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Initial Evaluation of an Intelligent Virtual Museum Prototype Powered by AI, XR and Robots

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Abstract
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This paper presents the design, development and initial evaluation of an intelligent virtual museum prototype based on a new type of Cyber-Physical-Social Eco-System (CPSeS) framework aiming to merge the real with virtual worlds interchangeably using AI, XR and Robots. Whereas virtual environments have become prominent tools in many domains, offering shared and interactive virtual worlds, the proposed prototype incorporates multi-user and interactive functionalities together with a new agent, namely, a physical robot and its digital twin. The physical robot is located and acts in a real environment whilst its avatar (further referred to as its digital twin) lives in the virtual world. The users are able to see and explore both worlds simultaneously through the ‘eyes’ of the robot. Together with multi-user infrastructure and communication capabilities, the environment also involves additional agents guiding the user in the virtual world, and an educational game, aiming at developing a CPSeS capable of blending the real with digital worlds, and to be influenced by its users, real and artificial agents and elements. The user-based qualitative evaluation of the proposed system was favourable but also constructive providing the research team with valuable observations on its performance.

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  • Research Article
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This paper examines youth storytelling during co-design of an identity-expressive educational game for learning data science.Using interaction analysis of co-design interviews with middle school students, we explore how storytelling allows participants to (a) use existing game elements to position themselves and (b) express their interests and identities through imagined game futures.We argue that analyzing youth's interactive storytelling and identity enactments during co-design can inform the development of game narratives that represent diverse youth.Our findings contribute to the design of inclusive virtual worlds for STEM learning that celebrate youth identities and experiences.We discuss implications for engaging youth voices in the co-design process and creating educational games that resonate with diverse learners. PurposeVideo games are important contexts for inclusive STEM learning, allowing players to explore and enact identities (Gaydos & Devane, 2019; Gee, 2014).However, designing educational games that connect to diverse players' lives and identities is a significant challenge.Our project employs youth co-design to create "The Isles of Ilkmaar," a virtual world that supports identity-expressive data science learning among diverse youth, particularly genderexpansive youth, cis-girls, and youth of color.In this paper, we explore storytelling as a method for engaging diverse youth in co-design.An initial analysis showed how storytelling within co-design activates youth expertise and imaginations, facilitating a transition from game players to game designers (Radke, et al., 2023).We now look more closely at storytelling episodes to understand youth's shifting positionalities within the co-design context, illustrating how storytelling allows youth to (a) refer to and take up existing game elements as resources for positioning themselves as designers and (b) author and animate imagined new game futures in which they can projectively identify (Gee, 2014) with the player character.By analyzing youth narratives through the lens of positioning, we aim to understand how youth contributions to co-design arise from and reflect the dual positionalities of game designer and future player, contributing to the understanding of how to design educational games that connect to diverse players' lives and identities.

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