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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Understanding Digital Museum Visitor Experience Based on Multisensory Cues

Kexin Guo (7027940) 02 August 2019 (has links)
<p>Visitors’ expectations of museums in the modern world consist of both utilitarian and hedonic aspects. Given visitors’ diverse expectations and demands, traditional museums have taken actions to attract more visitors. Taking advantage of new technologies is the current action and trend in the museum industry. The emergence of digital museums is the reflection of this tendency, which use digital technologies such as projectors, surrounded sound, ambient lights, and multisensory cues to present a virtual environment. In the virtual environment, emotional state and sense of presence are considered to be useful to provide a more engaging experience. Therefore, this research empirically investigated digital museum visitor experience perceptions and the influence of emotional state and sense of presence on experience perceptions. The different impact of multisensory cues on experience and the relative mediation effect were also examined.</p> <p>Data were collected with a scenario-based online survey conducted through Amazon Mechanical Turk (MTurk). A split-sample approach with a total of 382 respondents was used for analysis. Exploratory factor analysis and confirmatory factor analysis were used to explore visitor experience perceptions of the digital museum. Structural equation modeling was used to discover the impact of emotional state and sense of presence. One-way analysis of variance was used to compare the difference in impact of multisensory cues on overall visitor experience. This research also employed the PROCESS macro in SPSS for demonstrating the mediating effect of emotional state and sense of presence through the impact of multisensory cues on overall visitor experience. The findings of this study revealed three experience perceptions—respectively, joviality, personal escapism, and localness experiences—of digital museums. Also, this research presented the positive effect of emotional state on joviality experience and negative effect of emotional state on localness experience. In addition, a notable positive impact of sense of presence on joviality, personal escapism, and localness experience perceptions was found. No significant effect of emotional state on personal escapism was found in this research. Moreover, visual and auditory cues together were confirmed as the most powerful indicator for triggering the greatest experience level. The impact was found to be valid due to the mediating role of emotional state and sense of presence.</p> <p>This research contributed theoretically and practically to museum literature and experience research. Theoretical implications were discussed to indicate this research as the framework to measure digital museum visitor experience based on the proposed three-factor structure. Practical implications were provided for museum managers. Limitations and future research were discussed.</p>
2

Museet i en digital värld : En visuell analys av Nationalmuseums digitaliserade verksamheter / The museum in a digital world : A visual analysis of the digitized activities of the Swedish National Museum

Eriksson, Elin January 2021 (has links)
Digital technology has changed the nature of how humans live as a society with lives orbiting a digital core of internet, smartphones, social media etc. There is now not only a physical world but a digital one too. This far-reaching transformation also applies to cultural institutions to digitize their activities, a result of responding to the expectations of a contemporary audience. The aim of this study is to examine the digitization of art- and cultural heritage in a digital world. The essay examines the digital activities of the Swedish National Museum of fine art that has developed before, during and as a result of the COVID-19 pandemic. This is done through visual analysis and the theoretic framework of postphenomenology and social semiotics. The study finds that cultural heritage can be digitized in many different ways but that the digitization can’t replace the physical encounter with an artwork. Yet it can constitute new ways and perspectives on how to experience, see and discuss traditional works of art. Digitization of cultural heritage can therefore work to enhance its general interest, disseminate and influence an increase in availability of knowledge about cultural heritage and art history.
3

The Audience Engagement for the TV Show of the Palace Museum : Case Study for the Social Media, Weibo account of the TV Show, There is Something New in the Palace Museum

Shi, Xueying January 2020 (has links)
This study aims to analyze the audience engagement in a Chinese social media, Weibo, of the Palace Museum TV show “There is Something New in the Palace Museum”. It is new for a Chinese museum to cooperate with traditional media and digital media at the same time to generate more interest, particularly of younger generations. Weibo content is mainly about the TV show and the Palace Museum. While focusing on different types of content that create more interactions, quantitative and qualitative methods of data and content analysis of Weibo posts and in-depth interviews are used to find out the answers to the research questions. The theories of participatory culture by Jenkins and the book about edutainment “Entertainment-education and social change: History, research, and practice” are considered in this study. Based on the theory, the research demonstrates the celebrity-related content is the one that generates the most engagement with fans and followers, followed by direct interaction-trigger content and the Palace museum promotional content. Each type of posts has pros and cons; for example, the celebrity effect can produce the role model effect on the followers and generate more engagement within the fan community, but also create meaningless content. As for the direct trigger content, it can attract many zombie accounts to participate in expecting a positive result. To sum up, Weibo still connects the Palace Museum and the young generation and helps to attract more visitors in the future. These findings offer new insights for the cultural institution to make their work affect the younger generation in the digital media era.
4

From Pixels to Culture : Gamification and Extended Reality in the Modern Museum

Gkizis Chatziantoniou, Nikolaos January 2023 (has links)
This thesis aims to explore the theory, implementation, and critical aspects of gamification and extended reality employed within the cultural sector. More specifically the impact of gamification and virtualization on the information dissemination by the institutions and what it means for the visitor as well as the challenges that arise with the use of such technologies and potential points of criticism. The role of digitalization of memory institutions will be examined, with a focus on gamification/virtualization from both the museum’s professionals’ experiences and the visitors’ perspectives as well as the utilization of gamification and virtualization for the preservation of cultural heritage. The relevant data will be extracted using semi-structured interviews and conducting a literature study for five modes of virtualization and gamification. The thesis will conclude by summarizing the contribution of gamification and extended reality and highlight the benefits and challenges arising from the implementation of such elements. The main findings showcase that gamification and virtualization are not just generic additions to museum exhibitions, they signify the crossing towards a new type of learning while experiencing culture more critically and shifting the focus not only towards the visitor but also to a new type of visitor.
5

Music in Motion - Smart Soundscapes

Alam, Usman January 2018 (has links)
No description available.
6

Katolické katedrály v Evropě a reprezentace kulturního dědictví prostřednictvím mobilních aplikací / Catholic Cathedrals in Europe and Representation of Heritage via Mobile Applications

Mazur, Ekaterina January 2021 (has links)
Representation of heritage via digital and online tools gains more attention from culture professionals and the general public. Mobile applications allow museums to reach wider audiences, make heritage more accessible for people with special needs and provide content in various forms. Catholic cathedrals, being the sites with great tourism potential and rich historical and cultural legacy, also create their mobile applications in several languages. This research aims to answer the question of how mobile applications contribute to the representation of the heritage of religious sites. The case studies are the mobile applications of Notre-Dame, Milan, Florence and Cologne cathedrals. The visual and textual content and the design of the applications are analyzed to explore how heritage meets religious and secular needs. As a result, it was possible to identify patterns used by the cathedrals' management and application developers when generating religious heritage content in this technologic framework. Besides, practical suggestions on improvement of the technical layout and narrative practices are made. Keywords: religious heritage, heritage representation, mobile applications, digital museum, tourism, museum communication, UNESCO 2
7

藝術數位圖書館推廣利用之研究—以國立臺灣藝術大學圖書館為例 / A Study of Library Resources Application on Digital Arts Library — A Case Study of the National Taiwan University of Arts Library

曾聖峰, Tseng, Sheng-Feng Unknown Date (has links)
資訊科技的演進與網際網路的發展,使得知識的生產、保存與傳播,產生了革命性的變化。各類強調多元、即時、便利、互動的全球資訊網,正逐漸成為各級教育機構所倚重的教學資源。在大學教育面臨科技進化、社會變遷等結構性的影響,而必須順應時勢,大幅進行改革之際;大學圖書館自然也必須在資訊服務的方法與模式上,加以因應改進,才能滿足教師與學生在研究、教學的資訊需求。 本研究探討數位圖書館、數位博物館等網路教學資源與網路教學、線上學習之相關議題;並從臺藝大圖書館「數位圖書館暨虛擬藝術館」系統推廣利用的角度,探討大學圖書館配合大學教學與研究所需,整合學習環境、建置網路教學資源系統之可行模式與效益分析,以做為臺藝大後續規劃網路教學資源系統及其他同類型學術機構推動類似計畫之參考。 第一章說明研究動機、目的,並提出研究問題。第二章說明數位圖書館、數位博物館、網路教學的內涵與國內外發展概況,並說明臺藝大圖書館「數位圖書館暨虛擬藝術館」專案計畫發展與系統功能。第三章說明研究方法、範圍與限制、深度訪談對象之產生方式、研究實施步驟。第四章根據深度訪談內容,提出綜合分析。第五章根據研究結果提出結論,並針對臺藝大圖書館「數位圖書館暨虛擬藝術館」系統推廣及網路教學資源服務發展與利用推廣,分別提出未來發展建議。 / The evolutions of information science and technology and the developments of the Internet cause the revolutionary changes in production, preservation and dissemination for knowledge. Each kind of World Wide Web emphasizes diversification, immediateness, convenience, and interaction, and have gradually become the education resources for all levels of education organizations. When universities face the fundamental influences with technical evolutions and social transitions, and keep up with the current situation, to carry on reforms with great exertion, the university libraries also must improve their effectiveness in the information service methods and the patterns to satisfy information needs for teachers and students in the activities of research and teaching. This research discusses the related issues about the digital library, the digital museum, the web-based instruction, and e-learning and investigate on the basis of the reinforcement for promotion and utilization of "Digital Library and Virtual Gallery" implemented by National Taiwan University of Arts(NTUA) Library, the feasible models and effectiveness analysis for university libraries integrate learning environment and the establishment of the online education resources system according to the needs of universities in teaching and research, so as to be useful reference for NTUA to design online education resources system and for other academic organizations as the impetus to similar projects in the future. The first chapter shows the research motivation, purposes and brings up the research questions. The second chapter explains the meanings and universal developments of the digital library, the digital museum, and the web-based instruction and illustrates the developments and system functions of "Digital Library and Virtual Gallery" of NTUA library. The third chapter explains the research methods, limitations, the selection of respondents for in-depth interviews, and stages of the study. The fourth chapter presents the conclusions of the interview notes. In the end, the fifth chapter brings up conclusions based on the results of this research and offers the suggestions for the future growth according to the promotion of "Digital Library and Virtual Gallery" of NTUA library and services of online education resources.
8

資訊架構之組織系統與搜尋系統對於學習成效的影響研究:以「自然與人文數位博物館」為例-final / The Effects of Organization System and Search System of Information Architecture on Learning Performance: Case Study of the Digital Museum of Nature & Culture

陳美智, Chen, Mei Chih Unknown Date (has links)
透過數位博物館具有良好資訊組織和經過管理的數位資源,應用於支援數位學習具有極高的發展潛力。而將資訊架構概念導入數位博物館網站設計,有助於發展更優質之數位博物館網站,促使使用者以更有效率的方式取得所需要的典藏資源,達到數位博物館支援終身學習的目的。本研究以Morae 人機互動分析軟體觀察學習者利用數位博物館輔助學習之學習歷程,並經由學習歷程分析探討數位博物館支援數位學習過程中,學習者單獨以數位博物館資訊架構中的組織系統、搜尋系統,以及利用組織系統搭配搜尋系統輔助完成學習任務,對於學習成效、認知負荷、學習效率與任務達成時間的影響差異。 研究結果顯示:(1)搭配使用組織系統及搜尋系統與使用組織系統學習者的學習成效顯著優於使用搜尋系統的學習者;(2)使用搜尋系統的學習者在認知負荷上顯著高於搭配使用組織系統與搜尋系統的學習者;(3)搭配使用組織系統與搜尋系統的學習者在學習效率上顯著高於使用搜尋系統的學習者;(4)使用組織系統的學習者在任務達成時間上顯著高於使用搜尋系統的學習者;(5)搭配使用組織系統與搜尋系統的圖像視覺型學習者在認知負荷上顯著高於口語聽覺型學習者;(6)圖像視覺型的學習者搭配使用組織系統與搜尋系統,在學習成效上高於使用搜尋系統;(7)使用組織系統、搜尋系統與搭配使用組織系統與搜尋系統高資訊焦慮學習者的認知負荷顯著高於低資訊焦慮學習者;(8)高資訊焦慮學習者使用搜尋系統在認知負荷上顯著高於搭配使用組織系統與搜尋系統 最後,根據研究結果,本研究亦提出數位博物館資訊架構輔助數位學習的教學建議,也針對「自然與人文數位博物館」的網站資訊架構設計提出建議。
9

Soffvisningar på Moderna Museet : Nya sätt att förmedla och betrakta konst i ett digitalt, interaktivt format via sociala medier / Sofa tours made by Moderna Museet : New ways of disseminating and viewing art using digital, interactive methods and social media

Nolin, Jenny January 2021 (has links)
This essay investigates live-streamed guided tours made by Moderna Museet, so called sofa tours, streamed between February 2020­ and April 2021. The aim is to observe, describe and analyze the [Moderna Museet’s] sofa tours using a modality approach as well as relating the sofa tours to physical museum visits, using the concepts of media, mediation, remediation, immediacy and hypermediacy. The research questions concern ways of looking at art when participating in sofa tours and the differences compared to physically viewing art at the museum. In conclusion, the sofa tours made by Moderna Museet offers several alternatives to physical museum visits, not necessarily better or worse. Participants can actually modify their experience of participating in sofa tours and looking at art, for example by choosing to participate live or afterwards, with or without access to other participants comments, questions and reactions as well as choosing between using Facebook, Instagram, YouTube or the museum webpage to access the sofa tours. Comparing sofa tours to physical museum visits showed that both their principal function is to provide opportunities for people to view art together with other people, with or without the aid of a guide. However, most of the mediated space in the physical museum is unavailable to sofa tour participants. On the other hand, the sofa tour creates another set of unique mediations which do not exist in the physical museum space.
10

Användare av digitala kulturarvssamlingars informationssökningsbeteende på ett exempel på Biblioteks- och Informationsvetenskap studenter och DigitaltMuseum / Users of digital heritage collections' information search behavior on an example of Library and Information Science students and DigitaltMuseum

Ziolkowski, Pawel January 2021 (has links)
The purpose of this bachelor’s thesis is to examine information search behaviour of a group of Library and Information Science students in the cultural heritage digital collection cross search service DigitaltMuseum and an evaluation of the cross-search service search functionalities’ usability for the end-user. The study aims in understanding the user search behaviour to let the designers of cultural heritage digital collections websites improve the search tools so that the design matches the real needs of the users. After doing simulated search tasks the informants answered several questions about the chosen search strategies and preferable search functionalities. Quantitative analysis shows that simple search and free keywords are the most preferable search methods, however it is not clear why. On one hand it is observed that the users prefer google-like searching, on the other, discussion on the DigitaltMuseum search functionalities shows lack of use of Knowledge Organisation System of any kind which makes the advanced search tool insufficient.

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