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Ηλεκτρονική διαχείριση εκθεμάτων στα ελληνικά μουσεία / Electronic management of exhibits in greek museumsΚαρφάκη, Ελένη 01 October 2008 (has links)
Η μεταπτυχιακή εργασία αναφέρεται στην ηλεκτρονική διαχείριση εκθεμάτων στα ελληνικά μουσεία μέσω της μελέτης των μουσειακών οργανισμών του νομού Αχαΐας. Η καινοτομία της μελέτης αυτής είναι ότι προσεγγίζει τη λειτουργία του σύγχρονου μουσείου παρουσιάζοντας ένα ολοκληρωμένο πλαίσιο διαχείρισης. Η έννοια της μουσειακής διαχείρισης αναλύεται όχι μόνο ως προς τη διοικητική, αλλά και ως προς την τεχνολογική, οικονομική και νομική της διάσταση, υπό το πρίσμα της νέας πραγματικότητας που η ψηφιακή εποχή επιβάλει. Παρουσιάζονται οι λειτουργίες του μουσείου (συλλογή, συντήρηση, έρευνα, πληροφόρηση, εκπαίδευση, έκθεση, επικοινωνία-μάρκετινγκ) και τα σύγχρονα εργαλεία που η μουσειακή διοίκηση έχει στη διάθεσή της για να μετατρέψει το μουσείο σε έναν δυναμικό ανταγωνιστικό οργανισμό παγκόσμιας εμβέλειας. Αναλύεται τέλος η έννοια του εικονικού μουσείου, ως κατεξοχήν φορέας ηλεκτρονικής διαχείρισης εκθεμάτων. Στηριζόμενη στην παραπάνω εκτενή βιβλιογραφική ανάλυση η παρούσα μελέτη προσπαθεί να ερευνήσει το πλαίσιο εφαρμογής της ηλεκτρονικής διαχείρισης εκθεμάτων στα μουσεία μέσω της διεξαγωγής έρευνας με ερωτηματολόγιο στους μουσειακούς οργανισμούς της περιοχής. Η έρευνα αυτή πραγματοποιεί συγκριτική αξιολόγηση των μουσείων της περιοχής με βάση συγκεκριμένα κριτήρια και εξάγει πολύτιμα συμπεράσματα σχετικά με τη στάση και τις ικανότητες των μουσείων απέναντι στις δυνατότητες που προσφέρει η ψηφιακή πολιτισμική τεχνολογία και φανερώνει τις τάσεις και τις προοπτικές της μουσειακής διαχείρισης. / The present study refers to the electronic management of exhibits in greek museums focusing on the research of museums of the prefecture of Achaia. The innovation of this study is that it approaches the administration of modern museum presenting a complete frame of management. The significance of museum management is analyzed not only from its administrative aspect, but also from its technological, economic and legal dimension, in the context of new reality that the digital era imposes. The functions of museum (collection, maintainance, research, information, education, exhibition, communication-marketing) are presented such as the modern tools that museum management has in its disposal in order to transform the museum in a dynamic, competitive organisation of world impact. Finally, is analyzed the significance of virtual museum, as the eminent institution of electronic management of exhibits. Supported in the precede extensive bibliographic analysis, the present study tries to explore the context of application of electronic management of exhibits in the museums via the conduct of research with questionnaire to the museums of the region. This research carries out a comparative evaluation of the examined museums using specific criteria and it exports useful conclusions with regard to the attitude and the ability of museums toward the possibilities that the digital cultural technology offers and reveals tendencies and prospects of museum management.
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Quem tecla? : pesquisa exploratória sobre o público do museu virtual InvivoPalma, Ana Maria Meirelles January 2009 (has links)
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Previous issue date: 2009 / Fundação Oswaldo Cruz. Instituto Oswaldo Cruz. Rio de Janeiro, RJ, Brasil / Face à participação da ciência em nosso
cotidiano, a divulgação científica
desempenha um papel crucial na conquist
a da cidadania e constitui-se em um
importante instrumento no processo de ap
rendizagem por livre escolha. Com o
intuito de reforçar sua atuação nesse cam
po, museus e centros de ciência, meios
tradicionais de divulgação da ciência, voltam-se cada vez mais para as novas
tecnologias de informação e comunicação
e preocupam-se em avaliar o impacto de
sua presença virtual.
Com o objetivo de traçar um
perfil preliminar do público do museu virtual Invivo, do
Museu da Vida, desenvolveu-se uma pesquisa
exploratória, utilizando três métodos
de investigação: análise de log do servidor
, page-tagging e um ques
tionário on-line.
Um levantamento histórico da visitação
registrou que, entre 2005 e 2008, houve um
aumento de 340% no número de visitas ún
icas e de 295% no número de páginas
acessadas. Estes dados demonstram o cre
scimento expressivo do site, quando
comparados com as estatísticas oficiais
que mostram, entre 2005 e 2007, aumento
de 28% de brasileiros que já tinha aces
sado a Internet pelo menos uma vez e de
41% daqueles quem utilizavam esse meio habitualmente.
A análise indicou também um
crescimento expressivo da visitação no início do
período escolar e queda durante as férias, be
m como dias úteis movimentados e fins
de semana mais calmos. Curvas semelhantes foram detectadas em outros estudos
sobre museus. O pico da visitação se dá
no horário da tarde, o que sugere uma
concentração de estudantes
do segundo segmento do ensino fundamental e do
ensino médio (a partir de 11/12 anos). A importância do público escolar na visitação
ao Invivo é comprovada ainda pelo alto í
ndice de acesso às matérias mais
vinculadas ao currículo.
Respondido espontaneamente por 209
visitantes, o questionário
online
permitiu
obter dados demográficos, sobre motivações
e uma avaliação do site. O visitante
virtual é principalmente do sexo feminino
(77.9%), majoritariamente adulto e com
formação universitária. A preferência como
atividade cultural pela leitura de livros
(79.90%), seguida pela In
ternet (77.03%), são dados
que apontam para um grupo
culturalmente privilegiado
e com hábitos diferentes
do perfil brasileiro.
O site foi aprovado por 91% dos usuários.
A linguagem e o co
nteúdo educacional
foram pontos que receberam avaliação positi
va. Os participantes solicitaram mais
material de apoio ao professor, experiênc
ias, jogos e artigos
sobre prevenção à
saúde, ciência e tecnologia de ponta,
meio ambiente, fenômenos da natureza e
controvérsias e riscos da ciência. Os usuários sugeriram, também, maior
interatividade, com o incentivo ao diálogo e à promoção de debates, e mais
recursos, como imagens e fotos exu
berantes, infográficos e vídeos. / Given the involvement of science in our daily life, science communication plays a
crucial role in the conquest of citizenship, being also an important tool in the process
of free-choice learning. Museums and scien
ce centers have been a traditional media
for public understanding of science. In order to
strengthen its activities in this area,
these institutions are increasingly turni
ng to the new Information and Communication
Technologies. They have been also evaluati
ng the impact of thei
r virtual presence
To draw a profile of
the public of the Invivo - Museum
of the Life’s virtual museum -
an exploratory research was
developed, using three met
hods of investigation: log
analysis, page-tagging and on-line survey. A historical survey of the visitation
recorded an increase of 340% in the number of unique visitors and 295% in the
number of page views, bet
ween 2005 and 2008. These
data demonstrate the
expressive growth of the site, when compared
with the official statistics, which shows
that, between 2005 and 2007, ther
e were an increase of 28% of Brazilians who had
accessed the Internet at least once and
41% of those who were frequent Internet
users.
The analysis demonstrates that visitation gr
ows at the beginning of classes and falls
during the school holidays. It also show
s busy working days and quiet weekends.
Both patterns were found in other studies on
museums. Peak visitation occurs in the
afternoon hours, which suggests a concentrat
ion of students from junior high (from
11/12 years)and high schools.
The importance of students
and people involved in
educational process in the visitation of Invivo
is also proven by the high rate of page
views of content more related
to national curriculum standards.
Answered spontaneously by 209 visitors, the online survey collected data on
demographics, motivations. It also provided
an evaluation of the site. The virtual
visitors are mainly women (77.9%), most
ly adult and college educat
ed. Their favorite
cultural activities were reading (79,9%) and Internet navigation (7
7%). This points to
a culturally privileged group
with different habits and
profile of the Brazilian
population.
The site was approved by 91% of the
respondents. The language and educational
content were items that rece
ived positive evaluation. Pa
rticipants are interested in
more educational material, experiences
, games, health prevention, cutting-edge
S&T, environment, natural phenomena and contro
versies and risks of science. Users
suggested, also, greater interactivity,
with the encouragement
of dialogue and the
promotion of debate, and more resources,
such as bigger images, graphics and
video
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E-MuLearn: Design de cenários de aprendizagem para museus virtuais baseado em personas / E-MuLearn: design for learning scenarios for virtual museum based on personasWelter, Eline Faliane de Araújo 30 June 2016 (has links)
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Previous issue date: 2016-06-30 / Não recebi financiamento / The use of technology to improve the process of teaching and learning is a well-known practice, young people have shown increasing interest in the use of computers and mobile devices as support classes. To encourage this practice, several pedagogical activities can be performed via Internet. However, to contribute to the teaching of History and spread of Culture and Art, museums have sought space in virtual environments. From this premise, it was observed that virtual museums can be seen as an important tool in the teaching and learning process. The aim of this work is to propose a cycle to help create learning scenarios from elements of a museum, based on personas technique to support the teaching of History or a related field. In the first part of the study, Action Research methodology was adopted to carry out the investigation process by the teachers, museums expert and students; to verify the viability of the use of learning scenarios. The AR1 was conducted with 14 teachers and 1 museum expert to verify the feasibility of creating a learning scenario from museum elements. Already AR2 was conducted with 174 elementary school students, to verify the acceptance of learning scenarios. One of the results identified by the AR1 were the artifacts required to compose learning scenarios. However, there was a need for a device to aid in building the persona. For this, there was an adjustment in the empathy map technique called MapLearn as teacher support during the persona construction process. It has also been identified the need to create a cycle to support teachers and museum experts for the creation of learning scenarios. The validation of the proposal included the evaluation of MapLearn; cycle e-MuLearn; and learning scenarios, through 2 case studies and a controlled experiment. The analyses showed that the cycle e-MuLearn and their artifacts can contribute to creation of learning scenarios to support teaching of History. / O uso de tecnologias para melhorar o processo de ensino-aprendizagem é uma prática bastante conhecida, os jovens têm apresentado cada vez mais interesses no uso do computador e dispositivos móveis como apoio `as aulas. Para incentivar esta prática, diversas atividades pedagógicas podem ser realizadas através da Internet. Para contribuir com o ensino de História e disseminação da Cultura e Arte, os museus têm buscado espaço nos meios virtuais. Partindo dessa premissa, observou-se que os museus virtuais podem ser vistos como uma importante ferramenta no processo de ensino-aprendizagem. O objetivo desta dissertação é propor um ciclo para auxiliar a criação de cenários de aprendizagem a partir de elementos de um museu, baseado na ttécnica de personas, como apoio ao ensino de História ou áreas correlatas. Na primeira parte do estudo, a metodologia de pesquisa-ação foi adotada para realizar o processo de investigação junto a professores, museólogos e alunos; para verificar a viabilidade da utilização dos cenários de aprendizagem, foram realizados dois ciclos de pesquisa-ação chamados de AR1 e AR2. O AR1 foi realizado com 14 professores e 1 museólogo, para verificar a viabilidade de criação do cenário de aprendizagem a partir de elementos de um museu. Já o AR2 foi realizado com 174 alunos do ensino fundamental, para verificar a aceitação dos cenários de aprendizagem. Um dos resultados identificado através do AR1, foram os artefatos necessários para compor os cenários de aprendizagem. No entanto, observou-se a necessidade de um artefato para auxiliar na construção da persona. Para isso, realizou-se uma adaptação na técnica de mapa de empatia, denominada MapLearn, como apoio ao professor durante o processo de construção da persona. Também se identificou a necessidade da criação de um ciclo para apoiar professores e museólogos durante a criação dos cenários de aprendizagem. A validação da proposta incluiu a avaliação do MapLearn; o ciclo e-MuLearn; e os cenários de aprendizagem, através de 2 estudos de caso e um experimento controlado. As análises apontaram que o ciclo e-MuLearn e seus artefatos podem contribuir com a criação de cenários de aprendizagem, como apoio ao ensino de História.
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Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst / Contemporary art museums and online exhibitions in the age of digital art production : an information architecture perspective on how art museums can exhibit digital and digitized artBrinkborg, Iris January 2021 (has links)
Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.
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