be used to identify design strategies that can be adopted to develop more authentic User Experiences (UX) in the field of Digital Heritage (specifically directed to the representation of coloured collections) (3.4) and also to set the ground for an “authenticity index” useful in evaluation (3.8).
1 Authenticity: A Multi-disciplinary State of the Art Analysis
In philosophy and psychology, individuals have historically been examined in light of their interactions with others and with the physical environment. This concept has been explored across various disciplines, its roots extending back to ancient Greek philosophers. Derived from the Greek word authentikós (autós: self), it has been a subject of philosophical discourse, notably within Western philosophy, where there has been a longstanding focus on the individual. This focus often delineates between a “private” and a “public” self, shaping its relationship with society. Questions such as “Who am I?” and “What is my authentic self?” Is at the bottom of the concept of self-judgment [2]. Prior to Hegel, sincerity, honesty, and moral values were considered more relevant than authenticity, linked to the potential of knowing oneself and acting accordingly, honest and truthful by society. However, the concept of authenticity also encompasses being true to oneself for personal fulfilment, independent from societal expectations, in a continuous search for a balance between identity and authenticity. This highlights the significance of recent psychological and social science research on introverted and extroverted traits [4]. Extroverts have been found to more readily perceive authenticity, while, on the other hand, studies have also shown that introverts, when prompted to act as if they were extroverted, were equally capable of perceiving authentic experiences [5]. Building on this idea, [6] Wilt et al. have defined a “Subjective Authenticity” that emerges when one behaves in accordance with their genuine self-concept. This definition highlights the importance, also in UX design, to let individuals express themselves, discover personal meaning, and engage in reflection; only through this self-expression or self-reflection it is possible to nurture a perception of authenticity. Moreover, there are other components that have been recently studied as being relevant. It is the case of “concentration” and “sense of direction”. Grandey et al. [7], for instance, has studied how authenticity emerges only when distractions are limited, while Pescarin and Martinez Pandiani [8] have highlighted that this process impacts also knowledge acquisition and engagement in serious games. Also, disorientation may produce a negative effect on the perception of authenticity such as any situation that can create a discomfort in the participants of an experience [9] [10]. There are other aspects, connected to the personal disposition or to the context a person live in, that are also relevant and may modify significantly the sense of authenticity, including: personal expectations, emerging emotions and sensations, the previous knowledge one own and the desire to acquire new knowledge and to remember it (the “memorability” quoted by [11]), the possibility to act and to make a choice [12] and also the challenges one may experience, since they can be interpreted as opportunities to grow [13]. All these aspects relate to authenticity and to its “Self” dimension. Although many studies have been conducted to explore them, we prefer here to quote Karl Jasper, a psychologist and philosopher who probably better than others was able to summarise the complexity of this dimension already in 1919. In his “Psychology of WorldViews” [14], he wrote that authenticity emerges when it resonates with an individual’s deepest self, enduring, evolving, and evolving alongside the person. Jasper therefore, beyond the concepts described in the first part of this chapter, had already introduced the notions of depth (the opposite of superificiality), time, and evolution. Following Jasper, an authentic experience is therefore something perceived as deeply personal and meaningful, unique to everyone, subject to change over time, and capable of being nurtured through introspective engagement.
Although pivotal to any experience, the Self is continuously in relation to other people (its social or “Others” dimension). Therefore, one important aspects to consider is the interconnecting components between the Self and the Others, by mean of formal or informal communication, expressed and explicit (low-context) or internal and implicit (high-context), spoken with natural language or with symbolic gestures. Authenticity, in fact, has been defined as a social psychological phenomenon, structured around social practices [15] such as activities shared with others (challenges, competition, cooperation), ruled by social norms. This phenomenon is based on action. According to Coupland [16], authenticity has a performative aspect (“authentication”), intended as an active process that involves action, verbal exposition and dialogue. Dialogue is therefore a crucial component in authenticity, not only when other people are around, but also when they are not (inner dialogue) or when they are potentially there (potential dialogue), such as when there is the desire to exchange experiences and thoughts, after an experience. The value of verbal exchange emerges also in what has been defined as the “mediated dialogue” approach by McKenney et al. [17], that can be facilitated by community building, development of personal connections, exploration of alternative perspectives and by a summarising and reflective moment at the end of the experience (https://www.sitesofconscience.org/). This approach was adopted also to design interactive VR experiences, as in the case of the Emotive EU project [18], where social gestures have been developed to strengthen embodiment and social dimension, reinforced by solicited dialogue among users, triggered by provocative questions and “emotive” tone of voice.
The last pillar of authenticity, is the external world, intended here both as the physical world, where the experience takes place, but also as the digital environment with digital objects, either reproduction of physical ones or as reconstruction or completely digitally born virtual elements. The “World” dimension is particularly relevant in this book, where the materiality of the artworks is at the bottom of any digital representation. The component of “truthfulness”, that requires a process of verification [2], is often used also in tourism studies, where users often report to search for something “faithful to an original” or “of unquestioned origin or authorship”. Authenticity is among the most important expectations for tourists [11] and it is often mentioned in relation with realism, accuracy and objectivity [19], with realism being strictly connected to a physical context, its characteristics and properties. However, according to Vico [20], this faithful representation may not be authentic or a true reproduction of the artwork: a digital object represents the original not only in terms of appearance, but also in terms of context, meaning and use. Meticulous documentation of the digitisation and interpretation process are therefore crucial to maintaining a sense of authenticity in digital replicas through validation and interpretation processes. In Computer Science and specifically in the development of VR and XR experiences, authenticity is frequently associated with the sense of presence, interaction and immersivity that produce an “embodiment” in a digital space, but also with the graphical realism of the virtual environments [21]. Beyond the realism, there are other two aspects that emerge as crucial in serious games studies for the perception of authenticity: randomness and unexpected elements [22]. There is a last aspect that is emerging in recent studies of design and architecture, that is the concept of “atmosphere”, a dynamic subjective phenomenon, perceptual, sensory, and emotive [23]. Although it is a subjective element and it should be included in the “Self” dimensions, this concept has a direct relation with the “World”, and to the effort designers and developers put in the creation of a “mood” to be applied either to a single digital scenario or to an entire UX. It can be therefore interpreted as a quality of a place that can “move” people, making them feel emotions or triggering sensations or also memories. In tourism studies, Zimmermann [24] stated that developing an atmosphere of the past can satisfy users’ needs of authenticity, while it also can produce “place attachment” in cultural tourism [25].
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2 Qualitative Analysis on Behaviours and Perception of Authenticity
In this section we describe an experimental survey carried out to further extend, explore and test the initial findings obtained with the analysis of previous works. With this experiment we aimed at identifying and understanding how perceptions of authenticity vary across different contexts, focusing specifically on the cultural one. We have therefore adopted a specific qualitative method that required the design and development of Cultural Probe Kits (CPK). Described by Gaver et al. [26], CPKs are tools for self-reporting (i.e. diaries or activity workbooks), that allow participants to observe, think about, and describe their experiences, in situations where it is not possible to undertake direct observations, or when it is to avoid interference of researchers or in situation where there are privacy issues and time limits. They are distributed to participants, facilitating the documentation of particular sensations, emotions, or experiences [27].
In 2022, we have specifically designed a CPK for this purpose [3]. Although acquired inputs have been only qualitative, this exploration proved to be extremely useful in the integration and refinement of the concept of authenticity, detailing components and elements. During that experiment we have involved a uniform group of participants, consisting of potential users of virtual museums [28].
In the CPK we included a diary and an activity workbook. The activities were meant to explore multiple aspects around the following research questions:
how do people perceive an authentic experience in a museum setting?
how do people perceive authenticity in daily life?
are there behaviours common to many users connected to authenticity?
how do people perceive authenticity in a digital scenario?
Our objectives included the following: exploring the relationship between perceived authenticity and emotions; identifying the primary emotion associated with authentic experiences (among Fear, Happiness, Sadness, Disgust, Anger, and Surprise); determining the predominant senses and corresponding stimuli involved (among sight/visuals, hearing/sounds, touch, smell, and taste); investigating the correlation between authenticity, trustworthiness, and reliability; gaining insights into individuals’ perceptions of genuine digital experiences; examining the relationship between the realism of digital scenarios and the perception of authenticity; and comparing the stimuli and triggers encountered in everyday life with those experienced in digital contexts.
In line with our initial research question, we structured our methodology to include a series of tasks for participants during their museum visit. These tasks involved capturing two distinct photos: one representing authenticity and the other depicting inauthenticity, accompanied by explanatory comments. Additionally, participants completed a writing task in which they reported a personal story describing a significant, authentic life event, supported by a relevant photograph. This narrative approach aimed to delve deeper into participants’ thoughts and emotions surrounding their perception of authenticity. To address the third question, participants were encouraged to keep a diary for eight days, documenting their experiences to track the frequency of specific events over time. Finally, we administered a series of online questions tailored to explore the final research question. The findings revealed several key insights:
Authenticity Perception in Museum Settings. Participants captured and commented on photos representing authentic and inauthentic experiences at the Palazzo Poggi Museum. Most participants felt that the absence of specific elements would alter their experience, highlighting the importance of these elements. Factors influencing perceptions of authenticity included expectations (45%) and, most notably, knowledge (75%). Participants also reported that experiencing the event alone or with others could have affected their perception of its authenticity.
Authenticity in Daily Life. Participants shared personal stories and emotions related to authentic experiences in their lives. The narratives depicted diverse emotions and sensory perceptions contributing to authenticity, such as unique, authentic, and most notably, emotionally resonant moments including peace, love, sorrow, anxiety, oddity, and honesty.
Repeated/Common Behaviours and Thoughts. Diary entries reflected similar themes to those identified in the museum setting, highlighting the significance of emotions and new experiences (engagement in something previously untried).
Authenticity in Digital Experiences. Participants acknowledged a connection between emotions and authenticity in digital experiences. Reported emotions and feelings included: Sadness; Sense of Loss; Spontaneity; Happiness and Joy; Pity; Human Pity; Human connection and empathy; Deep emotions, Feeling of being involved; Love and passion; Relief; Tiredness. It was also reported that factors such as reliability of the institution and immersive elements influenced authenticity perception. Participants identified various authentic digital experiences, including virtual environments and exhibitions.
Metaphors.
Moreover, during the experiment we have collected a number of interesting comments and potential metaphors that could be used in the design of an authentic experience. Participants reported in their story, that authenticity is like:
… Entering somebody’s house
… Something that is coming to life
… a travel with friends, where you experience many different elements
… an earthquake that shake you and made you feel many emotions and act
… a night walk with a good friend where the silence makes you focus on senses and sounds and thoughts and everything become intimate
… a party or a ceremony in a natural place, where there are people and much more and you have time to talk and exchange with strangers
…. a memorable activity with friends in the nature with a lot of exchanges, laughs, emotions, feelings
… a physical travel back in time where everything seems real and surprising
Results.
As a result, we have identified the following main results:
1.
Emotions triggering authenticity may come from Immersive Sounds, Hybridity (Real-Digital interconnection) and Interactivity. Emotions such as happiness and surprise were closely associated with authenticity, while fear and disgust received minimal recognition. Sight and hearing were the most cited senses involved in perceiving authenticity.
2.
Involvement (sense of presence) is fundamental in the perception of authenticity and it can be built by an Involving Atmosphere and Involving Narrative
3.
Authenticity may provoke a generated interest (beyond the experience)
4.
Emotional impact and unpredictability were identified as crucial indicators of authenticity in digital and real-life experiences.
Overall, the study highlights the multifaceted nature of authenticity perception and its implications for design and user experience.
3 Authenticity Conceptual Framework
The Self encounters, identifies with, and collides with the Other (who is also a Self) within a temporal and spatial environment (the World), through a system of interactions to achieve an authentic experience [3]. Authenticity, therefore, begins with the Self; it touches the innermost self and endures, develops, and evolves with it. We have confirmed that authenticity is characterised by three interconnected dimensions, with most components being unique to one of them (i.e., others–dialogue, world–atmosphere). These three dimensions are: the Self, the Other, and the World.
From our investigations, it has become evident that grasping the essence of authenticity within hybrid and XR cultural experiences demands a thorough and multidimensional examination. This segment is dedicated to delving into the intricate nature of authenticity, elucidating its emergence through the convergence of theoretical frameworks and practical observations. Through this method, our aim is to delineate a conceptual model capable of effectively guiding both the crafting and evaluation of genuine experiences. The complexity inherent in authenticity reveals itself through myriad facets, reflecting the richness and diversity of its dimensions and constituents. These discernible traits transcend mere summation, weaving together in distinct configurations that yield deeply personal and profound encounters. Our inquiry commences with the premise that authenticity defies static definitions or narrow criteria; rather, it manifests through a mosaic of qualitative and quantitative elements, interacting in intricate and often unpredictable ways. Within this context, literature and empirical findings assume pivotal roles in unveiling authenticity’s multifaceted nature. While literature furnishes us with theoretical underpinnings and fundamental concepts, empirical insights gleaned from fieldwork and qualitative analyses enrich this foundation with firsthand, contextual revelations. The synergy between these approaches offers fresh perspectives, suggesting that each authentic encounter arises from a unique amalgamation of interconnected components, inherently imbued with personal and subjective perspectives. Nonetheless, cognizant of this complexity, our aim was to distil a broad and concise definition of an “authentic experience,” with the specific intent of aiding the design of interactive experiences. Addressing this complexity necessitates a comprehensive approach that acknowledges and integrates the myriad facets and interrelations of authenticity’s constituents. This entails meticulous consideration of how these elements coalesce to engender experiences that resonate with authenticity. It is within this intricate tapestry of elements that the true essence of authenticity resides, rendering each experience distinctive and irreplicable.
In the following section we detail dimensions, components and elements.
3.1 The Self
The dimension of “Self” pertains to the users as the primary focal point of the digital or hybrid experience. It comprises 8 primary components, each encompassing specific elements (although we have outlined 34 elements here, this list is not exhaustive) (Fig. 1).
1.
Disposition (personal)
2.
Context (personal)
3.
Cognition
4.
Perception
5.
Emotion
6.
Embodiment (personal)
7.
Familiarity (personal)
8.
Time
1.
Personal Disposition denotes an individual’s inclination to perceive an experience as authentic, influenced by personality traits or contextual, cultural, and social factors. Emphasizing this component prompts visitors, for example, to share personal anecdotes or reflections, fostering individual inclinations and emotions within a safe and enjoyable environment. This encompasses shared elements and action-oriented design strategies that elucidate how designers can leverage these concepts effectively:
1. A Attention / Distraction
“Limit Distractions” i.e. the design includes visual (eye-catching elements), interactive or narrative elements that help limiting distractions
1. B Curiosity
“Include Curiosity triggers” i.e. the designer includes positive feedback
1. C Extroversion
“Encourage extroverted behaviours” i.e. the designer makes users acting extroverted
1. D Identification: Identity
“Develop identification” i.e. the designer adds initial identification tasks to personalise the experience.
1. E Sense of direction
“Support Sense of Direction” i.e. the designer provides users with maps
2.
Personal Context refers to the context in which a person lives and acts; a digital experience designed to give relevance to this component can include elements that bridge the context of the application with the context of the visitors. It includes:
2. A Challenge
“Create challenges” i.e. the design includes challenges or tasks that make users struggle to solve them.
2. B Choice
“Offer Choices” i.e. designers include mechanics where users can choose which direction to take
2. C Expectations
“Address expectations”
2. D Meaningfulness
“Engage users meaningfully” i.e. designers engage users with metaphors through which they can find themselves motivated or with mechanisms that make the self-reflecting of the personal meaning
2. E Value (acting honestly and truthfully, in accordance with the true self)
“Adopt valuable concepts” i.e. designers include narrative elements that can be taken as valuable for the users or may use “justice” as an abstract concept around which to develop the experience.
3.
Cognition refers to personal cognitive characteristics.
3. A Comprehension
“Make content understandable”
3B. Knowledge
“Generate knowledge” i.e. users are given stories that increase their knowledge.
3C. Memory and recall
“Ease recall” i.e. the narrative is hierarchically organised to facilitate the recalling of facts [8]
3. D Reflection
“Provoke Reflections” i.e. designers include provocative questions that stimulate reactions, soliciting reflection.
3. E Self-monitoring
“Stimulate self-awareness” i.e. specific hints or requests are included to facilitate self-reflection and awareness about themself, the body, their position with the space and the others.
4.
Perception refers to the different senses people use during an experience and that can fully stimulate sensory responses through the body.
4. A Hear
“Add auditory stimuli”
4. E Taste
“Make users taste”
4. B Touch
“Develop tangible interaction”
4. C Sight
“Use visual elements”
4. D Smell
“Include sources of smells”
5.
Emotions are mental states triggered by neurophysiological responses, which can be variously connected to ideas, feelings, behavioural reactions, and a level of pleasure or discomfort [29]. Experiences that focus on emotions may use for instance narrative or dramatic storytelling elements that stimulate emotional resonance,
5. A Anger
“Provoke Anger” i.e. the experience, through the narrative or the setting, moves the users towards a state of anger.
5. B Disdain
“Provoke Disdain”
5. C Fear
“Create a status of anxiety and fear”
5. D Joy
“Solicit Joy”
5. E Sadness
“Provoke sadness”
5. F Surprise
“Create Surprise”
6.
Embodiment is the sense of one’s own body (feeling), requiring that the person is aware of where they are (self-location), what they do (agency) [30]. Through embodiment, the sense of presence is strengthen, activating interaction and immersivity.
6. A Interaction
“Include interaction mechanics”
6. B Immersivity
“Immerse users physically and mentally” i.e. the design includes visual, auditory, narrative elements that build the perception of being immersed in a place
6. C Sense of presence
“Create a sense of presence” i.e. designers include a mix of different elements that increase the sense of being “there”
7.
Familiarity. The experience makes the visitors feel comfortable.
7. A Accessibility
“Make the experience accessible”
7. B Comfort
“Create comfort”
7. C Usability
“Make the experience comprehensible”
7. D Ergonomics
“Adapt elements of the experience to users”
7. E Security
“Let users feel secure”
8.
Time is the personal evolution one can experience
8. A Evolution (personal)
“Create a personal evolution” i.e. narrative accompany the user towards an increasing deeper understanding
Fig. 1.
- The “authenticity” conceptual framework with the dimension of the “Self”, its components and elements.
The self has a fundamental social dimension, we have named “Others”, following Davidson’s epistemology, about the three types of knowledge (of the self, of other minds, and of the external world [31]). The “Others” signify encounters, identifications, and collisions between selves within a temporal and spatial environment (the World), facilitated by interactions. Humans, as social beings, thrive on establishing and maintaining connections with others, leading to the development of diverse communication methods and interaction patterns. An individual’s authenticity is thereby shaped by the social context in which they exist. The proposed framework suggests that authenticity can be enhanced also when soliciting this social dimension, increasing the sense of belonging through group affiliations, crafting collaborative experiences that foster exchange dynamics, incorporating guides or moderators, or designing hybrid experiences for co-presence to augment social embodiment. This dimension encompasses 7 distinct components, each characterized by various elements (we present here a not exhaustive list of 22 elements) (Fig. 2):
Language
Social practices
Social norms
Unpredictability (social)
Embodiment (social)
Familiarity (social)
Time
9. Language refers to the human capability to exchange with others using natural language. It may involve and include:
9. A Exchange
“Stimulate exchange” i.e. the designer assigns to a participant the role of a guide with the goal of stimulating the exchange among the other participants.
9. B Perspective
“Explore alternative perspectives” i.e. the design promotes perspective giving or taking, improving empathy
9. C Provocation
“Ask provocative questions” i.e. the experience includes provocative questions that trigger exchange
9. D Storytelling
“Develop stories” i.e. curiosity is triggered by narrative.
10.
Social Practices refers to the activities involving more than one participant of an experience:
10. A Challenges
“Create team challenges”
10. B Competition
“Develop competitive mechanics”
10. C Cooperation
“Include cooperative mechanics” i.e. co-creation tasks
10. D Interaction (with o.)
“Include social interaction”
10. E Relationships
“Build relationships” i.e. the mechanics help establish a connection among participants
11.
Social Norms refers to elements that may impact the relation or exchange between the self and the others, such as constraints, rewards and penalties:
11. A Constraints
“Get users to respect constraints”
11. B Rewards
“Add proportional rewards”
11. C Roles
“Assign roles” i.e. the experience includes the assignment of roles to participants with the goal of improving relation
11. D Penalties
“Include penalties”
12.
Unpredictability (social) refers to unexpected behaviours that might happen:
12. A Casualty
“Enable casual influences”
12. B Influences (group)
“Promote positive group influences”influences”
12. C Unexpected
“Leave unexpected social behaviours happening”
13.
Embodiment (social) is the sense of one’s own body in relation with other people. It can be triggered by meaningful and symbolic interaction gestures (such as “high five”) thus strengthening the sense of belonging to a group.
13. A Gestures (Social)
“Develop social gestures”
13. B Tone of voice
“Define suitable tone of voice”
14.
Familiarity (social) as feeling of being part of the group as a family member:
14. A Communion
“Facilitate community building”
14. B Connection
“Develop connections”
14. C Sense of Belonging
“Strengthen / develop sense of belonging” i.e. during the experience participants become aware to belong to the same group (social cohesion [32]).
14. D Hospitality
“Provide welcoming social atmosphere”
15.
Time refers to the progress of the relationship within a group of people.
15. A Evolution (social)
“Develop increasingly social relations”
Fig. 2.
The authenticity concept framework with a detail of the “Others”
The last dimension, the “World”, refers to an “authentic” perception of the environment. It might refer to the physical setting where the experience takes place or /and also to the digital environment (the scene and the objects), especially in XR applications. To strengthen this dimension, designers can use 3d realistic environments, make participants aware of their reliability, validation and interpretation, strengthen embodiment, develop an atmosphere (using effects of light, material, sounds), or include unexpected elements. It includes 7 components (Fig. 3):
Verification
Physical Context
Atmosphere
Unpredictability (environmental)
Embodiment (environmental)
Familiarity (environmental)
Time
With Verification we intend the realism, reliability, validation and accuracy of the environment (the space and objects) where the experience takes place. An authentic experience would not only immerse users in realistic scenarios, but also give them the possibility to be aware of their quality and validity. Nevertheless, reliability and truthfulness do not necessarily imply the realism.
16. A Realism
“Create realistic digital scenarios”
16. B Reliability
“Make assets reliable” i.e. designers create digital reconstructions based on reliable sources of information and provide ways for participants to be aware of them.
16. C Truthfulness
“Base digital reconstruction on true/scientific information”
16. D Validation
“Let expert validate assets” i.e. digital assets are validated by experts or institutions whose name and “fame” are known
17.
Physical Context is the perceived and tangible physical components of the environment, such as its three dimensionality, the material aspect, the laws of physics that control the space, etc.
17. A Dimension (spatial)
“Include the three dimensions”
17. B Physics
“Apply physical laws” i.e. the scenario of an application is modelled to be credible, as ruled by physical laws
17.C Visual Aspect
“Assign visual properties to objects (material, colours)” i.e. elements are rendered to make users perceive their real colours and material characteristics.
18.
Atmosphere refers to the development of an appropriate mood, made of a visual style, sounds, lighting and other environmental settings that contribute to enrich feelings and emotions in the visitors.
18. A Light
“Add appropriate lighting” to obtain specific psychological effects
18. B Sound
“Create a soundscape”
18. C Synesthetic
“Mix visual, audio and tangible effects”
18. D Visual Style
“Assign a coherent visual style” i.e. the scene is rendered in a coherent way with the goal, the desired mood and narrative
19.
Unpredictability (environmental) refers to random side events that happen during the experience, unpredictable for people.
19. A Originality (novelty)
“Use original / novel assets”
19. B Peculiarity
“Highlight peculiar aspects”
19. C Randomness
“Develop unexpected events” i.e. the system is programmed to make events happen randomly or procedurally
19. D Uniqueness
“Underline uniqueness” i.e. participants are shown the uniqueness of objects or environments
20.
Embodiment (environmental) refers to the immersion in the environment, enabled by real time feedback, interaction, perception of immersivity and the sense of being there.
20. A Feedback
“Provide users with appropriate feedback”
20. B Immersivity
“Include high level of immersivity” i.e. stereoscopic visualisation (high level of immersivity), spatial audio, engaging narrative.
20. C Interaction
“Let users interact with environment” i.e. users can interact with the world using tangible objects provided with sensors
21.
Familiarity refers to the sense of comfort towards the environment (i.e. in the environment there are “markers” as meaning making elements, or maps).
“Develop a safe space” i.e. no dangerous elements are included
21. D Sense of place
“Strengthen sense of place” i.e. familiar elements are inserted, soliciting past memories.
22.
Time refers to the recreation of time flow during an experience:
22. A Natural conditions
“Include natural conditions” i.e. weather or seasonal variation
22. B Time flow
“Make users perceive time flow” i.e. a countdown or a clock or the movement of the shadows together with the time of the day
Among the above-mentioned components and elements, specific projects could be interested to focus on a subset of them. For instance, the PERCEIVE project, whose main goal is the development of new methods to study, reconstruct, preserve and communicate the colours of historical objects and artworks, has been mostly interested to aspects referred either to the increase of awareness and participation of the citizens toward the fragility of colour, or to the realism and reliability of the colour reconstruction and rendering:
SELF – Embodiment – Interaction, Immersivity, Sense of Presence
SELF – Familiarity – Accessibility, Usability
OTHERS – Language – Exchange, Perspective, Provocation, Storytelling
OTHERS – Social Practices - Cooperation and co-creation
WORLD – Verification, Realism, Reliability, Truthfulness, Validation
WORLD – Physical Context - Dimension, Physics, Visual Aspect
WORLD – Embodiment (environmental) - Feedback, Immersivity, Interaction
WORLD – Familiarity - Sense of place
Developing hybrid or XR experiences just focusing on these sub-set of elements, doesn’t limit the potential authenticity of the result, for the user, but create a different distribution of them, ending into a full authentic engagement.
Fig. 3.
Authenticity concept framework with a detail of the “World” dimensions.
In the next sections, we have better detailed two of these important components: “verification” (Sect. 4) and physical context (Sect. 5).
4 Towards a Tool for the Design of Authentic Experiences
How designers can develop ideas in line with the authenticity framework? To answer to this question, we have developed a tool that starts from the elements and actionable design hints described above and supports two stages of design: “identification of audience’s goals” and “idea generation”.
Within the European project GIFT (https://gifting.digital/), a deck of cards known as “Visitor Toolbox” has been redesigned and made available for museum professionals and designers working for cultural institutions [33]. This tool organised and supported co-creation activities following the five stages of design: 1. Context definition, 2. Institutional goals, 3. Design brief, 4. Ideation and storyboarding, 5. Disruption.
Unfortunately, although extremely useful, it doesn’t enable to design taking into consideration cognitive and emotional goals that the designers and institutions could take as reference in their project. Therefore, within PERCEIVE project we have first of all created an extension for the Visitor Toolbox, adding specific cards to a new stage (Audience goals) and to the ideation phase. After a testing phase, we have then decided to develop a new deck of cards, initially as a paper boardgame design experience, and finally as a collaborative webapp, also enabling hybrid co-design sessions. This tool will be described in Volume 2. We include here the description of the different included elements for the design stages.
Design Stage: Audience Goals.
During this design stage, the team focuses on the authenticity components and select which of them are a priority for the project and for the cultural institutions. Here we have included only general indications of the potential goals.
Self. STIMULATE SENSORY RESPONSES
Self. STIMULATE EMOTIONAL RESPONSES
Self. STRENGTHEN PERSONAL EMBODIMENT
Self. DEVELOP SENSE OF FAMILIARITY
Self. DEVELOP PERSONAL EVOLUTION
Others. IMPROVE LANGUAGE EXCHANGES
Others. FOSTER SOCIAL PRACTICES AMONG VISITORS
Others. FOSTER SOCIAL NORMS AMONG VISITORS
Others. INCLUDE SOCIAL UNPREDICTABILITY
Others. IMPROVE SOCIAL EMBODIMENT
Others. DEVELOP SOCIAL RELATIONS INCREASINGLY
Others. IMPROVE GROUP FAMILIARITY
World. USE PLAUSIBLE AND REALISTIC ELEMENTS
World. PHYSICALLY SIMULATE THE ENVIRONMENT
World. INCLUDE INTERACTIONS AND FEEDBACK BETWEEN VISITORS AND ENVIRONMENT
World. MAKE VISITORS FEELING FAMILIAR WITH THE ENVIRONMENT
World. INCLUDE ENVIRONMENT UNPREDICTABILITY
Stage 5: Ideation.
In this stage the team selects three “ideation” cards that are used as hints for idea generation; we have therefore shaped the cards as to include suggestions that help designers to focus on triggers, mechanics and strategies dedicated to authenticity, also suggesting specific potential actions that the team may adopt:
Self. PERSONAL DISPOSITION
Limit Distractions
Include curiosity triggers
Encourage extroverted behaviour
Develop identification
Support Sense of Direction
Self. PERSONAL CONTEXT
Create challenges
Offer Choices
Address expectations
Engage users meaningfully
Adopt valuable concepts
Self. COGNITION
Make content understandable
Generate knowledge
Ease recall
Provoke Reflections
Stimulate self-awareness
Self. PERCEPTION
Add auditory stimuli
Make users taste
Develop tangible interaction
Use visual elements
Include sources of smell
Self. EMOTIONS
Provoke Anger
Provoke Disdain
Create a status of anxiety - fear
Solicit Joy
Provoke sadness
Create Surprise
Self. PERSONAL EMBODIMENT
Include interaction mechanics
Immerse physically and/or mentally
Create a sense of presence
Self. PERSONAL FAMILIARITY
Create comfort
Make the experience comprehensible
Adapt elements of the experience
Make the experience accessible
Create a sense of security
Others. LANGUAGE
Stimulate exchange
Explore alternative perspectives
Ask provocative questions
Develop stories
Others. SOCIAL NORMS
Get users to respect constrains
Add proportional rewards
Assign roles
Include penalties
Others. SOCIAL PRACTICES
Create team challenges
Develop competitive mechanics
Include cooperative mechanics
Include social interaction
Build relationships
Others. SOCIAL FAMILIARITY
Facilitate community building
Develop connections
Strength or develop sense of belonging
Provide welcoming atmosphere
Others. TIME
Develop social relations increasingly
Others. SOCIAL UNPREDICTABILITY
Leave space to social casualty
Promote positive group influences
Include unexpected social behaviours
World. VERIFICATION
Create realistic digital scenarios
Make assets reliable
Base reconstruction on true/scientific information
Let expert validate assets
World. PHYSICAL CONTEXT
Choose one or more hints:
Include the three dimensions
Apply physical laws
Assign visual properties to objects (material, colours, etc.)
World. ENVIRONMENTAL UNPREDICTABILITY
Focus on original assets
Highlight peculiar aspects
Develop unexpected events
Underline uniqueness
World. ENVIRONMENTAL FAMILIARITY
Create a comfortable environment
Include spatial markers
Develop a safe space
Strengthen sense of place
World. ENVIRONMENTAL EMBODIMENT
Provide users with appropriate feedback
Include high level of immersivity (spatial audio, stereoscopy, narrative)
Let users interact with environment (hybrid and XR -smart objects)
World. TIME
Include natural conditions: weather, season
Make users perceive time flow
5 World and Verification Component: Authenticity in Reproductions
In the reproduction of artworks, authenticity is applied by staying true to the historical context and the original artist’s intentions. When recreating historical artifacts or artworks, the aim is not to produce exact replicas but to authentically represent the original artwork’s essence and reveal the process of reproduction. This allows viewers to observe both the current state of the artwork and its condition at the time of its creation. Three exemplary cases that illustrate the importance of authenticity in restoration are the practice of Kintsugi [Fig. 4], The Fate of the Animals by Franz Marc [Fig. 5], and Marcel Duchamp’s The Large Glass [Fig. 6].
Fig. 4.
Celadon Tea Bowl (Bako-Kan) Ryusen, Tokyo National Museum
Kintsugi, or “golden joinery,” is the Japanese art of repairing broken pottery using lacquer mixed with powdered gold, silver, or platinum. Rather than concealing the cracks, this technique highlights them, celebrating the object’s imperfections as part of its history. As a philosophy, kintsugi reflects the Japanese aesthetic of wabi-sabi, embracing imperfection and transience. It emphasizes the beauty of wear and tear, viewing cracks and repairs as integral parts of an object’s life rather than flaws to be hidden. Overall, kintsugi embodies a profound philosophy that finds beauty and meaning in imperfection, offering a unique perspective on the nature of existence and the passage of time1. One of the most famous examples of Kintsugi practice is the Golden Tea Bowl, also known as the “Kintsugi Chawan.“ This tea bowl dating back to the 15th century, is housed in the Tokyo National Museum in Japan [Fig. 4]. It gained widespread recognition for its exquisite repair work, which includes intricate golden seams running along its cracks. The Golden Tea Bowl exemplifies the artistry and philosophy of Kintsugi, showcasing how imperfections can be transformed into sources of beauty and admiration. The process of mending pottery through Kintsugi can be seen as a form of restoration, but with a distinctive philosophical twist. In traditional restoration, the goal is often to restore an object to its original state, minimizing or concealing any evidence of damage. However, Kintsugi embraces the object’s history, including its imperfections, by highlighting the cracks with gold or other precious materials. This approach reflects a restoration that not only preserves the functional and aesthetic value of the pottery but also transforms it into something new, celebrating its “flaws” as part of its narrative. Therefore, in a broader sense, Kintsugi could be viewed as a form of “authentic” restoration, as it retains a connection between the original and restored elements, preserving the integrity of the object by respecting its history and the passage of time.
Fate of the Animals.
The artwork “Fate of the Animals” is a renowned painting by Franz Marc, created in 1913 during the Der Blaue Reiter movement [Fig. 5]. The artwork, oil on canvas, depicts a chaotic scene of animals amidst destruction, contrasting Marc’s usual peaceful animal portrayals. Following damage to the painting’s in a 1916 warehouse fire, Paul Klee, a close friend of Marc, undertook its restoration2. Klee utilized old photographs and added a brownish tint to the paint, creating a notable variation. Although speculative, some scholars propose that Klee’s use of the brown tint was intended to distinguish between the original and restored sections of the painting. Whatever the reasons Paul Klee’s restoration techniques on “Fate of the Animals” were, the viewer can discern the distinction between Franz Marc’s original work and Klee’s restoration efforts. This discernment not only preserves a high degree of authenticity but also enriches the painting’s narrative. By referencing the restoration process in the painting’s aesthetics, the viewer gains insight into the history and evolution of the artwork, further enhancing its significance.
Fig. 5.
Fate of the Animals” by Franz Marc, 1913. Oil on canvas, 195 cm × 268 cm (77 in × 106 in). Currently housed at the Kunstmuseum Basel, Basel
In the realm of art, authenticity holds profound significance, shaping our perception and appreciation of objects. In The Fate of the Animals by Franz Marc, authenticity is preserved through Paul Klee’s act of repainting the damaged areas, while simultaneously lowering the tones of the painting to match how they would have appeared originally. Similarly, the art of Kintsugi embodies authenticity in a different form, emphasizing the beauty of imperfection and the inherent value of repair. Instead of discarding or attempting to hide the damage, Kintsugi artisans embrace the cracks and fractures as integral parts of the object’s story while restoring its functionality. In both the Fate of the Animals and Kintsugi, authenticity emerges from a deep appreciation of the object’s journey, as each imperfection, whether it’s a brushstroke on a painting or a crack in a ceramic vessel, becomes a testament to the object’s history and the hands that have shaped it. In essence, the Fate of the Animals and Kintsugi offer profound insights into the nature of restoration in art, in that the goal of a restoration must always involve authenticity, which in the case of the above examples can be understood as keeping the artwork’s original essence or features during restoration processes. Such approaches ensure that any restoration allows a clear connection between the original elements and the restored aspects, so that viewers can discern the difference between what was original and what was restored. The emphasis is on maintaining the cultural and historical value of the artwork while allowing it to be appreciated in its restored form.
Fig. 6.
Marcel Duchamp’s ‘The Large Glass,’ also known as ‘The Bride Stripped Bare by Her Bachelors, Even,’ [34] was produced from 1915 to 1923. Currently housed in the Philadelphia Museum of Art, Philadelphia (left); two reproductions from Hamilton (centre) and Linde (left)
In the article by Bryony Bery on the reconstruction of Marcel Duchamp’s “The Bride Stripped Bare by Her Bachelors, Even” by Richard Hamilton3, the author traces the journey of the artwork known today as the Large Glass, from its creation to its multiple exhibitions, breakages, repairs, and reconstructions, shedding light on the challenges posed by its physical state and, more importantly, on debates surrounding authenticity of replications and restorations in art history. The timeline of Marcel Duchamp’s Large Glass provides a detailed account of the artwork’s journey, encompassing its creation, exhibitions, breakages, repairs, and reconstructions. As a chronicle, the time lines offers insight into the complexities of authorship, authenticity, and conservation associated with an iconic artwork, revealing the evolving narrative surrounding it. Along the same lines, the concept of “original” comes also into question, as the various reconstructions of the Duchamp’s Large Glass by artists Ulf Linde and Richard Hamilton provoke discussions on authorship in art, as the points of departure for fabricating a copy of an artwork differ greatly, as there are clear divisions between fabricating a replication by following the visual information provided by the original work or realizing a reproduction following the conceptual basis of the work as the artists had documented it [34]. Therefore, both artists, through their different approaches, illuminate how replication can diverge based on whether one is adhering strictly to the physical and visual details of the original or whether one is engaging more deeply with the conceptual framework laid out by the original artist (Table 1).
Table 1.
This chronological table traces the significant events in the life of Marcel Duchamp’s work, “The Bride Stripped Bare by Her Bachelors, Even,” known as the Large Glass. From its initial creation to the various phases of damage, restoration, and replication, the timeline highlights the ongoing impact and continued re-evaluation of Duchamp’s masterpiece.
Year
Event
Description
1915–1923
Creation
Marcel Duchamp creates “The Bride Stripped Bare by Her Bachelors, Even,” commonly known as the Large Glass, using various materials including glass, lead wire, and dust.
1927
Damage
The fragile piece is partially shattered in transit.
1936
Restoration
Duchamp restores the sculpture, declaring the asymmetrical pattern of cracks an improvement.
1954
Replica
Duchamp authorizes a replica of the Large Glass by Ulf Linde, a Swedish artist and collector. Linde’s replica is constructed with Duchamp’s guidance and approval.
1964
Reconstruction
Richard Hamilton, a British artist, begins work on a reconstruction of Duchamp’s Large Glass for a retrospective at the Tate Gallery in London. The project aims to faithfully replicate Duchamp’s methods and processes.
1966
Exhibition
Hamilton’s reconstruction of the Large Glass is completed and exhibited at the Tate Gallery. It is praised for its meticulous attention to detail and fidelity to Duchamp’s original intentions.
1968
Death
Duchamp dies at the age of 86 in New York City. Authorisations of reproductions ore replicas of the Large Glass are no longer possible.
1984
Damage
Hamilton’s Large Glass replica shatters while on display at the Tate Gallery in London. The damage necessitates a decision regarding conservation and reconstruction.
1986
Reconstruction
Tate Gallery conservators, led by Christopher Holden and Roy Perry, undertake a complete reconstruction of the damaged lower panel of Hamilton’s Large Glass. The reconstruction aims to faithfully replicate Hamilton’s original work.
1994
Clarification
Ronald Alley clarifies the attribution of the Large Glass at the Tate Gallery, emphasizing Hamilton’s contribution. The piece is described as 3/4 Duchamp and ¼ Hamilton or even 4/5 Duchamp and 1/5 Hamilton.
2011
Death
Richard Hamilton dies on September 13, 2011, in Northend, Oxfordshire, England. Authorisations of reproductions ore replicas made by him of the Large Glass are no longer possible
2014
Exhibition
The Tate Gallery includes Hamilton’s reconstruction of the Large Glass in his retrospective exhibition, acknowledging his significant role in its creation. However, questions of authorship persist, with the work primarily listed under Duchamp’s name on the Tate’s website.
Ongoing
Debate
The Large Glass continues to be a subject of scholarly debate and discussion, with its replicas, restorations, and interpretations contributing to broader conversations about authenticity, authorship, and the nature of art.
Most importantly, Hamilton and Linde’s work highlights a key issue in contemporary art: a replica can either strive to mimic the exact visual appearance of the original, or it can aim to capture the original’s spirit and conceptual underpinnings. This distinction emphasizes the dual aspects of physical execution and conceptual interpretation in the reproduction of art. These considerations broaden the dialogue on how we perceive and value original works versus their replicas, challenging traditional views on creativity and the transmission of artistic ideas across different contexts and through different media. This is particularly relevant in the context of Duchamp, whose work fundamentally questioned the art world’s conventions and the role of the artist. Marcel Duchamp’s role in redefining authorship within the art world is underscored his introduction of the Readymade [34] and his provocative artistic strategies challenged the traditional boundaries between the artist’s intention and the audience’s reception. His works compel us to question not only who makes art, but how the identity of the maker affects our understanding and valuation of art itself. In the case of the replicas by Richard Hamilton and others, we see Duchamp’s influence echoing through their efforts. These replicas further the discourse on authorship by blurring the lines between creation and reproduction, between original and derivative. Ultimately, Duchamp’s legacy is that he expanded the framework of artistic authorship to include the ideas of selection, context, and presentation as artistic processes in their own right. This has paved the way for contemporary art to embrace a broader array of creative expressions, where the concept and context of a work can be as significant as the hand that crafted it. Thus, Duchamp did not just redefine what could be considered art; he redefined the very notion of being an artist, challenging subsequent generations to rethink the creative act [34].
Restoration Across Mediums.
In The Fate of the Animals, authenticity was preserved when Paul Klee carefully restored the painting by repainting damaged areas while lowering the tones to match the original. This ensured the emotional and aesthetic integrity of the piece remained intact, allowing viewers to connect with both its past and present forms. Similarly, Kintsugi, the Japanese art of mending broken pottery with gold, celebrates the object’s imperfections, highlighting the cracks rather than concealing them, thus preserving the object’s historical narrative. However, Marcel Duchamp’s The Large Glass (also known as The Bride Stripped Bare by Her Bachelors, Even) further exemplifies the complexities of authenticity in restoration. After the work was accidentally shattered during transport, Duchamp chose to leave the cracks as part of the artwork’s final form, viewing them as an integral part of its evolution. This decision reflected his emphasis on chance and transformation in art, adding another layer to the concept of authenticity by incorporating the artwork’s unintended changes into its completed state.
Further complicating the notion of authenticity, several reproductions of The Large Glass have been made. Notably, Richard Hamilton, a British artist, created a meticulous reproduction in 1965 after extensive consultation with Duchamp. Hamilton’s version captures both the original design and the cracks, thus maintaining the integrity of Duchamp’s decision to include the accidental damage. Additionally, in 1985, Swedish artist Ulf Linde also created a faithful reproduction of the work. These reproductions are considered authentic in the sense that they stay true to Duchamp’s original intentions and the work’s unique evolution, but they also raise questions about the boundaries of originality and authenticity in art restoration and reproduction. All three examples—Franz Marc’s The Fate of the Animals, the practice of Kintsugi, and Duchamp’s The Large Glass and its reproductions—demonstrate that authenticity in restoration and reproduction involves more than physical duplication. It’s about preserving the cultural and historical significance, the artist’s intent, and the artwork’s evolving narrative. These approaches allow contemporary audiences to engage with both the current condition of the artwork and its original essence, enriching their understanding of its journey and transformation over time.
In the context of the PERCEIVE project, authenticity of artworks is defined as the faithful reproduction and communication of the original visual and sensory characteristics, particularly focusing on their colour aspects. This includes accurately recreating how artworks originally appeared and might have been experienced in their original contexts, taking into account factors such as environmental lighting and the material conditions of the artifacts. The goal is to preserve not just the physical integrity of the artifacts but also the original sensory experiences they provided, ensuring that the representation in digital or restored formats remains true to the creator’s original intent and historical authenticity. PERCEIVE addresses several challenges in colour preservation across various mediums- It enhances methods for predicting and mitigating colour changes in paintings and works on paper due to aging and environmental factors. The project also develops strategies to maintain and accurately replicate original colours and designs in textiles like dresses and embroidery that are prone to fading. Additionally, it focuses on preserving the authenticity of colours in photographic collections, which often degrade over time, ensuring these images remain vibrant and true to their origins. Finally, the project delves into innovative preservation techniques for born-digital AR artworks, tackling the unique challenges of colour use and transparency in these contemporary formats.
Autochromes
Autochromes, an early form of colour photography, can experience several types of deterioration through factors including historic exposure to light and moisture or mishandling. One issue includes greening, shown through the altering the colour balance, often because of exposure to moisture. Tanning refers to a yellowing or browning of the image caused by exposure to heat. This commonly occurred to autochromes plates which were historically projected. Spotting, appearing as small blemishes or discolorations often green or orange in appearance, occurs via exposure to moisture or chemical reactions. Loss of emulsion is another issue, leading to areas where the image is no longer visible. Finally, fading may happen, resulting in a loss of vibrancy and clarity in the colours originally captured. These effects, while not desirable, can significantly impact the image quality, including the loss of the photograph’s visual details.
In a discussion within the project team responsible for historical photography, differing opinions arose regarding the appropriateness of using certain restoration methods on historical photographic materials for public presentations, particularly when working with images that have missing emulsion. One concern raised was the challenges of obtaining copyright clearance for such images. While plates may have already received copyright clearance or were no longer in copyright, the more pressing issue centred on how the restoration—particularly of missing emulsion in portraits—might raise ethical and privacy concerns. Additionally, it was suggested that showcasing visible alterations, like fading or spotting, could offer more value by helping audiences understand the effects of time and external factors, like light, on these materials, thus providing an educational opportunity (Fig. 7).
Fig. 7.
The image shows the parts of an autochrome plate along with the complete process of exposing and development an Autochrome (adapted from [35]).
Conversely, another perspective advocated for the use of different techniques to present both generated and original digital images, ensuring that viewers can distinguish between them. This approach would emphasize the research aspect, where the exhibition of these images explores restoration processes and invites public engagement. The argument was made that rather than expecting a flawless AI-generated reproduction, the goal should be to create a credible restoration while providing an exhibition method that allows viewers to distinguish between the original and its AI-generated missing parts. Like Kintsugi, this approach marks imperfections to reflect the artwork’s journey, supporting the idea of prioritizing authenticity over perfection in public demonstrations. Furthermore, such an approach would adhere to institutional guidelines, which were agreed to be crucial for gaining overall approval. This ensures that both the technical and ethical considerations are aligned with broader preservation standards.
AI and Cultural Heritage
The use of AI in restoring digital images of damaged autochromes presents intriguing possibilities, though this avenue remains speculative and is yet to be fully explored. AI has the potential to address a variety of damages, from missing emulsion and glass cracks to scratches. By recognizing patterns and textures, AI could identify and replace missing emulsion, digitally repair cracks, and remove scratches using advanced image segmentation techniques. For issues such as greening, tanning, and colour fading, AI could analyse the colour distribution in the damaged autochromes, detect the areas affected by these changes, and adjust the balance and saturation to match the original colour patterns. Through sophisticated algorithms, AI may restore the vibrancy and accuracy of the colours, compensating for the effects of aging. This process could offer unique opportunities for institutions to preserve and present historical works that have otherwise deteriorated or are difficult to exhibit due to their fragile state. Furthermore, such an approach would adhere to institutional guidelines, which are, of course, crucial for gaining overall approval and permissions to exhibit. This ensures that both technical and ethical considerations are aligned with broader preservation standards, thus allowing the use of AI to be considered an authentic approach in the digital restoration of autochromes. By integrating AI into this preservation process, institutions can address both practical restoration challenges and engage audiences with the historical and cultural significance of these early colour photographs in ways that were previously not possible. By combining physical damage repair with colour correction, AI has the potential to enhance the restoration process while preserving the authenticity and historical value of early colour photographs. However, as this approach is still in its early stages, further exploration is required to fully understand its capabilities and implications. This ongoing investigation will not only refine the technical aspects of AI-driven restoration but also contribute to the evolving discussion on the role of technology in preserving cultural heritage, offering a balance between innovation and preservation ethics [36].
Autochrome Research
NTNU university is at the forefront of research into autochrome photograph restoration, using multispectral scanning techniques to virtually separate the photographic emulsion from the dyed starch grain mosaic [35]. By capturing images across various wavelengths and applying advanced algorithms, they can precisely distinguish and analyse each layer of the photograph. This innovative approach enables more targeted restoration efforts, addressing both physical damage and colour degradation. In this process, digital restoration techniques are employed to revive the original colours and materials. Utilizing spectral imaging and advanced image processing, faded colours are rejuvenated to closely match their original vibrancy. This approach preserves the authentic historical context of the photograph and upholds the artist’s original vision, offering a more accurate and faithful restoration. To create a physical facsimile of an autochrome, the digital restoration process begins by scanning the original to produce two layers: one for the colour mosaic and one for the existing emulsion. If parts of the emulsion are missing, AI is used to digitally reconstruct the missing sections, which are added as a third layer, completing the restoration.
A glass plate is created with the potato starch mosaic, made up of the three color components that have been digitally colour-corrected. To produce this facsimile, the original autochrome undergoes a complex scanning process to separate the silver emulsion from the colour mosaic, allowing the mosaic to be corrected before being reassembled.
A glass plate is created with the black-and-white silver emulsion image, which will be placed over the colour mosaic plate in the final facsimile. The last plate in the process contains any digitally restored areas of missing emulsion, and when this plate is layered over the first two, it completes the restoration, replicating the original autochrome’s appearance.
The last plate which contains the missing areas is created using AI-driven algorithms that analyse the spectral data and by combining that with historical knowledge, it recreates the missing parts (Fig. 8).
Fig. 8.
Illustration of the imaging techniques used to obtain the layers for the proposed presentation of the digital restoration of faded Autochromes
Once printed on glass, each of the glass layers is carefully mounted in a display frame for viewing, allowing the viewer to see the results of combining of the layers.
The Autochrome Demonstrator
To demonstrate the research described above, a science demonstrator was developed for viewing Autochromes that have been restored using the separated layers. Termed the ‘Autochrome Demonstrator’, the device is designed to showcase both the fabrication process of autochrome plates and the innovative restoration techniques used in the research. It aims to highlight these technologies while maintaining authenticity in the presentation of the restored images4. Integrating the Autochrome Demonstrator into the museum display offers the public a unique opportunity to juxtapose digitally restored images with their authentic counterparts. Viewers can examine the intricate details of both the original Autochrome plates and the digitally restored elements, gaining a deeper understanding of the a new type of restoration process and its impact on preserving cultural heritage. Further, with the Autochrome Demonstrator, the problem of effectively showcasing digitally restored pieces within a museum environment is addresses, as it adheres to standards of curational ethics, which dictate that it is essential to devise presentation strategies that facilitate a comprehensive comparison between the restored and original objects. The Autochrome Demonstrator incorporates several key components to optimize the viewing experience. Firstly, the Lightbox uniformly illuminates autochrome plates, providing diffused light for optimal viewing, with its open design allowing viewers to observe its internal components. Next, the Plate Holder securely holds and aligns plates within the Demonstrator, ensuring accurate positioning for viewing. An Ocular Occluder controls viewing conditions by regulating light entry through a system of pinholes, enhancing the overall viewing experience5.
The Plates.
The Autochrome Demonstrator intricately showcases the essence of autochrome photography by using a series of optically connecting plates, each playing a pivotal role in unravelling the complexities of this historic photographic technique and the restoration of it using Artificial Intelligence. At its core lies the Colour Mosaic plate, an embodiment of the original colour mosaic captured by the autochrome process. This plate serves as the primary visual source, captivating viewers with its vibrant hues and intricate patterns, providing a window into the vivid world captured through early colour photography. Accompanying the Colour Mosaic plate is the AI-Generated Data plate, a testament to contemporary technological prowess. Powered by artificial intelligence, this plate painstakingly reconstructs any missing data that may have faded over time, ensuring the integrity of the image restoration process. By utilizing three separate plates for the colour mosaic, AI-generated data, and emulsion, the Autochrome Demonstrator facilitates a comprehensive viewing experience. It enables viewers to distinguish between the original colour mosaic, any artificially generated data, and the underlying emulsion layer, thus ensuring transparency and authenticity in the presentation of autochrome images. To address any colour fading in the autochrome on view, it’s essential to replace the Colour Mosaic with a corrected version where the colour values of the mosaic pattern have been adjusted using AI (Artificial Intelligence) technology. This corrected version ensures that the colours accurately reflect the original intent of the autochrome image, compensating for any degradation or fading that may have occurred over time. By employing AI to enhance the colour values, the Autochrome Demonstrator can present images with improved fidelity and authenticity, providing viewers with a more accurate representation of the original photographic content (Fig. 9).
Fig. 9.
The image shows Autochrome Demonstrator and how it uses separate layers to stack the components parts of an Autochrome to create a digital restoration
The Ocular Occluders are an essential component of the Autochrome Demonstrator. They comes in two distinct types: the Single Occluder and the Double Occluder. The Single Occluder is outfitted with a small 1mm pinhole in its viewer, used for checking the alignment between the plates. Using it, ensures accurate positioning of the plates on the one hand and on the other it enables viewers to observe the alignment with utmost clarity and precision. The Double Occluder however offers a multifaceted approach to viewing autochrome plates. Comprising of two occluders mounted on a stand with a 10cm spacing, it features a 4mm pinhole on one occluder and a circular pattern of 2mm pinholes on the other. The Double Occluder facilitates alignment viewing, similar to its Single counterpart. Additionally, but it also contributes to a seamless re-blending of the emulsion and colour mosaic. This dual functionality, achieved through varying pinhole sizes and a circular pattern, enhances the visual experience, ensuring optimal integration of the emulsion and colour mosaic for viewers of the Autochrome Demonstrator6 (Fig. 10).
Fig. 10.
The Ocular Occluder This is the component used on the Demonstrator to control the viewing conditions. The uses a system of pinholes to regulate the amount of light entering the eye, which in turn enhances the viewing experience. Here it is combined with a second occluder which aides in blending the separated colour mosaic closer to the original
The approach taken by the Autochrome Demonstrator mirrors the principles of authenticity seen in other restoration practices, such as the Kintsugi method and the restoration of Franz Marc’s The Fate of the Animals. Just as Kintsugi highlights imperfections to honour the object’s history, the Autochrome Demonstrator preserves and showcases the original elements alongside the restored ones, maintaining a clear distinction between what is original and what has been digitally enhanced. This transparency echoes the philosophy in Kintsugi, where the repaired cracks become part of the object’s narrative, celebrating its journey rather than concealing its past. Similarly, in the restoration of Franz Marc’s painting, Paul Klee preserved authenticity by carefully repainting damaged areas while lowering the tones to reflect the original appearance. In both cases, the restoration aimed to retain the original essence, allowing viewers to appreciate both the artwork’s current state and its historical integrity. The Autochrome Demonstrator employs the same ethos, using advanced technology not simply to restore the Autochromes but to enhance the viewer’s understanding of their original cultural and aesthetic significance. The ethical dimension of the Autochrome Demonstrator plays an essential role, particularly through its transparency. By allowing viewers to differentiate between original and generated elements, it aligns with ethical restoration practices that prioritize truthfulness. This transparency allows the viewer to see what has been restored versus what remains from the original, promoting an informed engagement with the artwork. The ability to clearly distinguish between original and digitally generated parts prevents any deception regarding the authenticity of the restoration, maintaining integrity. This approach mirrors ethical considerations in the use of AI technologies, ensuring that digital interventions do not obscure the history or value of the original work. Moreover, this method respects the artistic intent of the original creator by highlighting where interpretive decisions were made during restoration, similar to how Paul Klee preserved the essence of The Fate of the Animals and Kintsugi honours an object’s imperfections. By presenting both the restored and original elements, the Autochrome Demonstrator fosters a deeper understanding of the artwork’s historical and cultural narrative, ensuring that audiences can appreciate the original work while understanding the modern technologies applied to preserve it. In all these examples—whether in ceramics, paintings, or Autochromes—the restoration goes beyond mere replication. It seeks to preserve the authenticity and emotional resonance of the original work, ensuring that the audience can engage with both the restored elements and the object’s historical narrative in a meaningful way. This transparent, ethically driven approach allows for a balance between restoration and the preservation of historical truth, honouring the journey of the artwork while engaging with the opportunities provided by modern technology.
6 World and Physical Context: The Authenticity of Original Colour Appearance
How can we enable users to perceive the original appearance of artworks, thus enhancing the authenticity of the experience but also of the digital reproduction itself? Considering the “physical context” of objects requires to deal with components that have an impact or are impacted by it, such as “verification”, “embodiment” and “time”.
In PERCEIVE, we aim to develop colour restoration approaches as an attempt to visualise the original appearance of artworks that have partially or extensively lost their original colour. Colour change can manifest in several ways (colour loss, fading, alteration, etc.) and the different cases depend on the object typology as well as on various deteriorating factors. Among these factors, light exerts the most significant impact on the colouring materials, but often its impact is worsened due to the synergetic influence of other weathering parameters or conditions. In any case, although each of the case studies dictates a different approach towards the reconstruction of the original appearance, PERCEIVE adopts some basic concepts that are in common and refer to our aim to preserve Authenticity. Based on a set of assumptions, the restoration approaches should be guided by the artist’s technique and original intention in creating the artwork, although these are seldom fully known. By nature, such restoration attempts may bring a pluralistic solution to support multiple hypotheses, but they do not match the unique appearance of the original and are thus not authentic by themselves. Nonetheless, to preserve as much as possible the authenticity of the original, which is inextricably linked to the material substance of the object, the restored renderings should build upon residual traces of the original materials, i.e., pigments, colourants (preserved or faded) identifying them as a carrier, a persistent element of authenticity. In other words, we have to collect scientific data about the chemical composition and ageing properties in relation to various stress-inducing factors (light, humidity, temperature, etc.) for the residual materials in the artworks, where they exist.
Depending on the type of artworks, there is a different richness of residual information present. For example, in the case of textiles, the reverse side contains unfaded fibres that facilitate a restoration very close to the original [37, 38]. Paintings have materials that are protected from degradation factors on the edge, under the rebate of the frame [39, 40]. Although the materials under the frame might not be representative of the full pigment palette or composition of the painting, they still represent an additional piece of evidence for data collection or validation of the proposed restoration approaches. In the case of historical photos or film, such as autochromes and lenticular films, the relationship with authenticity is influenced not only by the fading of the dyes, but also by the medium of reproduction, such as the projector, as shown in Fig. 11. Thus, here we are dealing with a possible disconnection between the materiality of the artworks and its fruition means. As far as polychrome statues are concerned, the remaining traces might be very poor, and not even obviously localised. For this reason, it is recommended to investigate polychrome statues with spatial imaging techniques to identify possible areas where residual material is present [41].
The component of “physical context” is strictly connected with that of “verification”. In cases, in fact, where residual material is not present or is faint to provide reliable information for the original appearance (e.g., complete detachments in paintings, frescoes or polychrome statues), other contextual objects or other documentary or iconographic sources should be used as supporting evidence: archival records, recurrent art motifs depicted repeatedly, art history books with description of common materials, recipes, and practises typical of a certain art period. Fig. 12. shows the inverse relationship between the amount of remaining original material and the level of assumptions adopted in the design and development of the colour restoration tools.
Fig. 11.
Representation of the physical authenticity, as it is influenced by the preservation of the original materials in the object, the reproduction media and the viewer’s perception.
If even documentary sources are missing, then colour restoration methods relying on generative methods could be employed, as long as full reliability and interpretation process and the level of speculation are disclosed together with the results. Examples of such generative methods are “inpainting”, “colourization” and “outpainting”.
Fig. 12.
Representation of the inverse relationship between the existing level of residual material (physical context) and the level of assumptions (verification) in colour restoration approaches.
Inpainting is an image restoration method, where partially missing content is reconstructed based on transfer of information from the regions neighbouring the missing area, or by learning visual representations typical to a specific type of dataset [42]. The missing content lacks information about the structure and colour, and the bigger the missing area the more challenging it is to accurately reconstruct it [43].
Colourization is the method of adding colour to monochrome images that have integral spatial content depicted in grayscale or sepia tones. From a chromatic point of view, the level of speculation is higher for colourization than for inpainting, as there are no intact coloured areas in the original image to give useful clues.
Outpainting, also known as “image extrapolation”, is a method that extends the limited visual field of a given image, and adds the non-captured context, by fully extrapolating the chromatic and structural information [44]. Hence, the creative freedom i.e. the level of speculation (which is inverse to the level of authenticity) is the highest in the case of outpainting, when referring to the two-dimensional image domain. Nonetheless, in the object domain, when extrapolation is desired, the composition of a material and its chromatic information can be revealed from the intact content. From this point of view, outpainting is more constrained in colour terms than it is in structural terms. Fig. 13. Shows a graphical representation of these three image restoration tasks and the level of speculation required for achieving colour and spatial reconstruction.
Fig. 13.
Graphical representation of inpainting, colourization and outpainting image restoration tasks and their inverse required level of speculation (verification).
The solutions of the colour restoration approaches should be iterative, and not closed-form, as they should allow for continuous improvements and refinements of the data-driven and learning-based algorithms, because of updated data collection experiments and feedback from quality assessments from the stakeholders.
Another important parameter to integrate in these restoration approaches is “time”, as it has also an impact on authenticity. Material aspects of the objects in fact vary across time. The signs of use and weathering are testimonies of the age and history, and they are proof of quality and resistance to damage [45]. The fragility of colour and its susceptibility to change, is in itself an evidence of authenticity. Through design strategies (element: “time flow”), that can include storytelling and interaction mechanisms, it is possible to highlight this component in the reconstruction of the original appearance of a coloured artwork. An example of such an approach can be the introduction of a timeline on which users could step back and forth, and progressively regain more complete versions of the original appearance or foreseen future additional damage. The concept of time and the experiential tracing of its effect on the materiality of artworks, step by step, through the perception of the change it brings to their original appearance, can be redemptive in contrast to the stressful demand for synchronisation of perception with the rapid technological evolution of everyday reality.
The aim of this approach remains to communicate knowledge to appreciate authenticity and share/enhance the sense of care and also manage (negotiate with) the change (back and forth in time) that is occurring in any case, (we cannot fully prevent it, maybe slow it down).
7 Examples of Authentic Digital Experiences
How can we design digital experiences that make users perceive them as authentic? To better understand how the authenticity conceptual framework (3.3) can be transformed into a proper application, we analyse here examples of digital or hybrid applications that can be taken as examples of authenticity. In some cases, they are just focused on a few components, in other cases they offer an experience that is more in line with our definition of “authenticity”. Following [3], we have tried to identify and represent how the components are distributed, using radar charts.
Title. Brancacci Point of View (POV) (2023)
Description. Brancacci POV is an interactive collaborative and guided hybrid experience developed by the DHIlab of CNR ISPC, together with Florence Municipality [46, 47]. It enables groups of visitors to explore together, guided by an expert, the Brancacci Chapel in Florence, a masterpiece of the Renaissance. The participants of this experience can use a smartphone or tablet during most of the visit, while at the end they are invited to play the role of a restorer, entering the monument as if they were there, by wearing a VR headset and using diagnostic tools such as an Ultraviolet lamp. The expert, during the entire experience, guides the group by explaining step by step the story of the monument and by requesting different tasks to be carried out together. The project presents a direct mapping with the conceptual framework.
Dimensions and Components.
1)
SELF: starting task requires to identify with a character (sense of belonging), curiosity-led storytelling; 2) OTHERS: the experience is based on a continuous exchange between the guide and the group, who are in physical co-presence (hybridity) and can exchange thoughts; 3) WORLD: the validation, realistic aspect and embodiment are fully developed (Fig. 14), (Fig. 15).
A representation with a radar chart of the mapping of authenticity components in BrancacciPOV experience along the Self (left), Others (centre) and World (right) dimensions.
Description. The project developed by Fraunhofer IGD, involved the creation of an interactive AR guided tour companion app for the Corvey monastery, situated in a UNESCO World Heritage Site with strict conservation constraints. The environment, specifically the St. John’s choir, lacked descriptive historical information and showcased only faint remnants of its original grandeur. The AR application titled “Guarded by Angels in the Celestial City” aimed to reconstruct the rich decorations and significance of the site through intensive scientific research and comparative analysis. It focused on scenarios such as uncovering sinopia, exploring the first Carolingian basilica, and recreating faded wall drawings. The UI prioritized user-friendliness, with features like tracking initialization prompts and a “tablet down” gesture for comfortable viewing. The app utilized AR overlays to present realistic room models and VR perspectives of vanished wall paintings, stucco statues, and scanned objects. Interaction between guide and visitors was facilitated through a shared network, enabling the guide to control content visibility on visitors’ devices and tailor the experience based on group interests. The guide accessed a specialized UI to select topics and trigger content, including 3D models, VR objects, animations, videos, and images, enhancing the immersive tour experience [48].
Dimensions and Components.
1) SELF: Personal Disposition, Personal Context, Cognition, Perception and Familiarity are main components (with a prominence of the knowledge acquired by users who are actively involved); 2) OTHERS: is the dimensions less represented, with just a focus on the dialogue and exchange between the guide and the visitors during the experience; 3) WORLD: data are accurately reconstructed and visualised (Verification) and Embodiment is realised through the interaction with the 3d environment and the tablet that is used as a sort of “magic window” through which visitors can see accurate and realistic reconstructions and augmented information (Fig. 16).
Fig. 16.
A user uses the tablet to explore the church, guided by the expert, visualising in overlap the reconstructed paintings and decoration; and the Radar Chart with overlapping dimensions mapping the authenticity of the application.
Title. The Colours of Ara Pacis (2014) / L’ara com’era (2017)
Description. The two projects have offered to the visitors of the monument of Ara Pacis in Rome the possibility to view the hypothetical reconstruction of its colours. In its first version (The colours of Ara Pacis) the reconstruction was projected directedly on the monument; in the second project (L’Ara com’era, The Altar as it was) an VR head mounted display, with an external camera mounted on it that transformed it into a Mixed Reality device, was given to the visitors who could physically move in the space around the monument and see not only the reconstructed colours but also animations and storytelling about the origins of Rome and of the family of Augustus, the emperor.
Dimensions and Components.
We report here the components that better represent an example of authenticity. 1) SELF: Visitors could perceive deeply the history not only of the monument but also of the Romans, (with a prominence even in this case of the knowledge acquired by users who were passively involved); 2) OTHERS: although the application was single user, the visit was done collectively with the support of audio; 3) WORLD: data have been accurately reconstructed and visualised (Verification) and Embodiment is realised through the immersivity of the MR device although no interaction was possible.
Description. Application of AR and natural Interaction (Spatial Augmented Reality), that allows visitors to see details and possible reconstructions by pointing their fingers at an object. The application allowed a new interaction and visualization technique in spatial AR, helping to reveal details of cultural artifacts including their reconstructed colours. It locally and interactively augmented a physical artifact by projecting an expressive 3D visualization that highlights its features, based on an analysis of its previously acquired geometry at multiple scales [38].
Dimensions and Components.
1) SELF: personal context and cognition are the most representative components, together with the focus on familiarity; 2) OTHERS: the application is single user, and no social dynamics are supported nor audio feedback; 3) WORLD: data have been accurately reconstructed and visualised (Verification) and Embodiment is realised through the direct and interactive mapping of the reconstruction on top of the real object (Fig. 17).
Radar Chart with overlapping dimensions and mapping the components of authenticity of the application L’Ara Com’Era (left) and of the Revealing Flashlight (right).
Description. Mobile serious game aimed at engaging tourists spending times during the summer only on the beaches, inviting them to visit the local archaeological museum of Ugento (Salento, Lecce - Italy). The game starts from tangible coloured objects on the beaches that acts as triggers of the game. Through a QRCode the tourists become part of a mistery game that need to be solved only by visiting the museum.
Dimensions and Components.
1) SELF: familiarity, perception and cognition; 2) OTHERS: the application is single user for smartphone, although no social dynamics are supported the game is meant to involve the group of friends or family in the visit to the museum; 3) WORLD: the game blend physical elements and digital ones, moreover it requires to move physically in the space and time.
Title. COSMOTE Chronos
Description. Free mobile AR application released by Greek telecom operator COSMOTE which allows visitors of Greek historical sites to see the buildings and their original colours via AR on their mobile phones.
Dimensions and Components.
1) SELF: familiarity is the most exemplary component, together with the focus on perception and cognition; 2) OTHERS: the application is single user for smartphone, and no social dynamics are supported. A simple AI Avatar is implemented; 3) WORLD: it’s the most representative dimension: data have been accurately reconstructed and visualised (Verification). Physical context is realised through Augmented Reality, so the user can interact with 3D objects.
Description. Digital project funded by Google Arts and Culture whose prime focus is on the study on synaesthesia by Kandinsky. In the selected case study, “Yellow-Red-Blue” (1925), colours are associated to different sounds and emotions. The application allows visitor to engage with the canvas, following a participatory paradigm.
Dimensions and Components.
The experience is very engaging from an experiential point of view. 1) SELF: the components of perception and embodiment are highlighted. The experience is single user, so the others dimension was not significantly considered. 3) WORLD: assets are verified (the painter and his works), an impactful atmosphere has been created, and, in addition, unpredictability is significant due to the use of artificial intelligence. Embodiment components were also well implemented using touch interactions.
Art installation Title. Immersion Room (Cooper Hewitt, NY)
Description. This is a digital interactive immersive space (Margaret Carnegie’s bedroom) that offers a unique experience to view Cooper Hewitt’s collection of wallcoverings It also allows visitors to create their own decorative pattern and to project it on the wall of the immersive room.
Dimensions and Components.
Immersion Room (Cooper Hewitt, NY) is an immersive room where the dimensions of authenticity that emerge are the Self and the World. 1) SELF: the components (no one component overrides the others) are well distributed among Personal Disposition, Cognition, Perception and Familiarity. 3) WORLD: Verification, Atmosphere, Embodiment and Familiarity (components of strength for an immersive room) are well defined and stand out from the others (Fig. 19).
Radar Charts with overlapping dimensions and mapping the components of authenticity of the Play a Kandinsky experience (left) and Immersion Room (right).
Description. Multifaceted AI-based exhibition consisting of several digital products, enabling visitors to engage in different way with the collection: selection of favourite artworks, interactive exploration of the catalogue of the collection, massive support of AI (gaze tracker, motion and pose recognition).
Dimensions and Components.
The installation can be defined authentic on all dimensions. Indeed, in the design, both the Self, the Other, and the World have been implemented with homogeneity. 1) Self: the components that emerge most are “Familiarity” and the “Embodiment,” but also Personal Context, Cognition a Perception. 2) Other: ArtLens stimulates relationships and group. The components of Familiarity and, in addition, “Unpredictability (social)” are also well represented here. 3) World: Verification and Embodiment (environmental) are the most present components. Shortcomings are highlighted on the side of “Time” and “Unpredictability (environmental)”.
Project Title. “Virtual Fading” of Art Objects: Simulating the Future Fading of Artifacts by Visualizing Micro-Fading Test Results.
Description. A research project that measures mock-ups of pigments with microfadeometry and then creates a lookup table of colour differences that are matched with certain light doses. This lookup table is then applied to paintings with a block-based composition, where big areas share the same colour. The inference of knowledge from mock-ups to paintings is achieved purely on a colour similarity basis.
Dimensions and Components.
As for Light damage calculator this project is focused on objective authenticity and the radar is the same. Verification component is implemented (World) and they are present in small proportions: Personal Disposition (Curiosity), Personal Context (Expectations), Cognition (Knowledge) and Perception (Sight). The dimension of the Other is totally missing, and several components have not been considered.
Project Title. Spatio-Temporal Simulation of The Painting: A Japanese Lantern by Oda Krohg
Description: A research project that combines hyperspectral imaging with microfading measurements to restore the appearance of a detail of the painting in the past, as well as to predict its damage in the future, by considering exposure to light as the only aging factor. The simulations are valid for the full spectral space, enabling both colour and false-colour (for specific combinations of wavelengths) visualizations. One of the outcomes of the project is an animation showing the evolution of the painting from past to future.
Dimensions and Components.
As for Light damage calculator and Virtual Fading this research project is focused on objective authenticity and the radar is the same. Verification component is implemented (WORLD) and they are present in small proportions: Personal Disposition (Curiosity), Personal Context (Expectations), Cognition (Knowledge) and Perception (Sight). Other is totally missing, and several components have not been considered (Fig. 21)
In the following section we report projects and applications beyond Cultural Heritage and Art, AS videogames and interactive experience with a high level of authenticity thanks to the emotions they arouse and the engaging storytelling.
Game Title.
The Vale
Description.
The Vale is a story driven, an audio-based action-adventure game which sets out to breathe new life into mediaeval combat and fantasy narrative where the player takes the role of a blind princess, Alex. To completely put the player in Alex’s shoes, the game utilizes the full potential of 3D audio and haptic controller feedback to deliver gameplay that goes beyond the barrier between player and character, without the use of visuals. This innovative gameplay opens to accessibility and lets visually impaired users participate in an authentic experience.
Main Dimensions and Components.
1) SELF: Personal Disposition, Personal Context and Embodiment (personal) are the more representative components. The multiplayer is not supported yet, so the 2) OTHER dimension is not so relevant. 3) WORLD: the game is audio driven; the environment is not displayed so the Verification is null. However, Atmosphere, Embodiment (environmental) and Unpredictability (environmental) are well designed and implemented.
Description. This game is an experience that conveys not only a sense of authenticity but even cohesion and a sense of care towards the other player is We Were Here Forever. It is an online first-person cooperative adventure set in a fictional mediaeval castle for two players only. The game is all about cooperative discovery, immersion and teamwork through communication. The player and her/his partner must solve puzzles through smart communication and observation. Trapped in different parts of an ancient castle, the players can only communicate through their walkie-talkies to Fig. Out how to escape.
Dimensions and Components.
We Were Here Forever is a highly authentic game. All dimensions have been considered and well implemented. Multiplayer is supported and well-integrated to the game design. SELF: Embodiment (personal) is the highest components but also Time, Personal Context, Familiarity (personal) and Cognition are considerable (Fig. 22).
7.1 Towards an Authenticity Index and Evaluation Strategy
To conclude this work, we can define Authenticity in Virtual Experiences as:
a multi-dimensional concept, made of three dimensions (self, others, world), each characterised by specific components and elements, that works by touching the deeper self, through performative actions that transform the unfamiliar into familiar, and by creating social connections and embodiment in the environment.
How can we evaluate to what extent a visitor has perceived the authenticity of a digital experience? How can we measure the authenticity of a digital reconstruction in the World dimension? In this chapter we summarise and propose a meant to analyse the User Experience. It includes: 1) SELF: 35 questions; 2) OTHERS: 23 questions and 3) WORLD: 24 questions. Questions can be answered with Yes/No or Likert scale.
SELF
OTHERS
WORLD
1. I was concentrated/not distracted
2. I was curious
3. I acted extroverted
4. I felt to be identified in the experience
5. I felt not to be lost
6. I felt it was challenging
7. I felt to have choices
8. My expectations have been satisfied
9. It has been meaningful
10. It was valuable
11. I understood
12. I felt to have acquired new knowledge
13. I can recall the experience
14. It made me reflect
15. I was aware about myself
16. I could listen to audio/sound
17. I felt I was tasting at something
18. I used the touch
19. I used my view
20. I felt the smell of something
21. I felt Anger
22. I felt Disdain
23. I felt fear
24. I felt Joy
25. I felt sadness
26. I felt surprised
27. I could interact
28. I felt immersed
29. I felt to be there
30. I could easily access
31. I felt comfort / I felt in my comfort zone
32. I understood the experience
33. Elements of the experience were familiar
34. I felt to be secure / not harmed
35. I perceived an internal evolution during the experience
1.I could discuss with others
2.I could explore alternative perspectives
3.I was provoked by questions
4.I was told stories
5.I was engaged in challenges with others
6.I was involved in competitive tasks
7.I was involved in cooperative tasks
8.I could interact with the others
9.I could create a relation with the others
10.I know I should respect social constraints
11. I obtained rewards proportional to my skills
12.Participants were assigned a role
13.I was aware we could get penalties if we were behaving not correctly
14.The behaviours of the others were unpredictable
15.I felt the influence of others
16.The behaviours of the others were unexpected
17.I have communicated also with gestures with the others
18.I could hear familiar tone of voices
19.There was a sense of community
20.I could develop connections with others
21.I felt to belong to the group
22.I felt to be welcomed
The relations I have created with the group improved during the experience
1. Scenarios seem real
2. Scene(object seem reliable
3. Scene/objects were reproducing the original
4.scene/objects were scientifically validated
5.digital environment was 3d
6. Physical laws were working there (i.e. gravity, etc.)
7. Scene/objects have appropriate properties (as colours, material)
8. Lighting created an atmosphere
9. Sounds/music created an atmosphere
10.a mix of light, sound, effects, created atmosphere
11.visual style contributed to create an atmosphere
12.all around me was original/novel
13.I noticed peculiar aspects
14.Unexpected events happened
15.There were unique elements
16.I got appropriate feedback
17.I felt immersed in the environment
18.I could interact with the scene / objects
19.scene (setting) was comfortable
20.there were elements I could use for orientation
This study was funded by the PERCEIVE project, that received funding from the European Union’s Horizon research and innovation programme under grant agreement No 101061157; BrancacciPOV was funded by Friends of Florence and Jay Pritzker Foundation, Ugento project was funded by PNRR M1-C3 - Misura 1 - Investimento 1–2.
Disclosure of Interests
The authors have no competing interests to declare that are relevant to the content of this article.
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