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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

Skaitmeninių medijų raiška Lietuvos muziejų komunikacijoje / Digital media expression in communication of Lithuanian museums

Kapleris, Ignas 30 December 2014 (has links)
Šių laikų muziejų lauko veikėjus – steigėjus, kuratorius ir lankytojus,– jų egzistavimo aplinką veikia tinklaveikos visuomenė ir virtualybės kultūra. Skaitmeninių medijų raiška muziejuje yra medijų sąveika, kurios pagrindu tyrimo metu apibrėžtos skirtingos muziejaus 0.0, 1.0 ir 2.0 sampratos. Muzealumas paveikus tik tada, kai visi muziejininkystės elementai pritaikomi atitinkamam kultūros lygmeniui ir muziejinė komunikacija vyksta atsižvelgiant į partnerių interesus. Išryškėję sisteminiai prieštaravimai rodo, jog skaitmeninių medijų raiškos kryptys Lietuvos valdžios institucijose, muziejuose ir visuomenėje nevisada sutampa. Tiriant nustatyta, kad sovietmečiu Lietuvos muziejų komunikacijoje vyravo komunistinio režimo kontrolės sustiprinta ir tradicinių medijų raiškos bei industrinės visuomenės poreikių suformuota muziejaus 0.0 samprata. Atgavus nepriklausomybę, skaitmeninių medijų taikymas Lietuvos muziejuose atitiko užsitęsusį Gartner metodologijos lūkesčių piką, kuris lėmė vėlyvą masinį skaitmeninių medijų taikymo etapą – produktyvumo plokštumą. Atliktas socialinės tinklaveikos įrankių Lietuvos muziejų svetainėse, apsilankymų jose ir paskyrose „Facebook“ socialinėje medijoje charakteristikų tyrimas, muziejų klasterizavimo rezultatai rodo, kad dauguma Lietuvos muziejų komunikaciją virtualioje erdvėje vykdo ne pagal tinklaveikos visuomenės poreikius atitinkančio dalyvaujamojo muziejaus 2.0, bet pagal pereinamajam laikotarpiui iš industrinės į tinklaveikos visuomenei artimą... [toliau žr. visą tekstą] / The modern museum field actors – the founders, curators and visitors – their existence environment is influenced by network society and virtuality culture. Digital media expression in the museum is the media interaction, according to which the different concepts of museum 0.0, 1.0 and 2.0 were defined in this research. Museality is effective only when all the elements of the museum are adapted to the appropriate cultural level of the museum and communication happens taking into account the interests of partners. Systemic contradictions which became obvious show that the trends of the expression in the digital media in Lithuanian government institutions, museums and society do not always match. The research revealed that during the Soviet times, the museum 0.0 concept was dominant in Lithuanian museums communication strengthened by the control of communist regime and formed by the traditional media expression, and the needs of the industrial society. After the restoration of independence, the application of digital media in Lithuanian museums corresponded to the prolonged expectations peak of Gartner methodology, which has resulted in late massive stage in the application of digital media – the plateau of productivity. The research concerning characteristics of social networking tools in Lithuanian museum websites, visits to them, and in Facebook social media accounts and museums clustering results show that the majority of Lithuanian museums perform the communication in... [to full text]
2

Skaitmeninių medijų raiška Lietuvos muziejų komunikacijoje / Digital media expression in communication of Lithuanian museums

Kapleris, Ignas 30 December 2014 (has links)
Šių laikų muziejų lauko veikėjus – steigėjus, kuratorius ir lankytojus,– jų egzistavimo aplinką veikia tinklaveikos visuomenė ir virtualybės kultūra. Skaitmeninių medijų raiška muziejuje yra medijų sąveika, kurios pagrindu tyrimo metu apibrėžtos skirtingos muziejaus 0.0, 1.0 ir 2.0 sampratos. Muzealumas paveikus tik tada, kai visi muziejininkystės elementai pritaikomi atitinkamam kultūros lygmeniui ir muziejinė komunikacija vyksta atsižvelgiant į partnerių interesus. Išryškėję sisteminiai prieštaravimai rodo, jog skaitmeninių medijų raiškos kryptys Lietuvos valdžios institucijose, muziejuose ir visuomenėje nevisada sutampa. Tiriant nustatyta, kad sovietmečiu Lietuvos muziejų komunikacijoje vyravo komunistinio režimo kontrolės sustiprinta ir tradicinių medijų raiškos bei industrinės visuomenės poreikių suformuota muziejaus 0.0 samprata. Atgavus nepriklausomybę, skaitmeninių medijų taikymas Lietuvos muziejuose atitiko užsitęsusį Gartner metodologijos lūkesčių piką, kuris lėmė vėlyvą masinį skaitmeninių medijų taikymo etapą – produktyvumo plokštumą. Atliktas socialinės tinklaveikos įrankių Lietuvos muziejų svetainėse, apsilankymų jose ir paskyrose „Facebook“ socialinėje medijoje charakteristikų tyrimas, muziejų klasterizavimo rezultatai rodo, kad dauguma Lietuvos muziejų komunikaciją virtualioje erdvėje vykdo ne pagal tinklaveikos visuomenės poreikius atitinkančio dalyvaujamojo muziejaus 2.0, bet pagal pereinamajam laikotarpiui iš industrinės į tinklaveikos visuomenei artimą... [toliau žr. visą tekstą] / The modern museum field actors – the founders, curators and visitors – their existence environment is influenced by network society and virtuality culture. Digital media expression in the museum is the media interaction, according to which the different concepts of museum 0.0, 1.0 and 2.0 were defined in this research. Museality is effective only when all the elements of the museum are adapted to the appropriate cultural level of the museum and communication happens taking into account the interests of partners. Systemic contradictions which became obvious show that the trends of the expression in the digital media in Lithuanian government institutions, museums and society do not always match. The research revealed that during the Soviet times, the museum 0.0 concept was dominant in Lithuanian museums communication strengthened by the control of communist regime and formed by the traditional media expression, and the needs of the industrial society. After the restoration of independence, the application of digital media in Lithuanian museums corresponded to the prolonged expectations peak of Gartner methodology, which has resulted in late massive stage in the application of digital media – the plateau of productivity. The research concerning characteristics of social networking tools in Lithuanian museum websites, visits to them, and in Facebook social media accounts and museums clustering results show that the majority of Lithuanian museums perform the communication in... [to full text]
3

Lite närmare mänskligheten : Deltagande och empowerment på ett lokalt museum / A Bit Closer to Humanity : Participation and Empowerment at a Local Museum

Waldenström, Stella January 2018 (has links)
This thesis is based on a case study of a local museum that challenges the idea of what a museum constitutes today. The museum elaborates on the idea of considering the visitor as a participant and examines the possibility of contributing to empowerment among the local community. The aim of this thesis is to analyze the museum's external work and its participatory elements in a place characterized by migration and marginalization, and thereby achieve a deeper knowledge of the relationship between the museum and its visitors. The study is conducted through qualitative methods, such as participatory observation and interviews with museum staff and museum visitors, and a quantitative survey among local residents. The thesis' theoretical framework consists of the participatory museum perspective and theoretical concepts such as empowerment, community and place. Using these concepts, the character of the museum's external work and its participatory elements are analyzed regarding the issues of participation, empowerment and the social role of the museum. The analysis also include the site's demographic aspects in relation to the museum and what kind of challenges these imply. In addition, the museum's spatial character and its location is discussed. The result shows that the museum is a participatory museum that experiences the challenges associated with this perspective. The conclusion highlights the importance of clearly determining what kind of participation the work is based on. Furthermore, the result shows that the museum is part of a process whereby the participants are allocated resources, skills, authority and motivation. Thus, the conclusion is that the museum contributes to the empowerment among its visitors. The result also demonstrates several challenges of working in an area characterized by migration and marginalization. These challenges relate to the museum's role as a help centre, a discontinuity among the participants and cultural aspects. The conclusion is that these conditions require the museum to use other methods than the traditional museum, such as formative evaluation, outreach programs, culture specific knowledge and good insight into their communities. This is a two years master's thesis in Museum and Cultural Heritage Studies.
4

Diseño de ambientes educativos interactivos multimedia para museos

Gómez García, Juan Pablo 05 April 2016 (has links)
[EN] This thesis is about the Design of Interactive Multimedia Learning Environments for Museums. Having into account the rapid advance and adoption of the Internet, which turns it into the new industrial revolution, whose innovative system influence and transform all socio--¿cultural and communicative paradigms. It raises the need for reformulating the models across all human domains, and specially those studied in this thesis, education, communication, patrimony/heritage, manipulation and information access. During the research on its bibliography support, it has lead this research to the concept of Virtual Museums (MOCA, Don Archer and Bob Dodson, 1993) as a ground for exploration and experimentation. Adopting from revolutionary cognitive theories, some educational tools such as graphic information representation and storytelling, to enhance knowledge construction and meaningful learning in a ubiquitous computing world, where there are plenty of opportunities for innovation and creativity but also there are also threats for human isolation and alienation . Data navigation and construction is proposed to be developed using concept maps as a systematic approach and storytelling as a human learning epistemological approach. / [ES] Esta tesis doctoral trata sobre el Diseño de Ambientes Educativos Interactivos Multimedia aplicados a museos. Teniendo en cuenta el rápido avance y adopción de la Internet, que la convierte en la nueva revolución industrial, cuyo sistema innovador influye y transforma todos los paradigmas sociales, culturales y de comunicación, suscitando un replanteamiento de los modelos de las actividades humanas y en el caso particular de esta tesis, la educación, el patrimonio o herencias, el acceso y la manipulación de la información. Durante la investigación bibliográfica, hemos tomado el concepto de Museos Virtuales (MOCA, primer museo virtual creado por Don Archer y Bod Dodson en 1993), como un lugar de exploración y experimentación. De teorías cognitivas revolucionarias, se han adoptado herramientas educativas como la representación gráfica del conocimiento y la narración de historias, para mejorar las condiciones de construcción del conocimiento y el aprendizaje significativo, en un mundo de computación omnipresente, donde las oportunidades para la innovación y la creatividad se multiplican, pero a la vez, presenta riesgos de aislamiento y alienación Como una aproximación sistémica para la navegación y construcción de la información, se propone el uso de los mapas conceptuales y como aproximación epistemológica de la transmisión del conocimiento, se propone la narración de historias. Ambos se estructuran en un andamiaje conceptual del Diseño Industrial, como disciplina encargada de la cultura artificial, centrada en los usuarios. / [CAT] Aquesta tesi doctoral tracta sobre el disseny d'ambients educatius, interactius, multimèdia, aplicats a museus. Tenint en compte el ràpid avanç i adopció d'Internet, que la converteix en la nova revolució industrial, el sistema innovador de la qual influeix i transforma tots els paradigmes socials, culturals i de comunicació, suscitant un re-plantejament dels models de les activitats humanes i en el cas particular d'aquesta tesi, l'educació, el patrimoni o herència, l'accés i la manipulació de la informació. Durant la recerca bibliogràfica, hem pres el concepte de Museus Virtuals (MOCA, primer museu virtual creat per Don ARCHER i Bob DODSON en 1993) com un lloc d'exploració i experimentació. De teories cognitives revolucionàries, s'han adoptat eines educatives com la representació gràfica del coneixement i la narració d'històries, per a millorar les condicions de construcció del coneixement i l'aprenentatge significatiu, en un món de computació omnipresent, on les oportunitats per a la innovació i la creativitat es multipliquen, però al mateix temps, presenta riscos d'aïllament i alienació. Com una aproximació sistèmica per a la navegació i construcció de la informació, es proposa l'ús dels mapes conceptuals i com una aproximació epistemològica de la transmissió del coneixement, es proposa la narració d'històries. Totes dos s'estructuren en una bastida conceptual del disseny industrial, com a disciplina encarregada de la cultura artificial, centrada en els usuaris. / Gómez García, JP. (2016). Diseño de ambientes educativos interactivos multimedia para museos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/62151 / TESIS
5

Diversity, Inclusion, and the Visitor-Centered Art Museum: A Case Study of the Columbus Museum of Art

Zwegat, Zoe E. 25 October 2019 (has links)
No description available.
6

Democratização do acesso ao museu Victor Meirelles / Democratization of public access to the Victor Meirelles Museum

Ariza, Mariana Guedes 27 February 2014 (has links)
Made available in DSpace on 2016-12-01T19:18:37Z (GMT). No. of bitstreams: 1 116137.pdf: 2231121 bytes, checksum: 5992854272beb34faa067c101cf7ad04 (MD5) Previous issue date: 2014-02-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The current work aims to create and select the best options according to the criteria of low cost and high impact as a way to make more democratic the visitation in the Victor Meirelles Museum, a federal museum located at the historical downtown of Florianópolis/SC. The theme is relevant because Victor Meirelles Museum, like many other small and medium size Brazilian museums, have to face a range of difficulties to implement the policies related to the democratization of public access to the museum, mostly because of limited human resources and small budget. Find a good way to overcome these limitations is a challenge that cultural institutions must confront and the solutions may be to seek creative alternatives that are simple and easy to implement. The theoretical fundaments were based on the public policy issue, idea generation, the context of Brazilian museums and the main ideas around the concept of participatory museum. The alternatives were created through interview techniques, benchmarking, brainstorming and, after that, they were evaluated from a one to ten grade according to the criteria mentioned above. As a result, it was presented a graphic divided into four quadrants in which is possible to visualize the best alternatives to be prioritized for the implementation in the Victor Meirelles Museum. The alternatives are not exclusive for the VMM, but they can also be adapted and implemented by other museums as well. / Esta dissertação tem por objetivo gerar e selecionar as melhores alternativas, segundo os critérios de menor custo e alto impacto, para tornar mais democrática a visitação no Museu Victor Meirelles, museu público federal localizado no centro histórico de Florianópolis/SC. A pesquisa se justifica porque o Museu Victor Meirelles, como muitos museus brasileiros de pequeno ou médio porte, enfrenta problemas na implementação das políticas públicas dedicadas à democratização do acesso do público ao museu, por conta das limitações físicas, de recursos humanos e de orçamento. Pensar em como ultrapassar essas limitações é um desafio que as instituições culturais devem enfrentar e as soluções podem estar em buscar alternativas criativas, que sejam simples e de fácil implementação. A fundamentação teórica se deu em torno do tema políticas públicas, geração de ideias, contexto dos museus brasileiros e as principais ideias em torno do conceito de museu participativo. As alternativas foram geradas por meio das técnicas de entrevista, benchmarking, brainstorming e, logo após, avaliadas por meio dos critérios de custo e impacto, dentro de uma escala de um a dez. Com o resultado final da avaliação, foi construída um gráfico dividido em quatro quadrantes onde é possível visualizar as alternativas que foram melhores avaliadas, sendo estas as mais indicadas para serem priorizadas para a implementação pelos funcionários do Museu Victor Meirelles. Nem todas as alternativas são exclusivas do MVM, podendo ser adaptadas e implementadas também por outros museus brasileiros.
7

The Playful Art Museum: Employing Creativity as a Tool for Visitor Engagement

Montgomery, Susannah Patton 30 August 2017 (has links)
No description available.

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