1,012 results on '"Virtual museum"'
Search Results
152. 온‧오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구.
- Author
-
이지은 and 이상원
- Subjects
VIRTUAL museums ,SCHOOL children ,CHILDREN'S museums ,MUSEUMS ,BLENDED learning - Abstract
This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
153. Pandemi Döneminde Ziyaretçi Yönetiminin Sanal Müzeler Aracılığıyla Şekillenmesi.
- Author
-
Halaç, Hicran Hanım and Doruk, Büşra Sağlam
- Subjects
VIRTUAL museums ,TIME series analysis ,SEARCH engines ,VIRTUAL reality ,QUANTITATIVE research ,KEYWORDS - Abstract
Copyright of Electronic Turkish Studies is the property of Electronic Turkish Studies and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
154. A comparative study on user gestural inputs for navigation in NUI-based 3D virtual environments.
- Author
-
Barneche-Naya, Viviana and Hernández-Ibañez, Luis A.
- Subjects
COMPARATIVE studies ,EXPERTISE ,USER experience ,QUESTIONNAIRES ,VIRTUAL reality - Abstract
This paper describes the results of a case study intended to compare three different user movement paradigms (metaphoric, symbolic and natural) designed to control the visit of virtual environments for a NUI-based museum installation. It also evaluates the effects of previous expertise with 3D video games in the results for users that took part in the study. The study evaluates the performance of each movement scheme for the navigation of the environment, the degree of intuitiveness perceived by the users, and the user experience. The analysis is based on the data collected in an experiment with 28 participants sorted into two groups, separating users with less previous expertise in 3D videogames from those who considered themselves as frequent players. During the experiment, the participants completed two different tasks with every movement scheme in random order. During the course of the test, the system monitored and recorded the user movements in order to extract relevant data about time to complete the task, number of collisions and time spent in a collision condition. A post-task questionnaire was carried out immediately after completion of every task. At the end of the session, users also took a test questionnaire. In addition, the authors asked users for general comments and recommendations for improvement. The results show that the natural movement scheme stands out as the most adequate for the contemplation of the virtual environment and the most balanced at a general level for the three variables considered. The symbolic scheme proved the most efficient. The natural movement scheme and symbolic scheme appear to be the most appropriate to navigate such digital environments as those present in museum installations for any kind of user. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
155. Processo de musealização das coleções do Museu Virtual do Instituto de Física da Universidade Federal do Rio de Janeiro - IF UFRJ.
- Author
-
da Silva Teixeira, Robson
- Subjects
VIRTUAL museums ,SCIENTIFIC apparatus & instruments ,CYBERSPACE ,MEMORY ,MUSEUMS - Abstract
Copyright of Museologia e Patrimônio is the property of Museologia e Patrimonio and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
156. Presentation Layer in a Virtual Museum for Cultural Heritage Artefacts
- Author
-
Desislava Paneva-Marinova, Maxim Goynov, Detelin Luchev, and Lubomir Zlatkov
- Subjects
Virtual Museum ,Presentation Layer ,Cultural Heritage ,3D Objects ,Three-dimensional Representation ,Information technology ,T58.5-58.64 - Abstract
This paper aims to show the presentation layer of a virtual museum for cultural heritage artefacts. The three-dimensional representation and the main components of a 3D environment of the virtual museum are discussed. The composing 3D objects in the virtual museum, with different viewing options, as well as an implementation of a three-dimensional representation and the means for greater realism of the three-dimensional image, are described
- Published
- 2021
- Full Text
- View/download PDF
157. The influence of virtualization and municipal museums in the activities on the historical education of citizens
- Author
-
Olga Igorevna Vapnyarskaya
- Subjects
Municipal museum ,Virtual museum ,Virtualization ,Education ,History ,Tourist and local history expeditions ,Education (General) ,L7-991 ,Special aspects of education ,LC8-6691 - Abstract
The purpose of the study is to reveal the influence of virtualization on the role and contribution of municipal museums to the activities of the historical education of citizens and the development of cultural tourism. Based on the analysis of scientific literature, the study examines the features of the functioning of municipal museums and analyzes the phenomenon of its virtualization. The study deals with the transformation of municipal museums into territorial socio-cultural centers. Based on the analysis of the work of the Museum Association "Museums of the Korolev science city", the contribution of municipal museums to the historical education of the population has been analyzed, recommendations for the creation of virtual exhibitions based on the website of the said Museum Association have been proposed. In the end, it was concluded that virtualization of municipal museums is a modern advertising tool that informs about the tourist benefits of the city and the region, increases the possibilities of museums for the historical education of citizens, and forms a new type of motivation for cultural tourism.
- Published
- 2021
- Full Text
- View/download PDF
158. Smart museums: enjoying culture virtually Case of Virtual Museum of the National Museums Foundation. Rabat - Morocco
- Author
-
Ikrame SELKANI
- Subjects
smart cities ,virtual museum ,new technologies ,smart museums ,virtual exhibition ,Social sciences (General) ,H1-99 ,Cities. Urban geography ,GF125 - Abstract
Before, the city was a space dedicated to offering a range of services to all the inhabitants who lived there, such as public transportation, education, housing.... However, things have undergone a certain change with the introduction of the Internet and ICTs. To this end, we have today began to hear about -Smart City-this new emerging concept leaves no major metropolis untouched. The digital and modern age has affected almost every sector, even those who imagined they were frozen in time, thanks to the cities have experienced the technologies were throughout the early 21st century. Here, we cite for example: the world of banks, telecommunications, service companies ... even the public sector such as: education, culture, administration. Future museums may also contribute to human culture in a society witnessing rapid changes via smart museum technology that encourages constructive participation with the public. Digital technologies did not emerge overnight in museums and started by replacing conventional analog broadcasting media without altering the experience of visitors. What is really new is the appearance, which includes screens near the works giving more information. The term "virtual museum" has been defined as follows: "... a collection of digitized objects logically articulated and composed of various supports which, due to its connectivity and character multi-access, allow you to transcend traditional modes of communication and interaction with the visitor... ". Our study case will also reach the Virtual Museum of the National Museums Foundation Rabat Morocco. Here, we will discover the exhibits the Virtual Museum in partnership with Virtuelli, a virtual imaging agency which is a platform, open to the general public and art lovers that hosts virtual tours of art exhibitions organized by the National Foundation of Museums under its supervision.
- Published
- 2021
- Full Text
- View/download PDF
159. The Research of Dongba Culture Virtual Museum Based on Human Factor Engineering
- Author
-
Yang, Yuting, Kang, Houliang, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Wang, Yongtian, editor, Jiang, Zhiguo, editor, and Peng, Yuxin, editor
- Published
- 2018
- Full Text
- View/download PDF
160. An Investigation on a Suitable Information Structure of a Museum Environment for Large Display
- Author
-
Mohammad Shuhaili, Fasihah, Sulaiman, Suziah, Mahamad, Saipunidzam, Sarlan, Aliza, Abro, Ahsanullah, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Abdullah, Natrah, editor, Wan Adnan, Wan Adilah, editor, and Foth, Marcus, editor
- Published
- 2018
- Full Text
- View/download PDF
161. A Virtual Museum for Appreciating Pescara’s Cultural Heritage
- Author
-
Tunzi, Pasquale and Amoruso, Giuseppe, editor
- Published
- 2018
- Full Text
- View/download PDF
162. Virtual Museum, the Exploration of Cultural Heritage with Virtual Reality Techniques
- Author
-
Settembrini, Francesco, Angelini, Maria Giuseppa, Costantino, Domenica, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, De Paolis, Lucio Tommaso, editor, and Bourdot, Patrick, editor
- Published
- 2018
- Full Text
- View/download PDF
163. Conceptual Framework for Supporting the Creation of Virtual Museums with Focus on Natural User Interfaces
- Author
-
Guerino, Guilherme Corredato, Zancan, Breno Augusto Guerra, de Godoi, Tatiany Xavier, de Freitas Guilhermino Trindade, Daniela, Merlin, José Reinaldo, Sgarbi, Ederson Marcos, Ribeiro, Carlos Eduardo, Weslley Sant’Anna de Paula Lima, Tércio, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Marcus, Aaron, editor, and Wang, Wentao, editor
- Published
- 2018
- Full Text
- View/download PDF
164. New Cross/Augmented Reality Experiences for the Virtual Museums of the Future
- Author
-
Efstratios, Geronikolakis, Michael, Tsioumas, Stephanie, Bertrand, Athanasios, Loupas, Paul, Zikas, George, Papagiannakis, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Ioannides, Marinos, editor, Fink, Eleanor, editor, Brumana, Raffaella, editor, Patias, Petros, editor, Doulamis, Anastasios, editor, Martins, João, editor, and Wallace, Manolis, editor
- Published
- 2018
- Full Text
- View/download PDF
165. Protocols for the Graphic and Constructive Diffusion of Digital Twins of the Architectural Heritage That Guarantee Universal Accessibility through AR and VR
- Author
-
Pablo Alejandro Cruz Franco, Adela Rueda Márquez de la Plata, and Elena Gómez Bernal
- Subjects
digital heritage ,metaverse ,virtual reality ,augmented reality ,digital twins ,virtual museum ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
The objective of this article is to generate and validate a workflow that allows us to use virtual twins obtained from unique buildings of our architectural heritage. These twins will guarantee the preservation and dissemination of cultural assets and will promote universal accessibility through new technologies, such as databases, metaverses, virtual reality, augmented reality or gamification. This universal accessibility is based on new metaverses to offer experiences that allow us to overcome physical barriers and reach any user regardless of their economic or physical condition or their location. To obtain this workflow, we worked with digital twins obtained by photogrammetry. Different databases and metaverses were studied, understanding them as new systems for the representation and dissemination of architecture. These metaverses were critically assessed and screened, looking for the most suitable one to be integrated into an effective workflow that satisfies a series of imposed premises, such as being suitable for use in virtual reality and augmented reality environments. The ultimate goal is the aforementioned universal accessibility.
- Published
- 2022
- Full Text
- View/download PDF
166. Comparative Analysis of Digital Models of Objects of Cultural Heritage Obtained by the "3D SLS" and "SfM" Methods.
- Author
-
Barszcz, Marcin, Montusiewicz, Jerzy, Paśnikowska-Łukaszuk, Magdalena, and Sałamacha, Anna
- Subjects
BELT & Road Initiative ,CULTURAL property ,COVID-19 pandemic ,COMPARATIVE studies ,MUSEUMS - Abstract
In the era of the global pandemic caused by the COVID-19 virus, 3D digitisation of selected museum artefacts is becoming more and more frequent practice, but the vast majority is performed by specialised teams. The paper presents the results of comparative studies of 3D digital models of the same museum artefacts from the Silk Road area generated by two completely different technologies: Structure from Motion (SfM)—a method belonging to the so-called low-cost technologies—and by Structured-light 3D Scanning (3D SLS). Moreover, procedural differences in data acquisition and their processing to generate three-dimensional models are presented. Models built using a point cloud were created from data collected in the Afrasiyab museum in Samarkand (Uzbekistan) during "The 1st Scientific Expedition of the Lublin University of Technology to Central Asia" in 2017. Photos for creating 3D models in SfM technology were taken during a virtual expedition carried out under the "3D Digital Silk Road" program in 2021. The obtained results show that the quality of the 3D models generated with SfM differs from the models from the technology (3D SLS), but they may be placed in the galleries of the vitrual museum. The obtained models from SfM do not have information about their size, which means that they are not fully suitable for archiving purposes of cultural heritage, unlike the models from SLS. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
167. Virtual museums: interpreting and recreating digital cultural content.
- Author
-
Bovcon, Narvika
- Subjects
VIRTUAL museums ,INFORMATION technology ,DIGITAL libraries ,CONCEPTUAL art - Abstract
The use of digital information technologies in the humanities, and the various new-media art projects, presents a plethora of opportunities for the archiving of the digitized/digital cultural content, such as online databases and virtual museums. On the other hand, the digital archives are never something permanent, they are vulnerable as regards the maintenance and also the technological development in general, which makes software and hardware obsolete after only a few years. The paper reflects on both issues by considering the case studies of visualizing a literary-history database and of translating new-media art exhibitions from the real gallery space into a virtual museum presentation. The ephemeral character of conceptual art and the artistic approaches to archiving of art are scrutinized in the writings and works of Marcel Duchamp, providing us with relevant models for dealing with maintenance and obsoleteness issues of archiving also in the contemporary new-media art and its presentations. The strategies of recreation and reinterpretation of past art works for contemporary audiences, and their integration into new artistic explorations of artists and students, are suggested as forms of preserving of cultural heritage. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
168. Comparison of visitor experiences of virtual reality exhibitions by spatial environment.
- Author
-
Chung, Seung Jin, Kim, So Yeon, and Kim, Ki Han
- Abstract
• In virtual reality, visitor experience is affected by representational fidelity. • Reality-based environments show high representational fidelity. • Virtuality-based environments do not reflect the physical world. • The reality-based environment scored significantly higher for communication. • The virtuality-based environment encouraged more active movement. The growing interest in the metaverse has led to a corresponding increase in attention towards virtual reality (VR) exhibitions. Furthermore, with the potential and possibility of a virtual environment without physical and economic constraints, expectations for user experiences based on diverse exhibition environments are increasing. Accordingly, this study investigated the characteristics of visitor experience in relation to the spatial environment of VR exhibitions, particularly focusing on the representational fidelity of the real-physical world. We experimented with comparing the user experience in reality-based (realistically representing the physical world, high representational fidelity level) and virtuality-based (surreal, low representational fidelity level) VR exhibition settings to explore design implementation. User experience data were collected through surveys, behavioral observation by video recording, and interviews. In terms of surveys, there was no significant difference in presence and enjoyment by environment, but the reality-based environment was scored significantly higher for communication. The behavioral analysis found that more active movements were captured in the virtuality-based environment. Qualitative analysis of the interview found differences in perception, emotions, and behavior by spatial environment, such that the newness and openness of the virtuality-based environment induced active movement of participants, and the familiarity of the reality-based environment provided comfortable feelings and supported participants' concentration on exhibition contents. The results of the study suggest how the spatial environment of VR exhibitions can contribute to user experiences. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
169. Virtual Museum Technologies and the Modern Educational Process.
- Author
-
Taranova, Tatyana N.
- Subjects
- *
MUSEUMS , *RESEARCH methodology , *EVALUATION research , *VIRTUAL museums , *PRIMARY schools - Abstract
In modern conditions, education acquires democratic forms of openness and integration with various cultural institutions. The interaction of educational institutions and cultural centers acquires the features of a systematic and structured process. However, the emerging new forms of culture, which should include virtual museums, are not used to the full extent. In this regard, the purpose of this article is to reveal the cultural and educational potential of the virtual form of the museum as a modern technology for teaching and educating younger students. The leading research methods were: theoretical analysis of scientific sources, generalization of historical experience, as well as empirical testing methods and generalization of experimental results. The article presents the historical retrospective of the development of museums as cultural, educational and educational centers in their relationship with educational institutions. The article attaches special importance to virtual museums as the most accessible and educational potential form of culture, and also substantiates the position that virtual museums can be represented as a pedagogical technology. The article presents the results of experimental work on the development of creative activity of younger students by means of a virtual museum. The obtained data confirmed the growth in the number of primary school children with high and medium levels of creative activity, which proves the high efficiency of using Museum technology in the form of a virtual Museum in the development of the creative potential of the student's personality. The theoretical and empirical materials presented in the article indicate the need to improve the training of primary school teachers in mastering Museum pedagogy, which contains the potential for the development of students, including by means of a virtual museum. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
170. USE OF STATISTICAL INDICATORS IN EVALUATING THE EFFECTIVENESS OF A WEB SITE ABOUT MEMORABLE PLACES OF THE TAMBOV REGION IN RUSSIA.
- Author
-
Borisenko, Andrey, Nemtinova, Yulia, Nemtinov, Vladimir, Tryufilkin, Sergei, and Morozov, Vyacheslav
- Subjects
- *
WEBSITES , *VIRTUAL museums , *INTERNET access , *INFORMATION resources , *NONPROFIT organizations , *SEARCH engines - Abstract
The article considers the issues of evaluating the quality and effectiveness of an information resource with Internet access dedicated to memorable places associated with the residency of famous Russian personalities. The authors noted that one of the problems is choosing the indicators and evaluation criteria that characterize the effectiveness and efficiency of museum activities, as well as the impact of museums on society. The following main functions of museums are highlighted: collection, preservation and documentation, as well as the functions of studying, educating and upbringing. Museums are non-profit organizations designed to serve society and promote its development. In this regard, the method of evaluation using statistical indicators based on the international standard for museum statistics (ISO 18461) was chosen. In its practical application,web analytics tools were implemented. Using these tools, it is possible to evaluate the following indicators: number of web pages viewed, geography of users; time spent on a web page by a user; keywords and phrases that were used to find a site in search engines; site audience (their age, gender, interests). At the same time, analysis of transaction logs can provide insight into user behavior when searching and navigating, and support interaction strategies for evaluating the quality and effectiveness of a virtual museum, and adapt it for the audience. The results of information resource evaluation designed to be used by a wide range of specialists, who use methods of historical analysis and 3D visualization for virtual reconstruction of cultural heritage objects. Such an information resource is aimed at activating creativity of young researchers in developing new approaches to solving historical problems in modern conditions. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
171. Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality
- Author
-
Fabrizio Banfi, Raffaella Brumana, and Chiara Stanga
- Subjects
virtual reality (vr) ,augmented reality (ar) ,scan-to-bim ,grades of generation (gog) ,3d modelling ,virtual museum ,Museums. Collectors and collecting ,AM1-501 ,Archaeology ,CC1-960 - Abstract
The dissemination of the tangible and intangible values of heritage building represents one of the most important objectives in the field of Digital Cultural Heritage (DCH). In recent years, different studies and research applied to heritage monuments have shown how it is possible to improve the awareness of the architectural heritage through the integration of latest developments in the field of 3D survey, 3D modelling, Building Information Modeling (BIM) and eXtended Reality (XR). On the other hand, this digital workflow requires a huge amount of data sources and a holistic approach to reach a high level of information sharing coming from different disciplines and sectors such as restoration, geomatics, 3D virtual museums and serious gaming. In conjunction with entertainment software and gaming, this research shows the main results obtained during the generative process of digital environments oriented to improve the level of information and to enrich the contents coming from the informative models. The case study is represented by one of the most important Lombard monuments: the Basilica of Sant’Ambrogio in Milan. This study, starting from the 3D survey and the data collection of the historical records of the church, improves the creation of an XR experience that reaches a new level of interactivity for different types of devices (desktop, mobile, VR headset) and users (experts, non-experts). Highlights: • Generative modelling requirements and novel grades of generations (GOG) and accuracy (GOA) are presented in order to improve the digitisation of built heritage from the 3D survey, reducing time and costs of the scan-to-BIM process. • The holistic value of generative modelling allows experts to create digital worlds able to faithfully and accurately represent the detected reality and improve new immersive environments for Virtual Reality (VR) and Augmented Reality (AR) projects. • Immersive environments are created with a mixture of the latest generation software and hardware, allowing users to discover the hidden historical values of built heritage with new levels of interactivity and information.
- Published
- 2019
- Full Text
- View/download PDF
172. Enhancing heritage fruition through 3D virtual models and augmented reality: an application to Roman artefacts
- Author
-
Francesco Gherardini, Mattia Santachiara, and Francesco Leali
- Subjects
virtual modelling ,image-based reconstruction ,augmented reality (ar) ,real-time visualization ,virtual museum ,roman archaeological objects ,Museums. Collectors and collecting ,AM1-501 ,Archaeology ,CC1-960 - Abstract
The spatial characteristics of museum exhibitions may limit visitors’ experience of the artefacts on display. In the case of large artefacts, limited space may affect their whole visualization, or inhibit the visualization of the details farthest from the observer. In other cases, the storage of artefacts in distant sites (museums or archaeological areas) may influence their knowledge process or the possibility for comparative analysis. Moreover, the precarious state of preservation of some artefacts, with damaged or missing parts, makes it difficult to perceive their original appearance. To overcome these limitations, we propose an integrated approach based on 3D virtual models and Augmented Reality (AR) to enhance the fruition of artefacts, improving their visualization, analysis and personal/shared knowledge, also by overcoming space and time constraints. The final AR application is an easily accessible tool for most users from a mobile device, used both inside and outside museums, opening new perspectives for fruition. The framework encourages the use of free and open source software and standard devices, to maximize their dissemination and exploit the potential of such technologies, which is far greater than current use in the cultural heritage field. Selected case studies to test and validate the integrated framework are proposed, dealing with some Roman artefacts found in the area of Modena (Italy). The first is a Roman floor mosaic, found in Savignano sul Panaro (near Modena) in 2011, of which less than half of its original 4.5 x 6.9 m surface is preserved. The others are two Roman funerary lion sculptures: the first is one of two lions flanking the main door of Modena Cathedral, and the second, well-preserved but damaged, is housed in the Museo Lapidario Estense of Modena. Finally, the application was tested by museum experts and visitors both inside and outside the museum, and positively assessed. Highlights: • Digital practice is not understood as a prerogative of a small number of people, but as a tool to guarantee and expand artefact fruition, using standard devices and free and open source software. • Experimentation of new settings to re-contextualize artefacts and establish possible links among them, offering engaging and customized experiences to improve their accessibility and enjoyment. • Promotion of artefact fruition not only in but also outside museums, such as in a classroom or an open and shared space, opening to new approaches in the fruition of cultural heritage.
- Published
- 2019
- Full Text
- View/download PDF
173. A virtual logbook for the documentation of a continuously changing archaeological site: the San Clemente site in Albenga (Italy)
- Author
-
Mattia Previtali
- Subjects
virtual archaeology ,3d reconstruction ,digital documentation ,virtual museum ,mobile applications ,risk and resilience ,Museums. Collectors and collecting ,AM1-501 ,Archaeology ,CC1-960 - Abstract
Cultural and built heritage is nowadays recognized as a value not only in the socio-cultural field but also as an important economic driver. However, this non-renewable resource is more and more threatened by both external and internal factors and only by raising awareness on the vulnerability of cultural heritage we can lead to a real involvement of citizen to heritage site protection. In this sense, Virtual Museums (VMs), and more in general virtual technologies, can have a primary role to attract tourists and citizens. Indeed, VMs by presenting cultural concepts by using amusing and engaging techniques may reach younger generations in an easier way. In this paper, the specific case of the San Clemente archaeological site (Albenga, Italy) is addressed. Being the site in the riverbed of the Centa, it undergoes frequent flooding events causing continuously new damages to the archaeological site. The development of a virtual logbook of the site is presented along with the pre-processing steps that are necessary for the preparation of the published material. The logbook is addressed on one side to professionals (i.e. archaeologists and practitioners in cultural heritage) with the main aim of providing a tool for quick damage assessment. On the other side, a mobile app is on development for tourists and citizens allowing virtual exportation of the site and providing informative contents about it. Highlights: • Virtual museums and virtual environments are fundamental tools to raise awareness about the vulnerability of archaeological sites. • This paper presents the development of a virtual logbook, that can be used by experts and tourists, for the archaeological site of San Clemente (Albenga). • Integration of data coming from different sources is rendered into a web environment that can be easily accessed from both desktop and mobile devices.
- Published
- 2019
- Full Text
- View/download PDF
174. System Architecture and Intelligent Data Curation of Virtual Museum for Ancient History
- Author
-
Desislava Ivanova Paneva-Marinova, Stoikov Jordan Stoikov, Lilia Radoslavova Pavlova, and Detelin Mihailov Luchev
- Subjects
virtual museum ,system architecture ,functionality ,data integrity ,knowledge retrieval ,data validation ,record de-duplication ,cultural heritage ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
Preserving the cultural and historical heritage of various world nations, and their thorough presentation is a long-term commitment of scholars and researchers working in many areas. From centuries every generation is aimed at keeping record about its labor, so that it could be revised and studied by the next generations. New information and multimedia technologies have been developed during the past couple of years, which introduced new methods of preservation, maintenance and distribution of the huge amounts of collected material. This article aims to present the virtual museum, an advanced system managing diverse collections of digital objects that are organized in various ways by a complex specialized functionality. The management of digital content requires a well-designed architecture that embeds services for content presentation, management, and administration. All elements of the system architecture are interrelated, thus the accuracy of each element is of great importance. These systems suffer from the lack of tools for intelligent data curation with the capacity to validate data from different sources and to add value to data. This paper proposes a solution for intelligent data curation that can be implemented in a virtual museum in order to provide opportunity to observe the valuable historical specimens in a proper way. The solution is focused on the process of validation and verification to prevent the duplication of records for digital objects, in order to guarantee the integrity of data and more accurate retrieval of knowledge.
- Published
- 2019
- Full Text
- View/download PDF
175. Experience of Documentation for the Accessibility of Widespread Cultural Heritage
- Author
-
Sandro Parrinello and Anna Dell’Amico
- Subjects
digital survey ,3D complex database ,virtual museum ,Archaeology ,CC1-960 - Abstract
The will to preserve and enhance cultural heritage imposes reflections on databases as containers of information for the accessibility of dispersed heritage. The aim of the research is to validate methodological approaches in order to create 3D models and information systems. These tools improve accessibility to the artifact, according to different interconnection channels, in order to overcome the physical limit imposed by location. Tangible and intangible heritage take the form of a metadata network throughout a critical analysis and elaboration of data. These files create a complex database containing 3D models rich in information that describe cultural systems. The digital survey is the starting point for the development of languages, signs and symbols. It transfers complex objects into virtual systems, developing a multidimensional dialogue capable of integrating actions and meanings. The interactivity of complex databases facilitates the accessibility and disclosure of data to a wide audience. It requires the establishment of representation systems based on the development of virtual environments.
- Published
- 2019
- Full Text
- View/download PDF
176. Virtual Museum Lukis Berbasis WebGl Untuk Meningkatkan Pengetahuan Seni Lukis
- Author
-
Damayanti, Retno, Wibowo, Dimas Wahyu, and Muslik, Ahmad Kofi Anan Farizqi
- Subjects
Multimedia Development Life Cycle ,Three Js ,Virtual Reality ,Virtual Museum - Abstract
Perkembangan teknologi yang terus berkembang secara tidak langsung mempunyai dampak positif dan negatif, salah satunya yaitu kurangnya kesadaran dalam mengetahui peninggalan sejarah. Salah satunya adalah sebuah karya seni lukis yang mempunyai cerita atau sejarah masing-masing. Oleh karena itu untuk tetap mempertahankan serta meningkatkan pengetahuan mengenai karya seni lukis dapat dengan memanfaatkan perkembangan teknologi yaitu sebuah Virtual Museum Lukis. Virtual Museum Lukis yang dikembangkan berbasis WebGL dengan menggunakan Three Js yang merupakan library javascript khusus untuk mengolah objek secara 3D sehingga user dapat mengakses melalui browser pc masing-masing. Dengan teknologi tersebut memungkinkan pengguna dapat merasakan seolah-olah berada didalam museum, dan dapat berkeliling serta berinteraksi dengan koleksi museum dengan cara menekan tombol yang sudah disediakan. Dalam melakukan pengembangan Virtual Museum Lukis, terdapat sebuah metode yang dapat membantu dan dapat mempermudah dalam proses pembuatan yaitu menggunakan Multimedia Development Life Cycle. Sehingga menghasilkan nilai usability sebesar 87,4%, nilai fungsionalitas sebesar 85,7% dan nilai uji keefektifan Virtual Museum Lukis untuk meningkatkan minat dan pengetahuan seni lukis sebesar 71,6% yang didapatkan dari pengujian dengan user sebanyak 30 responden.
- Published
- 2023
- Full Text
- View/download PDF
177. THE VIRTUAL MUSEUM SPACE AS A PLATFORM FOR STUDENT RESEARCH ACTIVITIES IN THE HISTORY OF ECONOMICS
- Author
-
Наталя Михайлівна Бідюк, Вікторія Сергіївна Церклевич, and Віталій Виталійович Третько
- Subjects
pictorial method ,virtual museum ,virtual tour ,higher education ,Theory and practice of education ,LB5-3640 - Abstract
The article presents the results of theoretical justification and practical verification of modern possibilities of using the pictorial method (museum tours) in teaching the subject “The History of Economics and Economic Thought”. The article justifies the evolution of views on the range of sources on historical processes. A modern understanding of “a pictorial turn” in historical research was presented. The virtual museum as an informational resource, multimedia phenomenon, cost-effective model of museum space was considered. The educational experience of the EU countries in using modern methods of working with museum expositions to form economic thinking was studied. The need to turn the traditional paradigm of the museum as a center for preserving historical values into the educational interaction between the tourist student and the objects of the museum’s collection was proved. The article describes the content of the two-stage pedagogical experiment (between 2014 and 2018). The first stage explores the possibility of using educational museum tours and historically significant territories of cities as a method of studying the history of regional economics in the context of seminars. The author’s pedagogical product, that is regional thematic tours on the history of economics, was presented. The second stage develops and verifies the methodology of using online resources of Ukrainian museums (virtual tours, virtual exhibits) to organize the independent work of students in the context of this subject. The thematic catalog of online resources of Ukrainian museums for conducting research activities within this subject was created. The article presents research activities with the exposition of the virtual museum in the framework of the independent work of students. Based on the results obtained from the survey of students from higher education institutions of Ukoоpspilka, it is proved that working in the virtual museum space implies innovative, multidisciplinary, competence-oriented research activities, as well as an effective form of organizing independent work of students.
- Published
- 2021
- Full Text
- View/download PDF
178. A Virtual Museum Installation for Time Travel
- Author
-
Fabola, Adeola, Kennedy, Sarah, Miller, Alan, Oliver, Iain, McCaffery, John, Cassidy, Catherine, Clements, Jo, Vermehren, Anna, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2017
- Full Text
- View/download PDF
179. Storytelling Platform for Virtual Museum Development: Lifecycle Management of an Exhibition
- Author
-
Khundam, Chaowanan, Noël, Frédéric, Rannenberg, Kai, Editor-in-chief, Sakarovitch, Jacques, Series editor, Goedicke, Michael, Series editor, Tatnall, Arthur, Series editor, Neuhold, Erich J., Series editor, Pras, Aiko, Series editor, Tröltzsch, Fredi, Series editor, Pries-Heje, Jan, Series editor, Whitehouse, Diane, Series editor, Reis, Ricardo, Series editor, Furnell, Steven, Series editor, Furbach, Ulrich, Series editor, Winckler, Marco, Series editor, Rauterberg, Matthias, Series editor, Ríos, José, editor, Bernard, Alain, editor, Bouras, Abdelaziz, editor, and Foufou, Sebti, editor
- Published
- 2017
- Full Text
- View/download PDF
180. Visual Object Interface Signifier of Museum Application for Large Display
- Author
-
Mohammad Shuhaili, Fasihah, Sulaiman, Suziah, Mahamad, Saipunidzam, Sarlan, Aliza, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Badioze Zaman, Halimah, editor, Robinson, Peter, editor, Smeaton, Alan F., editor, Shih, Timothy K., editor, Velastin, Sergio, editor, Terutoshi, Tada, editor, Jaafar, Azizah, editor, and Mohamad Ali, Nazlena, editor
- Published
- 2017
- Full Text
- View/download PDF
181. Digital Cultural Heritage Experience in Ambient Intelligence
- Author
-
Partarakis, Nikolaos, Grammenos, Dimitris, Margetis, George, Zidianakis, Emmanouil, Drossis, Giannis, Leonidis, Asterios, Metaxakis, George, Antona, Margherita, Stephanidis, Constantine, Ioannides, Marinos, editor, Magnenat-Thalmann, Nadia, editor, and Papagiannakis, George, editor
- Published
- 2017
- Full Text
- View/download PDF
182. The Willing Suspension of Disbelief: The Tangible and the Intangible of Heritage Education in E-Learning and Virtual Museums
- Author
-
Hazan, Susan, Katz, Anna Lobovikov, Ioannides, Marinos, editor, Magnenat-Thalmann, Nadia, editor, and Papagiannakis, George, editor
- Published
- 2017
- Full Text
- View/download PDF
183. X-reality technologies for museums: a comparative evaluation based on presence and visitors experience through user studies.
- Author
-
Leopardi, Alma, Ceccacci, Silvia, Mengoni, Maura, Naspetti, Simona, Gambelli, Danilo, Ozturk, Emel, and Zanoli, Raffaele
- Subjects
- *
HEAD-mounted displays , *USER experience , *HOLOGRAPHIC displays , *VIRTUAL museums , *APPROPRIATE technology , *AUGMENTED reality - Abstract
• Understanding the quality of VX with several VM based on different XR technologies. • Exploring relations between presence, VX and attitude toward experience. • Comparing VR, AR and MR technologies to determine best solution for virtual museum. Virtual museum systems, based on different X-reality technologies, has begun to spread, as they represent decisive tools to promote exhibitions and reaching out to audiences. Although budgetary considerations have so far limited the choice of technologies a wide range of possible technological options are available today at low cost. This paper provides the results of an empirical study, with the aim to determine the most appropriate technologies to satisfy the visitors' expectation and maximise their likelihood to repeat and recommend the experience. The study focuses on the comparison of the performance of five VM systems for visualise digital reproduction of archaeological finds, based on different technologies (i.e., PC desktop, holographic display, 3D stereoscopic projection, head mounted display and mobile Augmented Reality). The results provide useful insight for the development of VM systems, in order to maximize the visitor experience in terms of presence and ability to activate an experience economy perspective. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
184. The Impact of Using Advanced Technology on the Career of Tour Guidance in the United Arab Emirates.
- Author
-
Mohamed, Sharifa Jalal and Ahmed Abu Elenain, Emad Eddin
- Abstract
This paper aims at discussing the impact of modern technology on the career of tour guidance mainly in the United Arab Emirates. In this paper the definition of tour guidance has been addressed as well as the advantages of the career, types of tour guides, their role and characteristics, knowledge, conditions of practice, equipment, tools, needed materials, and how tour guides serve their community. Moreover, the study aspires to highlight the modern techniques used in the career and its impact by giving examples of some of the latest technologies in the field, such as: stereoscopic vision technology, 3D computer glasses technology, virtual reality tools, electronic or virtual media and finally virtual museums. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
185. RETHINKING LIGHTING AND COMMUNICATION FOR A CULTURAL ASSET, A CASE STUDY: THE ROMAN VILLA LA CONSOLATA.
- Author
-
Siniscalco, Andrea and Appolonia, Lorenzo
- Subjects
DOMESTIC architecture ,COVID-19 pandemic ,ARCHAEOLOGICAL museums & collections ,ARCHAEOLOGICAL excavations ,LIGHTING - Abstract
The Covid-19 pandemic has caused service disruptions in numerous sectors of human activity. Museums and cultural institutions have unfortunately been among them. However, the emergency has put insiders in a position to find solutions to make the works usable in digital mode, applying research and technologies that have been the subject of research over the last twenty years. In this contribution, a case study will be considered related to an archaeological site museum of a Roman villa, which suffered from usability problems long before the pandemic. Some possible interventions will be listed to improve readability and communication with potential visitors. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
186. Sanal Müzeler ve Yaratıcı Drama için Bir Atölye Önerisi: Müze Sınıfa Geliyor!.
- Author
-
Bulut, Pınar and Uzun, Elif Büşra
- Subjects
VIRTUAL museums ,EDUCATIONAL standards ,CULTURAL awareness ,VIRTUAL reality ,LEARNING ,CLASSROOMS ,CLASSROOM environment - Abstract
Copyright of Yaratici Drama Dergisi is the property of Yaratici Drama Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
187. Evaluating Extended Reality Application for a Virtual Museum. Case Study: Remigio Crespo Museum.
- Abstract
The COVID-19 pandemic was the main reason why many organisations decided to include information and communication technologies in their processes to allow them to continue with their activities, be it providing services to users (food, medicine, etc.), training/education or disseminating culture. In the field of culture, some museums incorporated technology into their operating environment, moving from face-to-face visits to virtual visits. However, in many museums, the lack of apps designed to solve the problem of virtual visits caused some to stop receiving visitors during the pandemic. In this context, this paper describes the development of an application with a user-centred design that incorporates extended reality to allow virtual visits to the Remigio Crespo Museum in the city of Cuenca (Ecuador). The evaluation carried out to verify the application's usability and learnability is also included. The results obtained indicate that users/visitors found the application usable and easy to learn
- Published
- 2023
188. Reference Museum of LGTBIQ + Virtual Museums. Interview with Ricard Huerta
- Abstract
MUSEARI is an online museum that it can be visited on the internet and that maintains a permanent trajectory of temporary exhibitions since August 2015. Museari exhibits the work of artists are drawing the LGTBIQ+ activist reality from the perspective of sexual and gender diversity. The objective of this museum is to defend human rights, implement cultural policies, disseminate innovative educational experiences and promote coexistence and social balance, in an environment suitable for generating aesthetic and pedagogical reflections. In addition to its monthly exhibitions in the virtual museum, Museari organize an exhibition with the work of the last twelve artists., MUSEARI es un museo online que puede visitarse en internet con una trayectoria permanente de exposiciones temporales desde agosto del año 2015. Museari expone la obra de artistas que, desde la perspectiva de la diversidad sexual y de género, dibujan la realidad activista LGTBIQ+. El objetivo es reivindicar los derechos humanos, implementar políticas culturales, difundir innovadoras experiencias educativas y promover la convivencia y el equilibrio social, en un entorno apto para generar reflexiones estéticas y pedagógicas. Además de sus exposiciones mensuales en el museo virtual, cada año se organiza una exposición con la obra de los últimos doce artistas.
- Published
- 2023
189. Venturing into the Virtual: An Analysis of Virtual Museums and Creation of UMACF Southwestern Basketry Virtual Exhibit
- Author
-
Lusnia, Monica D and Lusnia, Monica D
- Abstract
The prevalence of virtual museums has grown in recent years and this relatively new exhibition format has presented the museum field with opportunities for growth. In an effort to explore the virtual sphere as an effective avenue for museum growth and change, I conduct an analysis of what virtual museums are, the challenges they pose, and the benefits they can provide to museum education. Case studies of University of California Chico, University of New Mexico, University of Arizona, and University of Nevada Reno’s virtual exhibition of materials from each university’s anthropology collections serves to further the exploration of the efficacy of virtual museums. Informed by the critical analysis of virtual museums and the case studies, I created a prototype draft for a virtual exhibit of baskets from the University of Montana Anthropological Curation Facility. This project serves to showcase the potential of virtual museums to increase accessibility and engage visitors for a more interactive learning experience.
- Published
- 2023
190. Preliminary Application of the Algorithm Highlighting Petroglyph Patterns
- Author
-
Piotr Wojcicki, Sylwester Korga, and Marek Milosz
- Subjects
digitisation of monuments ,3D scanning ,petroglyphs ,algorithms ,virtual museum ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
One of the greatest problems in the field of cultural heritage is the process of material destruction of monuments. In most cases, the cause is operational or random wear. Such processes can be slowed down or eliminated thanks to the maintenance process. The most dangerous processes of monument wear and tear are those in which historical objects are exposed to environmental impact. Cycles of weather changes have a particularly negative impact on objects of this type. These types of objects are significantly damaged and are the most difficult to scan. The research work included the scanning of such an object and attempts were made to digitise the point cloud. The monument selected for the model laser scanning was a rock petroglyph located on the slope of the Chatkal mountain near the town of Tashkent in Uzbekistan. The article describes the process of digitally recording a historic object with the use of the Artec Eva scanner. The process of data acquisition from points in space and the processes of highlighting petroglyphs are described. The highlighted model was obtained using proprietary software created for this purpose by the authors of the article. As a result, data were saved which would be difficult to save and read using the previously used 3D scanning techniques. The obtained data can be made available to recipients in the form of exhibits in virtual museums.
- Published
- 2022
- Full Text
- View/download PDF
191. An Evaluation of the Effects of a Virtual Museum on Users’ Attitudes towards Cultural Heritage
- Author
-
Felipe Besoain, Jorge González-Ortega, and Ismael Gallardo
- Subjects
virtual museum ,cultural heritage ,virtual environments ,interaction techniques ,software development ,attitude change ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
(1) Background: Several opportunities have appeared for the dissemination of culture and heritage thanks in part to the widespread use of information and communications technologies. Virtual museums have appeared as innovative technological products but often lack an evaluation of the impact that they have and their success in achieving their purpose. In this sense, this work seeks to evaluate the impact of a virtual museum on users’ attitudes toward cultural heritage. (2) Methods: We used a factorial design of 2 (direction of thoughts: positive vs. negative) × 2 (presence level: high vs. low) × 2 (virtual museum vs. interactive website). (3) Results: Attitudes toward heritage can change as a function of a multimedia experience, thought favorability, and presence. In a virtual museum, when general attitudes are evaluated, a sense of high psychological presence reduces the effect that thoughts (especially when negative) have on attitudes. However, in the case of visiting an interactive website, the effect of the direction of thoughts on attitudes occurred regardless of conditions of high or low presence. Similar tendencies are observed for specific attitudinal objects. (4) Conclusion: A virtual museum can have different effects depending on the interaction of important variables from the virtual reality literature and not only the classic main effects. Recommendations for interventions and future practical and theoretical work are presented.
- Published
- 2022
- Full Text
- View/download PDF
192. Natural Interaction Design for Navigation in Virtual Environment of Sino-Portuguese Architecture in Museum.
- Author
-
Kosin KALARAT and Sasithorn RATTANARUNGROT
- Subjects
- *
MUSEUM architecture , *VIRTUAL reality , *VIRTUAL design , *VIRTUAL museums , *VIRTUAL culture , *VIRTUAL reality software - Abstract
Virtual Environment (VE) is an artificial environment created for providing the information in Virtual Reality (VR). The audiences are able to obtain the information via interaction to the environment. Virtual Reality for Culture heritage buildings, which are inherited from past generations and maintained in the present, is an interested topic because its contents often built for giving the information and knowledge about the past to the new generation in virtual museums. However, there is a limitation of Virtual Reality (VR) applications in reproducing cultural sites as most of these applications are not successful in catching public's attention and involvement. In this research, we focus on using Natural Interaction (NI) interfaces based on a body movement in Virtual Reality for museums to grab attention from audience and to increase public's involvement. This paper presents the development of Natural Interaction using Microsoft Kinect to define the new grammar of gesture for Sino Portuguese Architecture which is a cultural heritage of Thailand. Results of early tests improved the prototype in progress which alllows more complexity in natural interchanges and connection between users and virtual world. The final result was evaluated after the system was installed in Peranakannitat museum and by interviewing 6 docents. It was found that our system was easy to use as it took only about 3 - 5 min to familiarize the system for navigation in the virtual environment without recognizing the grammar of gesture commands. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
193. Beneficial Learning Observation of a Virtual Museum for Ancient History
- Author
-
Desislava Paneva-Marinova, Lubomir Zlatkov, Lilia Pavlova, Detelin Luchev, and Maxim Goynov
- Subjects
Ancient History ,Learning Experience ,Personalization ,Virtual Museum ,Information technology ,T58.5-58.64 - Abstract
For a long time, cultural heritage has been preserved in archiving institutions such as museums, libraries, galleries, and restoration laboratories, resulting in access and review limitations. Digital technologies are introducing new solutions for documentation, maintenance and distribution of this valuable treasure. Among these new technologies are virtual museums, which have already proven their worth as a contemporary solution for attractive presentation of cultural archives. This article aims to present an innovative virtual museum, managing diverse collections of digital objects, organized in various ways by a complex specialized functionality. We focus on tools for improved content observation and enhanced learning experience, giving new solutions for effective use of virtual museum content for learning purposes.
- Published
- 2020
- Full Text
- View/download PDF
194. regium@Lepidi 2200
- Author
-
Maurizio Forte and Nevio Danelon
- Subjects
Virtual museum ,digital reconstruction ,data procession ,data application ,digital archaeology ,Archaeology ,CC1-960 - Abstract
regium@Lepidi 2200 is an international project designed with the scope to study and virtually reconstruct the Roman city of Regium Lepidi (Reggio Emilia). The final aim is the creation of a new virtual museum and IT room designed within the archaeological museum of Reggio Emilia.
- Published
- 2019
- Full Text
- View/download PDF
195. Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub
- Author
-
Raffaella Brumana, Daniela Oreni, Sara Caspani, and Mattia Previtali
- Subjects
virtual museum ,digital storytelling ,built environment ,cultural awareness ,digital technologies ,immersive experience ,Museums. Collectors and collecting ,AM1-501 ,Archaeology ,CC1-960 - Abstract
Our built environment is nowadays considered as a dynamic complex, stretching and transforming across space and time, with the interaction of human, social and economic dimensions. It needs to be safeguarded as living places for the future taking into account such complexity. The general aim of this work is to contribute to the comprehension of landscape values, enhancing participation processes by tourists and local communities, considering the built environment as a system: the sum of natural transformation, ancient artefacts stratification and human activities, partially covering the tangible traces, and functioning as a vehicle for the comprehension of intangible values. Multi-temporal, multi-scale and geospatial datasets can play an important role in such knowledge transfer processes by means of narratives and immersive experiences in a multimedia museum approach. In particular, the cartographic heritage, in the form of metric and non-metric maps, can be progressively used as a source of information for innovative narratives. Virtual Museums (VMs)are additional "channels" to disseminate content and to provide knowledge about cultural heritage; they have emerged from the crossbreeding process between museums and digital technologies. Investigating how digital storytelling may support communication and understanding of complex systems, such as the built environment and landscape, it is relevant because cultural awareness may foster the sense of belonging and identity construction of which Europe is thirsty, contributing to the safeguarding of fragile sites. The paper provides useful information for museums that would like to follow this pathway. It retraces the main steps of storytelling production and presents interesting examples of immersive narrative models based on geospatial data and a virtual hub, helping people to retrieve and access information and to recognize places of memory mostly unknown. Moreover, it offers an evaluation of existing tools that can be adopted for this purpose. Eventually, by virtue of the research carried out for the case study of the Virtual Museum of Como Lake Landscape, the paper aims at ascertaining which kind of stories and experiences can be designed, the potential of these tools and possible weaknesses or constraints that deserve future researches. Highlights: • Investigation of a narrative approach to develop a theoretical model of virtual museums that can support communication and understanding of built environment and landscape. • Integration of multi-temporal, multi-scale cartography and geospatial datasets, as a narrative base and information to facilitate the landscape values comprehension by non-expert users. • Use of low-cost techniques (panoramic photos, 360° videos, 3D models) to design immersive experiences that can increase the interest of people in discovering the built environment.
- Published
- 2018
- Full Text
- View/download PDF
196. SANAL MÜZELERİN TARİH DERSLERİNDE KULLANIMININ ÖĞRENCİ GÖRÜŞLERİNE GÖRE DEĞERLENDİRİLMESİ
- Author
-
Ramazan KAYA and Osman OKUMUŞ
- Subjects
museum ,virtual museum ,internet ,history education ,the topkapı palace ,müze ,sanal müze ,i̇nternet ,tarih öğretimi ,topkapı sarayı ,Special aspects of education ,LC8-6691 ,History (General) ,D1-2009 - Abstract
Bu araştırmanın amacı; öğrenci görüşlerinden hareketle, sanal müzelerin tarih dersinde kullanımını değerlendirmektir. Araştırma nitel araştırma yöntemiyle ve durum çalışması modeliyle yürütülmüştür. Araştırmanın çalışma grubunu; Ankara’nın Şereflikoçhisar ilçesindeki Anadolu Öğretmen Lisesi 10. sınıfında öğrenimlerini sürdüren toplam 27 öğrenci oluşturmaktadır. Çalışma grubu, kolay ulaşılabilir durum örneklemesi yoluyla belirlenmiştir. Öğrencilerin sanal müze uygulamasını değerlendirmeleri için Topkapı Sarayı konusu sanal müze kullanılarak işlenmiştir. Veriler, uygulaması öncesi ve uygulama sonrasında uygulanan sanal müze inceleme formu ile toplanmış ve içerik analizi ile analiz edilmiştir. Elde edilen bulgular; araştırmaya katılan öğrencilerin büyük çoğunluğunun daha önce sanal müze deneyimi yaşamadıklarını, sanal müzeyi internet üzerinden yapılan müze gezisi şeklinde nitelendirdiklerini, yapılacak sanal müze uygulamasından bilgi edinmeyi ve yarar görmeyi beklediklerini ortaya koymuştur. Sanal müze uygulaması sonrasında; öğrenciler, sanal müzenin görsel yönüne vurgu yaparak uygulamayı hem faydalı hem de ilgi çekici bulmuşlardır. Öğrenciler uygulama ile yeni bilgiler edindiklerini, kalıcı, kolay ve anlaşılır öğrenmeler sağladıklarını, sarayı gerçekten gezmiş gibi olduklarını dile getirmişlerdir. Sanal müze uygulaması sonrası öğrencilerden bazıları, Topkapı Sarayı’nı gerçekten gezip görmek istediklerini belirtmişlerdir. Öğrenciler, sanal müze uygulamasının daha etkili olabilmesi için bu etkinliğe daha fazla zaman ayrılmasını, uygulama sırasında ayrıntılı bir anlatım olmasını, bu uygulamanın derslerde daha fazla kullanılmasını, uygulamaya müzik ve bilgi verme amaçlı ses eklenmesini ve yansıtılan görsellerin çözünürlüğünün daha net olmasını önermişlerdir.
- Published
- 2018
- Full Text
- View/download PDF
197. ВИРТУАЛЬНЫЙ МУЗЕЙ КАК СРЕДСТВО ПАТРИОТИЧЕСКОГО ВОСПИТАНИЯ БУДУЩИХ МОРСКИХ ОФИЦЕРОВ
- Author
-
Дельвиг Наталья Андреевна, Селезнева Наталья Евгеньевна, and Барская Ольга Владимировна
- Subjects
информационные технологии ,инновации в образовании ,патриотическое воспитание ,виртуальный музей ,музееведение ,information technologies ,innovations in education ,patriotic upbringing ,virtual museum ,museology ,Education (General) ,L7-991 - Abstract
Анализируется оценка эффективности использования инноваций в современной системе образования. Рассматриваются проблемы использования информационных технологий, одной из которых является виртуальный музей, в процессе военного образования. Патриотическое воспитание определено как одно из приоритетных направлений развития учебного процесса в военных учебных заведениях. Следовательно, раскрыто содержание концепции патриотизма. Музейная педагогика, сочетающая в себе новые формы познавательной, коммуникативной деятельности и патриотического воспитания, обеспечивает практически неограниченный потенциал воспитательного воздействия на сознание человека. Возможности виртуального музея рассматриваются как эффективный способ расширения спектра методов воспитания и могут быть широко использованы как способ патриотического воспитания будущих военно-морских офицеров в военно-морских и кадетских училищах. Целью статьи является анализ технических особенностей создания экспозиций и содержания виртуальных музеев, а также преимуществ их использования в обучении таким предметам, как, например, иностранные языки или история. Обсуждаются основные положения по организации экспозиции виртуального музея, а также этапы моделирования виртуальной экскурсии на иностранном языке. Сделан вывод о том, что такие образовательные технологии, как виртуальный музей, рассматриваются как прогрессивные и должны использоваться в качестве неотъемлемого элемента обучения.
- Published
- 2018
- Full Text
- View/download PDF
198. Museum As Information and Communicative Educational Institution.
- Author
-
Murzina, Irina Ya.
- Subjects
VIRTUAL museums ,INTERSTELLAR communication ,MUSEUMS ,VIRTUAL schools ,NONFORMAL education ,PARTICIPATION - Abstract
This article discusses new functions of museums and considers the role of a school museum as an information and communication space within an educational institution. The author presents a variety of genres of school museums and examines their communicative potential in the context of the culture of participation. It is important to note that a range of pedagogical challenges aimed at developing polycode texts in the museum space includes the students’ participation in the creation of a virtual museum. New forms of school museums (news Museum, mini-city Museum) and activities (art residence) are proposed. The activity of school Museum is viewed through the prism of informal education. Special attention is paid to using an interactive technology as an effective learning tool. The creation of a virtual school Museum acts as a new learning tool. Therefore, the author concludes that a school museum and its operation need examining from the perspective of informal education. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
199. How Virtual Exhibition Presentation Affects Visitor Communication and Enjoyment: An Exploration of 2D versus 3D.
- Author
-
Kim, Soyeon and Hong, Seulgi
- Subjects
ONLINE exhibitions ,EXHIBITIONS ,VIRTUAL reality ,VIRTUAL museums - Abstract
As online virtual exhibitions become a central communication channel in museums, and both the communication and entertainment aspects of museums are being emphasized, various presentation methods are being adopted to attract visitors to such exhibitions. Therefore, this study examines the effect of virtual exhibition presentation methods on visitor communication and enjoyment, focusing on a comparison of 2D and 3D presentation. The findings indicate that 2D presentation is more effective for intuitive communication than 3D, and visitor enjoyment was aroused at different points according to the presentation methods. The 2D visitors showed their interest in information acquisition while focusing on exhibition content, whereas 3D visitors enjoyed exploring the virtual environment. Additional implications of this study for both further research and practice are discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
200. A New Alternative to Museum Activities in Teaching Social Studies Course: "360-Degree Videos as a Virtual Museum".
- Author
-
KIRKSEKİZ, Ali, İŞBULAN, Onur, KİPER, Aydın, TERCAN, Selçuk Sırrı, and KIYICI, Mübin
- Subjects
VIRTUAL museums ,AFFIRMATIVE action programs in education ,SOCIAL sciences education ,VIRTUAL reality ,SEMI-structured interviews ,TEACHER-student communication - Abstract
In this study, social studies teachers working in Serdivan district of Sakarya province were asked about their opinions on virtual reality, 360-degree videos and virtual museum, it was ensured that they made a museum visit via the "360-Degree Video Based Virtual Museum Application (360DVVMA)", and their views were examined in depth. A semi-structured interview form was used as the data collection tool in the research. 2 descriptive question items to be asked to the teachers before implementation and 5 questions items to be asked after the implementation were prepared about the virtual museum application. The question items were submitted to expert opinions, required changes were made to the items, and the semi-structured interview form was finalized. According to the findings of the study, most of 9 social studies teachers knew about the concept of virtual museum and benefited from virtual museum applications in their classes, and 4 of them had never heard the concept of virtual reality before. 5 teachers stated that they had only heard of the concept but had no experience before and 360DVVMA could be used in the classes. Furthermore, the teachers emphasized that if 360DVVMA was used in instructional processes, it would provide equal opportunities in education for students who do not have the opportunity to go to museums as well as offering a great contribution to their academic development. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.