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Att träna elever i historical thinking genom museibesökAgronius, Rebecca, Börjesson Sundquist, Dennis January 2020 (has links)
The primary purpose of this research overview is to look into previous research on how teachers use physical or virtual visits to museums in order to stimulate learners’ historical thinking skills. In this paper we use Peter Seixas and Tom Morton’s (2013) definition of the framework historical thinking. The paper is based on the research question: What does previous research say about how history teachers can stimulate learners in historical thinking in a physical or virtual museum environment? In order to find the research for this overview several databases were used, such as ERC, ERIC, Swepub and the search engine Libsearch. To meet the requirements there were several inclusion and exclusion criteria applied in the search for relevant articles. The researchers agree that there is potential to stimulate learner’s historical thinking skills during physical or virtual museum visits, and they also call for the need of preparation and cooperation between schools and museums. The results of this paper may be used by teachers to assess whether a trip to a museum or exploring a virtual reality museum is worth all the relevant preparations.
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Draw, Find, Answer and Decrypt : A Participatory Design approach to gift-giving experiences for couples visiting museumsChen, Qilun January 2019 (has links)
Att besöka museum är ett populärt nöje, och ett sätt att erhålla ny kunskap. Tidigare studier har visat på positiva resultat av att öka meningsfullheten av besöken genom användning av teknologi. Denna forskning introducerade en design som framtagits genom deltagande design. Forskningen visar på möjligheten att förstärka upplevelsen av museibesöket genom digitalt gåvo-givande beteende. Deltagarna besöker ett museum som ett par, där den ena parten agerar gåvogivare och den andra mottagare. Under besöket ritar deltagarna sketcher, hittar objekt, svarar på frågor angående utställningsföremålen och samlar därigenom ledtrådar för att avkryptera gåvan. Denna forskning förklarar hur gåvo-givande beteende bidrar till den sociala upplevelsen mellan romantiska par och hur denna bidrar till upplevelsen av museibesöket. Resultatet erbjuder möjligheter för vidare forskning om hur nära förhållanden påverkar meningsfulla upplevelser. / Museums are popular among people to relax and obtain knowledge. Prior studies showed great efforts on increasing meaningfulness of the museum tour with the support of technology. This research introduces a design created through participatory design practice. The interaction presents its potential of enhancing the museum visiting experience for visitors in intimate relationships through digital gift- giving behavior. Participants visit the museum as couples, with one party acting as the gift giver and the other as the gift receiver. During the visit, participants draw sketches, find objects, answer questions related to the objects and collect the clues to decrypt the given gift. This research explains how gift- giving behavior enhances the social experience between the intimate couple and how social interaction between intimate couple enhances the museum visiting experience. This research suggests the opportunity for research on the effect of the close relationship on meaningful experiences.
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Modèle et expériences pour la visite des musées en réalité augmentée sonore / Model and experience for audio augmented museums visitAzough, Fatima-Zahra 16 May 2014 (has links)
Cette thèse consiste à explorer l’usage de la réalité augmenté sonore pour la visite de musées. Notre objectif est de proposer un audioguide permettant d’immerger le visiteur dans une scène sonore constituée de sons ambiants et de commentaires associés aux objets exposés, et de minimiser ses efforts pour découvrir ces objets et interagir avec cet environnement sonore. La première contribution de cette thèse concerne la mise en place d’une preuve de concept de SARIM (Sound Augmented Reality Interface for visiting Museum). Cette preuvede concept a été développée en utilisant des capteurs de position et d’orientation filaire et non filaire. La deuxième contribution concerne la modélisation de la visite augmentée par la dimension sonore. Après une étude des modèles existants, l’objectif est de concevoir un modèle comprenant une représentation du visiteur,du paysage sonore et de la navigation et offrant une grande flexibilité pour créer l’environnement sonore. Ce modèle a comme finalité de faciliter la conception de différents types de scénarios de visite sur la base de la notion de zone d’audibilité. La troisième contribution de cette thèse est le travail d’évaluation mené dans un environnement réel qu’est le musée des arts et métiers de Paris, et qui a permis de confirmer l’utilisabilité, ainsi que l’apport didactique et ludique que procure la réalité augmentée sonore en général et le système SARIM en particulier pour prolonger et enrichir la visite de musées. / The goal of this thesis is to explore the use of sound to enhance the museum visit. We aim to provide anaudioguide to immerse the visitor in a soundstage consisting of ambient sounds and comments associated withthe exhibits, and minimize its efforts to discover these objects and interact with the sound environment. Thefirst contribution of this thesis is the implementation of a proof of concept of SARIM (Sound AugmentedReality Interface for visiting Museum). This proof of concept was developed using position sensors andguidance wired and wirelessly. The second contribution concerns the modeling of the augmented visit by thesound dimension. After a review of existing models, the objective is to design a model that includes arepresentation of the visitor, the soundscape and navigation, offering the flexibility to create the soundenvironment. This model has the purpose of facilitating the design of different types of scenarios based on theconcept of audibility area. The Third contribution of this thesis is the evaluation conducted in a realenvironment what the Museum of Arts and Crafts in Paris, which confirmed the usability, as well as providingeducational and ludic impact of the audio augmented reality in general and the SARIM in particular to extendand enrich the museum visits.
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Unleashing the Potential: Investigating the Effects of an Extended Museum Visit Concept on Visitor Experience and Behavior : A Case Study on Using AR Technology to Extend the Museum Visit / Det Förlängda Museibesöket: En Undersökning av ett Koncepts Effekter på Besökarnas Upplevelse och Beteende : En Fallstudie om Användningen av AR-teknologi för Att Förlänga MuseibesöketShutrick, Agnes January 2023 (has links)
Museums contribute to the cultural landscape of a country. To attract visitors, museums should embrace new technology and constantly expand their offerings. This projects desired outcome was to develop a post-visit experience that would enhance visitor satisfaction, increase the likelihood of revisits, and encourage visitors to share their experiences with others. The design concept heavily relied on the principles of Experience Economy theory. In the proposed study, visitors at Tekniska museet in Stockholm got to, for 48 hours, farm a cell at home using an Augmented Reality (AR)-based smartphone application. The proposed application’s effectiveness was compared to that of visitors who did not utilize the application during the same 48-hour period. However, based on the study’s findings, there was no statistically significant improvement in overall satisfaction, short-term or long-term revisit intentions, or word-of-mouth intentions among the participants who engaged with the AR experience. Several factors could have contributed to this outcome, such as suboptimal user experience within the application, technical difficulties, and the limited duration of the testing period. Nevertheless, the results did indicate a positive attitude toward the general concept of "bringing the museum home." This suggests that museums should further explore the potential of such approaches, despite the specific implementation in this study not yielding the desired outcomes. / Museer bidrar till ett lands kulturella landskap. För att locka besökare bör museer omfamna ny teknik och ständigt expandera sitt utbud. Projektets mål var att utveckla en upplevelse som skulle förbättra besökarnas tillfredsställelse med besöket, öka sannolikheten för å terbesök och uppmuntra besökarna att dela sina upplevelser med andra. Designkonceptet byggde starkt på principerna i Upplevelseekonomi-teori. I studien fick besökare på Tekniska museet i Stockholm möjlighet att, efter sitt besök, under 48 timmar odla en cell hemma med hjälp av en AR-baserad smartphoneapplikation. Den föreslagna applikationens effektivitet jämfördes med besökare som inte använde applikationen under samma 48-timmarsperiod. Studiens resultat visade ingen statistiskt signifikant förbättring av total tillfredsställelse, kortsiktiga eller långsiktiga återbesöksavsikter eller avsikter att rekommendera upplevelsen till andra. Flera faktorer kan ha bidragit till detta resultat, såsom bristande användarupplevelser i applikationen, tekniska problem och den begränsade testperioden. Trots detta visade resultaten en positiv inställning till den generella idn om att "ta museet hem". Detta tyder på att museer bör fortsätta utforska potentialen med sådana tillvägagångssätt, trots att den specifika implementationen i denna studie inte gav ö nskade resultat.
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