Engaging Museum Visitors with Gamification of
Body and Facial Expressions
Maria Giovanna Donadio
*
maria.donadio@stud.unif.it
Università di Firenze
Italy
Filippo Principi
*
flippo.principi@unif.it
Università di Firenze - MICC
Italy
Andrea Ferracani
andrea.ferracani@unif.it
Università di Firenze - MICC
Italy
Marco Bertini
marco.bertini@unif.it
Università di Firenze - MICC
Italy
Alberto Del Bimbo
alberto.delbimbo@unif.it
Università di Firenze - MICC
Italy
ABSTRACT
In this demo we present two applications designed for the cultural
heritage domain that exploit gamifcation techniques in order to
improve fruition and learning of museum artworks. The two appli-
cations encourage users to replicate the poses and facial expressions
of characters from paintings or statues, to help museum visitors
make connections with works of art. Both applications challenge
the user to fulfll a task in a funny way and provide the user with a
visual report of the his/her experience that can be shared on social
media, improving the engagement of the museums, and providing
information on the artworks replicated in the challenge.
CCS CONCEPTS
• Software and its engineering → Interactive games; • Com-
puting methodologies → Computer vision.
KEYWORDS
Cultural heritage, gamifcation, face pose, body pose
ACM Reference Format:
Maria Giovanna Donadio
*
, Filippo Principi, Andrea Ferracani, Marco Bertini,
and Alberto Del Bimbo. 2022. Engaging Museum Visitors with Gamifcation
of Body and Facial Expressions. In Proceedings of the 30th ACM International
Conference on Multimedia (MM ’22), October 10–14, 2022, Lisboa, Portugal.
ACM, New York, NY, USA, 3 pages. https://doi.org/10.1145/3503161.3547744
1 INTRODUCTION
Gamifcation is the process of exploiting strategies and game dy-
namics into scenarios that are not a game [10]. It has already been
proved to be useful to enhance skills and competences in a variety
of domains such as marketing, industry training and entertainment.
Certainly also cultural heritage can beneft from a gamifcation
approach which represents an opportunity to engage visitors to
*
Main and equal contributors of this work.
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For all other uses, contact the owner/author(s).
MM ’22, October 10–14, 2022, Lisboa, Portugal
© 2022 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-9203-7/22/10.
https://doi.org/10.1145/3503161.3547744
museums content through the design of more entertaining, social
and challenging digital learning scenarios [2, 4, 6, 8], to help muse-
ums to move from the traditional łlook and do not touch" toward a
łplay and interact" approach. In fact, it has been observed that the
availability of tools like gamifed e-guides to visitors contributes to
the sustainability of museums [1].
2 THE DEMO SYSTEMS
The goal of the two applications is to challenge the user to analyze
and replicate artworks with their own body and face, obtaining i)
information on the artworks that are replicated and ii) personalized
artwork representations that can be shared on social networks.
2.1 Strike a Pose
Strike-a-pose (Fig. 1) is a web application which performs analysis
and evaluation of human poses compared to poses present in famous
paintings or statues. Strike-a-Pose can be made available on the
visitors’ phone, following the łBring Your Own Device" (BYOD)
approach that has become more common in museums since the
COVID-19 pandemic [1]; the system can be used also in a dedicated
environment that uses a fxed station equipped with a large screen
and a camera.
The application exploits a gamifcation paradigm with the didac-
tic purpose of getting users interested in works of art using fun.
Once registered, the user is challenged to reproduce in sequence
the poses of some artworks from the museum’s collections. The
skeleton of both the artwork and the visitor can be displayed on
the screen in order to facilitate the user in matching the various
points and segments. Matching the poses provides the descriptions
of each artwork. The poses to be matched are organized in sets of
challenges, e.g. challenges to replicate poses using the whole body,
using only the torso (e.g. to allow also wheelchair users to interact),
or any other type of challenge that is considered interesting by
the museum curators (e.g. based on thematic collections). Once
all the poses have been matched, the application allows the user
to generate a video that can be saved for any social sharing. The
video shows the user matching process and the overall interactive
experience lived at the museum.
The application has been developed in JavaScript on the client
side and in Python on the server side. Pose detection on the human
bodies is achieved using TensorfowJS
1
detection API exploiting
1
https://www.tensorfow.org/js
7000