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1

Karlsson, Matilda. „Bevarande av digitalt kulturarv - en del av museets ansvar?“ Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-43482.

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Begreppet "digitalt kulturarv" har två betydelser: dels digitaliserat fysiskt kulturarv, till exempel digitala kopior av föremål, dels det kulturarv som består av företeelser som skapats digitalt och därmed inte har någon fysisk motsvarighet. Det är det senare området, föremål som i sin ursprungsform är digitala, som denna uppsats fokuserar på. Syftet med uppsatsen är att undersöka om digitala kulturföremål kan räknas som en del av museernas uppdrag, samt hur museer i så fall kan samla in, bevara och visa dessa föremål. Digitalt material bygger inte på att föremålen har en fysisk form, och de ställs därför ofta i motsats till de materiella föremål som museer samlar in och bevarar. Däremot utesluter ingen av de museidefinitioner som undersöks i uppsatsen att museer även hanterar immateriellt kulturarv. Om museet dessutom inte fokuserar på föremålen i sig utan på föremålens betydelser och sammanhang, vilket många menar, så spelar det mindre roll om det som förmedlar betydelsen eller sammanhanget har fysisk form eller ej. Bland andra Unesco har också poängterat att det är viktigt att digitalt kulturarv bevaras. Samtidigt som det digitala kulturarvet växer i omfattning riskerar nämligen de digitala föremålen i sig att försvinna, antingen för att de inte bevaras alls eller för att de inte bevaras på ett lämpligt sätt. Ett av problemen är att de medier som materialet idag lagras på är instabila i sig och bevarande kräver därför att föremålen flyttas till andra lagringsmedier efterhand. En annan risk är att digitala föremål i framtiden inte kommer att kunna avläsas eftersom de maskiner eller den programvara som hanterade dem inte längre finns kvar eller går att använda. Det finns alltså ett antal faktorer som de institutioner som samlar in digitalt material bör vara medvetna om, även om de rutiner som museerna redan har för dokumentation och insamling i många fall även kan appliceras på digitala föremål. Utställning av digitalt kulturarv är en fråga i sig eftersom digitala föremål och helt digitala utställningar kräver ett annat tillvägagångssätt än när museet ställer ut fysiska föremål.
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Nolin, Jenny. „Soffvisningar på Moderna Museet : Nya sätt att förmedla och betrakta konst i ett digitalt, interaktivt format via sociala medier“. Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446494.

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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.
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Ziolkowski, Pawel. „Användare av digitala kulturarvssamlingars informationssökningsbeteende på ett exempel på Biblioteks- och Informationsvetenskap studenter och DigitaltMuseum“. Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105459.

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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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Phan, Jenny. „Museets moderna postmoderna digitalisering : Hur digitaliseringen av museers kulturarv uppfattas och varför“. Thesis, Uppsala universitet, Institutionen för ABM, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353614.

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This study is a critical analysis of the various opinions of why museums should digitize their heritage collections. The aim of the study is to break these opinions down and critically analyse them in order to increase our understanding of why digitization is a desirable activity in museums. The purpose is to contribute to sustainable digitization works in the future. The opinions analysed in this study have been identified from three main sources: previous research; official policies and guidelines; and through interviews with the staff at Nationalmuseum in Stockholm, Sweden.  An argument analysis was conducted to identify the main positive and negative opinions of digitization. A theoretical perspective based on the societal development from modernity to postmodernity was incorporated into the analysis to uncover why these particular opinions exist. The study shows that while several issues with digitizing the cultural heritage of museums were acknowledged, the attitude towards digitization was predominantly positive. The negative opinions and fears of digitization, such as the potential loss of the physical experience turned out to be either unwarranted or solvable. The positive effects of digitization, such as increased accessibility, outweighed the negative issues. The opinions found in the previous research and the official policies reflected those of the staff who had been working with digitization in recent years at Nationalmuseum. Analysing the opinions showed that digitization is essentially a postmodern activity that caters to the needs and aims of the postmodern society. The reason why museums, that are traditionally modern would resort to a postmodern activity such as digitization is because digitization does not in fact undermine the authority of the museum, but rather helps this institution to fulfil its role and stay relevant in a postmodern society. This study is a two-year master’s thesis in Museum and Cultural Heritage Studies.
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Tällgård, Nelly. „Museums användning av digitala verktyg : En komparativ undersökning av tre museum“. Thesis, Stockholms universitet, Institutionen för kultur och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-169425.

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Genom en deltagande observation undersöks hur tre museum använder digitala verktyg i sitt publika arbete i museet genom appar och på deras hemsida. En kombination av Duncan F. Camerons och Shannon och Weavers modeller för kommunikation används för att undersöka de olika stegen i processen. Kommunikationen undersöks med fokus på hur museet vill nå fram till besökaren.
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Vasconcelos, Karla Colares. „As prÃticas educativas digitais nos museus virtuais“. Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=11499.

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CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior
A pesquisa investigou os museus virtuais como uma ferramenta didÃtica nas prÃticas educativas digitais, e a sua contribuiÃÃo para a construÃÃo da memÃria e como fontes digitais para a aquisiÃÃo de conhecimentos. Para desenvolver esse objetivo utilizamos a pesquisa qualitativa e como estratÃgia de investigaÃÃo o estudo de caso porque possibilita analisar um fenÃmeno individual ao proporcionar uma visÃo de outros fenÃmenos semelhantes (YIN, 2005). Como a pesquisa aconteceu em ambientes virtuais, a etnografia virtual foi a base para a investigaÃÃo nos ambientes da Internet. Foram desenvolvidos os conceitos de Cibercultara; MemÃria Digital; PrÃticas Educativas Digitais e Museologia. De posse dessa clareza, fizemos o levantamento dos museus virtuais cadastrados no Instituto Brasileiro de Museus - IBRAM e sequencialmente, classificamos os museus virtuais brasileiros e analisamos de acordo com a possibilidade didÃtica de cada um deles. A coleta dos dados foi realizada por meio de diÃrio de bordo digital, o qual respondeu a seguinte questÃo: Como o fenÃmeno dos museus virtuais à considerado um aporte da memÃria digital social e podem ser uma ferramenta didÃtica nas prÃticas educativas digitais? Os recursos utilizados nesta pesquisa foram: a exploraÃÃo bibliogrÃfica, documento digital (imagem, vÃdeos, textos, links) e o diÃrio de bordo digital. Os resultados encontrados nos possibilitou uma reflexÃo e aprendizagem significativa para conhecermos e compreendermos o fenÃmeno educativo no Ãmbito das tecnologias digitais de comunicaÃÃo e informaÃÃo que estÃo alocados no ciberespaÃo. Dessa forma, podemos entender como essas tecnologias nos auxiliam na perspectiva da propagaÃÃo da memÃria, seja ela coletiva ou social, e a migraÃÃo das informaÃÃes â lembranÃas- para as nuvens. A relevÃncia do estudo da memÃria foi apresentada no decorrer da pesquisa, que foi encontrado um museu que guarda a memÃria social atravÃs de falas de pessoas comuns que podem registrar a sua histÃria no museu. Assim percebemos que de uma forma direta as PrÃticas Educativas Digitais se fazem presentes neste ambiente museual. Os museus virtuais ainda estÃo criando a sua identidade dentro do contexto pelo o qual ele à definido. à por meio de tentarmos compreender o papel do museu virtual para a educaÃÃo que concentramos esforÃos para a realizaÃÃo dessa pesquisa cientÃfica que ajude aos pesquisadores o conhecimento cientÃfico a todos que necessitam.
The research investigated the virtual museum as a teaching tool in digital educational practices and their contribution to the construction of memory and how digital sources for acquiring knowledge. To develop this goal we use the qualitative research strategy and how the case study research because it allows analyzing an individual phenomenon by providing an overview of similar phenomena (Yin, 2005). As the research took place in virtual environments, virtual ethnography was the basis for investigation in Internet environments. The concepts of Cibercultara were developed; Digital memory; Digital and Museology Educational Practices. Armed with this clarity, we did a survey of registered virtual museums in Brazilian Institute of Museums - IBRAM and sequentially classify Brazilians virtual museums and analyzed according to the didactic potential of each. Data collection was performed by daily digital board, which answered the question: How does the phenomenon of virtual museums is considered a social contribution of digital memory and can be a teaching tool in digital educational practices? The resources used in this research were: a bibliographic exploration, digital document (image, video, text, links) and the daily digital board. The results allowed us to reflect and meaningful learning to know and understand the phenomenon of education within the digital communication and information technologies that are allocated in cyberspace. Thus, we can understand how these technologies help us in view of the spread of memory, be it collective or social and migration of information - memories - to the clouds. The relevance of the study of memory was presented during the research, it was found that a museum guard social memory through the speech of ordinary people who can record their history in the museum. Thus we realize that in a direct way the Digital Educational Practices are present in this museual environment. Virtual museums are still creating their identity within the context by which it is defined. It is by trying to understand the role of the virtual museum for the education focus efforts toward this scientific research that helps researchers to scientific knowledge to all who need.
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VASCONCELOS, Karla Colares. „As práticas educativas digitais nos museus virtuais“. www.teses.ufc.br, 2014. http://www.repositorio.ufc.br/handle/riufc/7957.

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VASCONCELOS, Karla Colares. As práticas educativas digitais nos museus virtuais. 2014. 130f. – Dissertação (Mestrado) – Universidade Federal do Ceará, Programa de Pós-graduação em Educação Brasileira, Fortaleza (CE), 2014.
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The research investigated the virtual museum as a teaching tool in digital educational practices and their contribution to the construction of memory and how digital sources for acquiring knowledge. To develop this goal we use the qualitative research strategy and how the case study research because it allows analyzing an individual phenomenon by providing an overview of similar phenomena (Yin, 2005). As the research took place in virtual environments, virtual ethnography was the basis for investigation in Internet environments. The concepts of Cibercultara were developed; Digital memory; Digital and Museology Educational Practices. Armed with this clarity, we did a survey of registered virtual museums in Brazilian Institute of Museums - IBRAM and sequentially classify Brazilians virtual museums and analyzed according to the didactic potential of each. Data collection was performed by daily digital board, which answered the question: How does the phenomenon of virtual museums is considered a social contribution of digital memory and can be a teaching tool in digital educational practices? The resources used in this research were: a bibliographic exploration, digital document (image, video, text, links) and the daily digital board. The results allowed us to reflect and meaningful learning to know and understand the phenomenon of education within the digital communication and information technologies that are allocated in cyberspace. Thus, we can understand how these technologies help us in view of the spread of memory, be it collective or social and migration of information - memories - to the clouds. The relevance of the study of memory was presented during the research, it was found that a museum guard social memory through the speech of ordinary people who can record their history in the museum. Thus we realize that in a direct way the Digital Educational Practices are present in this museual environment. Virtual museums are still creating their identity within the context by which it is defined. It is by trying to understand the role of the virtual museum for the education focus efforts toward this scientific research that helps researchers to scientific knowledge to all who need.
A pesquisa investigou os museus virtuais como uma ferramenta didática nas práticas educativas digitais, e a sua contribuição para a construção da memória e como fontes digitais para a aquisição de conhecimentos. Para desenvolver esse objetivo utilizamos a pesquisa qualitativa e como estratégia de investigação o estudo de caso porque possibilita analisar um fenômeno individual ao proporcionar uma visão de outros fenômenos semelhantes (YIN, 2005). Como a pesquisa aconteceu em ambientes virtuais, a etnografia virtual foi a base para a investigação nos ambientes da Internet. Foram desenvolvidos os conceitos de Cibercultara; Memória Digital; Práticas Educativas Digitais e Museologia. De posse dessa clareza, fizemos o levantamento dos museus virtuais cadastrados no Instituto Brasileiro de Museus - IBRAM e sequencialmente, classificamos os museus virtuais brasileiros e analisamos de acordo com a possibilidade didática de cada um deles. A coleta dos dados foi realizada por meio de diário de bordo digital, o qual respondeu a seguinte questão: Como o fenômeno dos museus virtuais é considerado um aporte da memória digital social e podem ser uma ferramenta didática nas práticas educativas digitais? Os recursos utilizados nesta pesquisa foram: a exploração bibliográfica, documento digital (imagem, vídeos, textos, links) e o diário de bordo digital. Os resultados encontrados nos possibilitou uma reflexão e aprendizagem significativa para conhecermos e compreendermos o fenômeno educativo no âmbito das tecnologias digitais de comunicação e informação que estão alocados no ciberespaço. Dessa forma, podemos entender como essas tecnologias nos auxiliam na perspectiva da propagação da memória, seja ela coletiva ou social, e a migração das informações – lembranças- para as nuvens. A relevância do estudo da memória foi apresentada no decorrer da pesquisa, que foi encontrado um museu que guarda a memória social através de falas de pessoas comuns que podem registrar a sua história no museu. Assim percebemos que de uma forma direta as Práticas Educativas Digitais se fazem presentes neste ambiente museual. Os museus virtuais ainda estão criando a sua identidade dentro do contexto pelo o qual ele é definido. É por meio de tentarmos compreender o papel do museu virtual para a educação que concentramos esforços para a realização dessa pesquisa científica que ajude aos pesquisadores o conhecimento científico a todos que necessitam.
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Schweibenz, Werner. „Vom traditionellen zum virtuellen Museum : die Erweiterung des Museums in den digitalen Raum des Internets /“. Frankfurt am Main : DGI, 2008. http://bvbm1.bib-bvb.de/webclient/DeliveryManager?pid=497402&custom_att_2=simple_viewer.

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Ururahy, Heloisa Pinto. „Museus na internet do século XXI: a caminho do museu ubíquo“. Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/93/93131/tde-25042014-112545/.

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A pesquisa observa as novas relações de produção e difusão da arte que surgiram com a utilização da internet e das novas tecnologias, pelas instituições culturais, para a expansão de suas atividades. A investigação propõe que essa nova forma de comunicação pode unir o alcance das plataformas virtuais, a credibilidade de grandes centros artísticos e a força dos processos colaborativos de criação em rede para ampliar a propagação da arte e da cultura. O estudo pretende mostrar como museus, galerias e instituições culturais em geral, têm desenvolvido trabalhos na world wide web, desde o começo dos anos 90, de forma a ampliar o acesso do público, não apenas a seus acervos e exposições, mas também à possibilidade de criação conjunta do conhecimento museológico e de nossa herança cultural. Através da observação dos conteúdos disponibilizados na rede por museus variados, nacionais e internacionais, relacionados a artigos sobre questões contemporâneas da museologia, são analisados como os objetivos das instituições artísticas quanto ao uso do ciberespaço têm evoluído. Há um crescente esforço em suprir as necessidades culturais dos novos espectadores da era conectada da internet. Hoje, modelos de exposições virtuais permitem que formatos de arte efêmera, como performances ou intervenções, possam efetivamente fazer parte dos espaços museológicos. Foi criada uma nova ligação com o visitante do museu, que pode estar em qualquer lugar do mundo e, utilizando redes sociais e mídias móveis, passa a ser criador e difusor de conteúdo, além de receptor. Por fim, há a reflexão sobre como, enquanto se adéquam às novas relações do homem com a arte e a cultura através do mundo virtual, as instituições devem se preocupar com a responsabilidade social e a democratização do acesso aos bens culturais por aqueles que ainda não tem contato frequente com as novas tecnologias.
The research points the new relations of production and dissemination of art that emerge with the use of the Internet and new technologies, by cultural institutions to expand their activities. The research suggests that this new form of communication can put together the reach of virtual platforms, the credibility of major artistic centers and the strength of networks for collaborative creation processes, to enlarge the propagation of art and culture. The study aims to show how museums, galleries and cultural institutions in general, have developed activities on the world wide web since the early \'90s, in order to increase public access, not only to their collections and exhibitions, but also to the possibility of joint creation of the museological knowledge and cultural heritage. How the goals of art institutions in the use of cyberspace have evolved are analyzed through observation of the content provided on the net by various museums, national and international, related with articles about issues on contemporary museology. There is a growing effort to meet the cultural needs of the new spectators of internet connected age. Nowadays, virtual exhibitions models allow ephemeral art formats, such as performances or interventions, to effectively be part of the museum spaces. A new connection was created with the museum visitor, who can be anywhere in the world and, using social networks and mobile media, becomes a creator and disseminator of content, as well as a receiver. Finally, there is the observation on how, while adapting with the man\'s new relationship with art and culture through the virtual world, institutions should concern also about social responsibility and democratic access to culture for those who do not have frequent contact with new technologies.
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Lima, Zamana Brisa Souza. „Museu do Alto Sertão da Bahia: diálogos entre museu de território e culturas digitais“. Faculdade de Filosofia e Ciências Humanas, 2016. http://repositorio.ufba.br/ri/handle/ri/22646.

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FAPESB
Esta dissertação se associa à iniciativa de criação do Museu do Alto Sertão da Bahia (MASB), no território que dá nome a essa instituição, com sede em Caetité - Bahia - Brasil, e analisa as relações entre museus, Museologia e a cultura digital. Nesse sentido, expõe reflexões sobre a importância de aproximar o MASB, como projeto pioneiro voltado para um território específico, das novas tecnologias da informação e comunicação (TICs), principalmente em relação à Internet. Dessa forma, fundamenta-se em estudos que facilitem a compreensão do espaço em que essa instituição está inserida, o Alto Sertão, e mais especificamente a cidade de Caetité, que é o recorte espacial geográfico desta pesquisa. Além disso, a pesquisa aborda a ideia de virtual, traçando conexões com a Museologia, e dialoga com a Internet como meio que qualifica ou legitima os chamados "museus virtuais". Assim, ancorada no vocabulário filosófico, a pesquisa defende que o virtual é um processo abrangente a todo e qualquer museu, independentemente de sua tipologia. Além disso, a dissertação aborda a questão da desterritorialização de um museu de território em processos de virtualização que, na verdade, independem da Internet, podendo esta, entretanto, ser um agente impulsionador de mudanças e potencializador de acesso. Acredita-se que os processos de virtualização possam fazer do MASB um museu virtual e que as TICs atuem como mediadores no processo de comunicar o patrimônio de maneira integrada e multidisciplinar, trazendo para essa instituição uma perspectiva de dinamização e expansão.
This dissertation associates the initiative of creation of the Museum of the High Interior of Bahia (MASB), in the territory that gives name to that institution, with thirst in Caetité - Bahia - Brazil, and it analyzes the relationships among museums, Museology and the digital culture. Then, it exposes reflections on the importance of approaching MASB, while I project pioneer gone back to a specific territory, of the new technologies of the information and communication (TICs), mainly in relation to the Internet. This way, it is based in studies that facilitate the understanding of the space in that institution is inserted, the High Interior of Bahia, and more specifically the city of Caetité, the geographical space cutting of this research. This way, the research approaches the idea of virtual tracing connections with Museology and dialogues with the Internet while half that qualifies or it legitimates them called "virtual museums". Like this, anchored in the philosophical vocabulary, the research defends that the virtual is an including process to whole and any museum, independent of its typology. Besides, the dissertation approaches the subject of the deterritorialization of a territory museum in virtualization processes that, actually, independent of the Internet, being able to not this, however, to be an agents booster of changes and access potentiator. It is believed that the virtualization processes can do a virtual museum of MASB and that TICs acts as mediators in the process of communicating the patrimony in an integrated way and multidisciplinary, bringing for this institution a dynamics perspective and expansion.
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Mafra, Priscila Zanganatto. „Museu da língua portuguesa: fruição e aprendizagem na relação interativa“. Universidade Presbiteriana Mackenzie, 2012. http://tede.mackenzie.br/jspui/handle/tede/1842.

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This research was developed from an inquietude to investigate the interrelationships of Education, Arts, Culture and Technology in the spaces that go beyond the universe of the classroom. Transformations are investigated in the museum institution, covering the interactive museums, including the Football Museum and the Catavento Museum, preceding the focus of this study which lies on the research in the Portuguese Language Museum. Would it be a cultural mediator through its digital environments and interactive relationship with the public? What is the reaction of visitors when facing the Portuguese Language Museum and its digital environments? To answer those questions, under ethnographic inspiration, the research was conducted involving field observations of environments and visitors, involving interviews with museum professionals, and a participation in different educational activities promoted by the Portuguese Language Museum, besides documental research and research in the cyberspace, through the museum s website and social networks. The registers were made from the language of "words" and "images , analyzed, classified and interpreted from, based on the theoretical study. The wondering and use of the Portuguese language, the interactivity and cultural mediation in digital environments, show that the learning and enjoyment depend on the interest and participation of each visitor of the Museum of the Portuguese Language, which, in its environment and actions invite and provoke their audience to interact.
Essa pesquisa foi desenvolvida partindo da minha inquietação em investigar as inter-relações entre Educação, Arte, Cultura e Tecnologia nos espaços que vão além do universo da sala de aula. Investigo as transformações na instituição museu até os Museus Interativos e descrevo, brevemente, o Museu do Futebol e o Museu Catavento. Porém, o foco desse estudo deu-se na investigação no Museu da Língua Portuguesa. Será ele um mediador cultural através de seus ambientes digitais e da relação interativa com o público? Qual a reação dos visitantes ao se depararem com o Museu da Língua Portuguesa e seus ambientes digitais? E o que as reações frente ao MLP geram nos visitantes? Para responder tais questões, partindo do método etnográfico, realizei pesquisa de campo para observações dos ambientes e dos visitantes, entrevistas com profissionais do Museu, e participei de diferentes ações educativas promovidas pelo MLP. Também acompanhei o MLP no ciberespaço, pelo seu website e nas redes sociais. Os registros foram feitos a partir da linguagem de palavras e de imagens , analisados, classificados e interpretados a partir dos referenciais teóricos estudados sobre o uso e reflexão da língua portuguesa, a interatividade e a mediação cultural nos ambientes digitais.
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Bennett, Hunter Alane. „Help, Museum Needed| Building a Digital Museum for Lincoln County, Arkansas“. Thesis, University of Arkansas at Little Rock, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10812452.

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Lincoln County, Arkansas, is a small county in the southeastern sector of Arkansas that lacks a museum dedicated to its history. With Lincoln County lacking the funds to purchase/build a physical space that is on-par with current museum standards, a museum building is an impossibility at this point. Yet, the older generations that are full of knowledge about the history of the county are fading away. To preserve past and future history, a new spin on a museum had to be accomplished. The spin was creating a digital museum. This study goes in-depth on the creation of a digital database and museum for Lincoln County using Omeka.net and WordPress.com according to Dublin Core and museum standards. The websites showcase a broad and general history of Lincoln County that will hopefully become a foundation for the creation of a physical museum.

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Murphy, Oonagh. „Increasing the digital literacy of museum professionals: digital innovation and the museum sector in Northern Ireland“. Thesis, Ulster University, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.629645.

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As digital technologies increasingly shape the way we work, play and learn, museums are faced with the challenge of strategically responding to the demands of digital culture. This thesis argues that small, digitally conservative qll.lseums risk being left behind if they do not tackle this challenge. While there is a large body of literature on museums and digital technologies, little has been written on developing the foundations that support digital practice in museums. As such the focus of this thesis is on those museums taking their first digital steps, opening a Twitter account, or thinking about creating a new job role, with a mainly digital remit. Furthermore this thesis questions the role of museum studies as an academic discipline in supporting the development and implementation of digital technologies and emerging practices within small museums. Taking the museum sector in Northern Ireland as a context specific scope this investigation proposes a model of museum studies as critical praxis, and firstly defines barriers to digital practice within the museum sector in Northern Ireland and secondly designs practice based responses to disrupt these barriers, namely: skills, confidence and a risk adverse culture. Through critical praxis this investigation proposes context specific models for digital skills development, research and development, and digital literacy training for emerging museum professionals. Taking a methodologically inventive approach, practice based research (the development and implementation of events, training and site specific research and development prototypes), audits of policy and practice, and email interviews are used to form a "mixed methods approach within this research. This thesis demonstrates that skills and confidence are more important than funding and access to technology when it comes to developing a more progressive approach to digital practice in small, digitally conservative museums.
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Estling, Elsa. „Ett digitalt besök : En undersökning av digitala tillgängligheter i utställningar på Fotografiska museet“. Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-180132.

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15

Wohlfromm, Anja. „Museum als Medium - neue Medien in Museen Überlegungen zu Strategien kultureller Repräsentation und ihre Beeinflussung durch digitale Medien“. Köln von Halem, 1999. http://www.halem-verlag.de/shop/product_info.php/products_id/96.

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Agostino, Cristiano. „Contemporary digital museum in theory and practice“. Thesis, University of Edinburgh, 2014. http://hdl.handle.net/1842/9483.

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This dissertation investigates the interplay between a selected set of museum practices, such as online strategies, digitisation of artwork reproductions, and crowdsourcing, through a theoretically grounded perspective. Existing discourse and debate on the museum's movement from an exclusively physical, to a digital or hybrid presence display an excessive interest in advocacy, usually focusing on small examples of successful practices which are then argued as somehow empowering or resolutive, usually from a 'social justice' point of view. Conversely, in those same discourses little attention is paid to the macro-context within which these cases take place: current debates lack an articulation of how museum practices reflect ongoing trends and paradigms on a culture-wide level, and also eschew non-advocative, neutral discussion of the politics, discourses and power relations that such practice entail. I suggest that the contemporary constructivist, digital museum can be better contextualised if we frame emergent digital museum praxis within a framework that resorts to well-established, and well-described theoretical paradigms that can be observed in other cultural and social contexts as well. The advantage of such an approach is that museum practice, and the museum as an institution, can then be seen in continuity with current macro-trends, rather than as isolates whose usefulness and sustainability begins and ends within the museum's precinct. This dissertation begins this proposed shift in point of view by addressing emergent museum practices such as the drafting of digital strategies; the creation of digital reproductions of artworks for online display; and crowdsourcing in the context of theoretical frameworks such as the utopian imagination; ontology of digital-beings; and contemporary labour practices. While not comprehensive, and exploratory in nature, this dissertation contributes to the discipline by providing a new, more in-depth point of view on 'hot' practices, encouraging a contextualisation of the museum that goes beyond the museum itself, into a theoretical and interdisciplinary field that takes advantage of ideas developed within digital humanities, labour critique, informatics and cultural studies.
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Petrucci, Mabel Ribeiro. „Ambientes virtuais: educação e cultura na construção do museu virtual josé américo de almeida“. Universidade Federal da Paraí­ba, 2010. http://tede.biblioteca.ufpb.br:8080/handle/tede/4925.

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This dissertation has as the subject-matter Virtual Environment: Education and Culture in the construction of the Virtual Museum José Américo de Almeida, and as objects of study, the Museum house José Américo de Almeida. We want to show the importance of the virtual environment as an element in a culture that takes into account the links between education and technology, focusing on the permanent institutional place in the service of society, characterized by decentralized knowledge, symbolic, participatory and personal motivation. With a view to monitor the new horizons of knowledge required by modern technological society, we had like main objectives, to analyze the principles of construction of the Virtual Museum José Américo de Almeida, seeking to understand the links between Education, Culture and Digital Technology, Information and Communication (TDIC), taking into account the approaches to identity, culture, media, multiculturalism, and thus the virtual environments. From these approaches in virtual environments, museums can be more "manipulated" by users interested in researching an icon of the Northeast culture, José Américo de Almeida, which may interact with the information available in the virtual environment. Therefore, this touches the construction of virtual museum of the importance of history, memory, cultural heritage,preservation of identity and the strengthening of culture. To conduct the research, we use references as a theoretical and methodological framework for qualitative research in the form of case study, based on the description of the construction of the Virtual Museum José Américo de Almeida - Expression of the Northeast culture. Therefore, it is also descriptive because it is a study in which the principal investigator is part of the construction that is the subject of study, we can say that it is a participatory research. In final considerations, we show that now, the virtual museum enables the interactivity of the Internet and its immediate mechanisms and simulating mediation between the public and museum object.
Esta dissertação tem como tema os Ambientes Virtuais: Educação e Cultura na construção do Museu Virtual José Américo de Almeida e, como objeto de estudo, o Museu Casa José Américo de Almeida. Pretendemos mostrar a importância do ambiente virtual como elemento para uma cultura que leva em conta a articulação entre educação e tecnologia, enfocando esse lugar institucional permanente a serviço da sociedade, caracterizado pelo conhecimento descentralizado, simbólico, participativo e de motivação pessoal. Na perspectiva de acompanhar os novos horizontes do saber imposto pela sociedade tecnológica contemporânea, tivemos como principal objetivo analisar os princípios de construção do Museu Virtual José Américo de Almeida, procurando compreender as articulações entre Educação, Cultura e Tecnologia Digital da Informação e Comunicação (TDIC), levando em conta as abordagens sobre a identidade, cultura, mídia, multiculturalismo e, consequentemente, os ambientes virtuais. A partir destas abordagens sobre os ambientes virtuais, os museus podem ser mais manipulados pelos usuários interessados em pesquisar sobre um ícone da cultura nordestina, José Américo de Almeida, os quais poderão interagir com as informações disponíveis no ambiente virtual. Portanto, tangencia a esta construção de museu virtual a importância da história, da memória, do patrimônio cultural, da preservação da identidade e do fortalecimento da cultura. Para execução da pesquisa, utilizamos referências bibliográficas como suporte teórico-metodológico para a pesquisa qualitativa, em forma de estudo de caso, com base na descrição do processo de construção do Museu Virtual José Américo de Almeida Expressão da Cultura Nordestina. Sendo assim, também é descritiva e por se tratar de uma pesquisa na qual o principal pesquisador (a) faz parte do processo de construção que constitui o objeto estudo, podemos afirmar que é uma pesquisa participante. Nas considerações finais, procuramos demonstrar que o museu virtual hoje possibilita a interatividade proporcionada pela internet e seus mecanismos imediatos, dinamizando a mediação entre o público e o objeto museológico.
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Antunes, Sandra Isabel Valente. „Interfaces para um museu do web design português“. Doctoral thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/16931.

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Doutoramento em Design
Tendo-se verificado lacunas nas áreas da preservação, exposição e história do Web design português, este estudo direcionou-se no sentido duma proposta para as colmatar. Propôs-se, um sistema para a resolução dessas lacunas através do “desenho” de interfaces de um museu baseado na Web para o Web design português, desde uma perspectiva do design. Para isso, foi primeiro necessário construir um enquadramento histórico da Web e do Web design em Portugal. Após o estudo efectuado, concluiu-se que na construção do acervo museológico do Web design, não é suficiente a preservação do artefacto digital per se, mas que deve preservar-se a prática projetual, realçando o papel do designer na construção do acervo. Em colaboração, com o curador no papel de mediador, juntos constroem a coleção. Ao mesmo tempo deve preservar-se a ‘anatomia de uso’ destes artefactos interativos, incluindo para isso a participação do visitante do museu, de forma a criar um acervo cultural abrangente e representativo. Um museu baseado na Web 2.0, tem características específicas, que advêm do meio e que são projetadas nas estratégias museológicas propostas. Considerando as hipóteses de investigação e a abordagem metodológica utilizada, foi desenvolvida uma proposta inicial, para dar início a um futuro museu do Web design português, materializada, através de uma visualização frontend do serviço do museu.
After verifying a significant gap in the areas of preservation, exhibition, and the history of Portuguese Web design the present study was directed to its resolution. The solution for the problem was found in the design of interfaces of a web-based museum for Portuguese Web design from a design perspective. But for that it was first necessary to build a historical framework of the Web and Web design in Portugal. After the study conducted, it was concluded that in the construction of the museum collection is not enough to preserve the digital artefact per se, but that the design practice must be preserved, highlighting the role of the designer in the making of the collection. In collaboration with the curator in the role of mediator, together they build the collection. At the same time must be preserved the "anatomy of use" of the interactive artefacts, including for that the participation of the museum visitor in order to create a comprehensive and representative cultural heritage. A museum based in Web 2.0 has specific characteristics that come from the environment, and which are projected in the proposed museological strategies. Considering the research hypotheses and the methodological approach, we developed a front-end view of the service of the museum, an initial proposal to initiate a future museum of the Portuguese Web design.
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Williams, R. N. „Museum pieces? : the role and value of national museum libraries in the digital age“. Thesis, University College London (University of London), 2017. http://discovery.ucl.ac.uk/1569619/.

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This thesis examines how national museum libraries are planning to respond over the next decade to the strategic challenges and opportunities they are facing as a result of socio-technological changes that are occurring during the digital age. The study adopts a pragmatic philosophical approach and uses an explanatory sequential mixed-methods research design. The research consists of a two round Delphi survey, which was distributed to two hundred national museum libraries across forty countries, and seven case studies, which were undertaken across five countries. The case studies are comprised of semi-structured interviews with library managers and users, and document analysis of library strategies and policies. The results are presented as thematic conclusions and possible future scenarios. The research shows that many library managers have a clearly defined sense of their libraries' roles, values, and future strategic priorities. However, there is a lack of consensus concerning strategic positioning, with some seeking to augment internal museum support and others aiming to increase public engagement. Collection development is set to remain predominantly print focused, with acquisition of electronic resources likely to develop gradually. This position contrasts with libraries in other sectors, notably academic libraries, where the print to digital change process is typically occurring more rapidly. Similarly, utilisation of digital technologies that support service provision and content delivery will take place in a highly selective and planned manner. Most library users have a positive outlook about their national museum libraries. They particularly value the specialist nature of the collections, the subject knowledge of library staff, and opportunities for scholarly collaboration. However, there are concerns about collection discoverability and library communication. The research findings point towards three possible future scenarios for national museum libraries - internally focused consolidation, externally focused commercialisation, and mixed economy contradistinction. Each offers plausible options for strategic planning over the next decade.
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Mosako, Daniel Rankadi. „A study to identify and evaluate the roles and challenges of modern art museums - with special reference to the incorporation of digital technology in art museums in the Gauteng province of South Africa“. Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/61392.

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This research briefly introduces the roles of art museums and presents selected digital technology implementation challenges and benefits in art museums in the Gauteng Province. An art museum is a building or space for the exhibition of work of art, usually visual art. Art museums collect objects of art and other historic artefacts that are documented and exhibited for different purposes, such as aesthetic value, social, historic cultural and educational, significance and research values that are traceable to a specific society or group of individuals. In South Africa, particularly in the Gauteng Province, art museums are failing to keep pace with international trends about the use of digital technology. It is, therefore, important for art museums as information dissemination centres to incorporate digital technology in their daily museum business as it may offer the opportunity for these museums to become more effective and competitive in the global information society. A literature review is done to understand the trends of different digital technologies in other first world international cities. The examined literature revealed that the Internet and other technological applications of the new millennium prompted a re-evaluation of cutting edge museum research, education roles, and documentation capabilities. Consequently, digital technology became an integral component of the digital policies of many art museums, allowing them to satisfy the demand for online information sharing abilities. A qualitative research approach together with a constructivism educational theory is used to fully understand South Africa’s position regarding the use of digital technology. In South Africa, digital technology usage in art museums is predominantly limited to email exchange, electronic invitations to exhibitions, data capturing of collections and viewing of basic websites. In other words, digital technologies are not optimally used in the South African art museum environment. The study explores the benefits of digital technology interfaces at art museums against fixed traditional art museum information dissemination practices. The objectives of the study are to create an awareness of best practice in the implementation of digital technology interfaces at art museums in Gauteng. The findings in this study indicate that digital technologies have proved to be useful in several spheres of public life resulting in the popular utilization of e-learning, e-mail, e-health, e-government and e-commerce. It is, therefore, proposed that art museums in South Africa embrace digital technologies to enhance the transformation of these museums. In essence, the implementation of digital technologies such as ‘virtual tours’ and other popular social media platforms and applications may raise the profile of art museums and market their contents to wider audiences, and may also help to popularise their heritage collections for leisure and scholarly purposes.
Mini Dissertation (MCHS)--University of Pretoria, 2017.
Department of Arts & Culture
University of Pretoria
Visual Arts
MHCS
Unrestricted
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Souza, Éricka Madeira de. „A curadoria digital e o reuso dos acervos culturais digitais da Rede Web de Museus do Estado do Rio de Janeiro“. Rio de Janeiro: Fundação Casa de Rui Barbosa, 2018, 2018. http://hdl.handle.net/20.500.11997/7378.

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The present text discusses how museums work technically with the continuous increase of the digital cultural objects present in the museological institutions and that also become part of its cultural patrimony. The objective is to demonstrate that the collaborative environment of the Web Network of Museums of the State of Rio de Janeiro can stimulate the offer of integrated information services with the other cultural institutions through the digital curation of this material, encouraging the sharing and reuse of these cultural digital collections. The methodology of this research is developed in three stages: literature review, identification of ongoing experiments in digital curation and reuse of digital objects and oral interviews. It was possible to confirm the digital curatorship as a resource for the control and maintenance of the technical treatment of cultural digital objects, reusing them for the expansion of knowledge and dissemination of information and at the end, some of the new services that could be offered by the Web Network of Museums.
O presente texto discorre sobre como os museus trabalham tecnicamente com o aumento contínuo dos objetos digitais culturais presentes nas instituições museológicas e que se tornam também parte do seu patrimônio cultural. O objetivo é demonstrar que o ambiente colaborativo da Rede Web de Museus do Estado do Rio de Janeiro pode dinamizar a oferta de serviços informacionais integrados com as demais instituições culturais através da curadoria digital deste material, incentivando o compartilhamento e o reuso destes acervos digitais culturais. A metodologia desta pesquisa se desenvolve em três etapas: revisão de literatura, identificação de experiências em curso na curadoria digital e no reuso dos objetos digitais e entrevistas orais. Foi possível confirmar a curadoria digital como recurso para o controle e a manutenção do tratamento técnico dos objetos digitais culturais, proporcionando o reuso dos mesmos em prol da expansão do conhecimento e difusão da informação e ao final, foram identificados alguns dos novos serviços que podem ser oferecidos pela Rede Web de Museus.
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Taher, Hassan. „Digitalisation at Museums“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20640.

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With digital presence becoming an increasingly big part of museums, more resources have been put on digital interactions. This thesis studies how Malmö Museums can enforce their digital strategy by taking advantage of the Norwegian method – Tingens Metod (Method of Things), and by renewing their digital presence. Because of the COVID-19 crisis and the technological advancements of the past decade, museums are using digital technologies more than ever before to reach their visitors. By using Tingens Metod, we have been able to show how collaborative digital workshops with different participating groups can open the museum process to be an open dialogue between museum creators and the museum’s visitors. The workshops have led to a democratisation of artefacts, and a new-found appreciation for the conservation that occurs at museums. These workshops have also shown that participants would like to use digital tools and interactions in their exploration of a museum’s wide collection of artefacts.The results of this thesis project have led to the creation of a two-part prototype. First, the Tingens Metod workshops are adapted to become a recurring playtest programme at the museum. Second, an overall renewed digital presence which reimagines the museum’s digital presence in a modern and reimagined way should be available on platforms that visitors are using. Together these two parts form a proposed prototype which can be adapted by Malmö Museums in their continued effort to reach their long-term digital strategy goals.
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Papadopoulou, Kyriaki. „Digital Technologies in Museums : An ethnographic study“. Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59643.

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This thesis follows a research at the Mineralogy and Petrology Museum of the University of Athens (Greece). The purpose of the research is to examine how digital technologies can support museums in attracting new visitors during the economic crisis, and provide design suggestions. The research was conducted under the interpretive paradigm using the ethnographic methodology and the participatory design approach. The staff, volunteers and artists related to the museum participated in interviews, thinking aloud sessions and a workshop. In addition, several observations were conducted during guided tours of visitors. The data were analyzed through thematic analysis. The findings provided themes of identified issues and opportunities concerning the implementation of digital technologies in the museum, such as the underlying policies of the University of Athens, the role of the museum in society, material in the collections that attracts visitors, the importance of the staff in guided tours and the technologies currently being used. Suggestions were put forward during the workshop and were elaborated later on. The thesis aspires to contribute to studies that concern the sustainability of cultural establishments that are being afflicted by the economic crisis currently veils Europe.
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Rocha, Carla Pires Vieira. „Templo das mídias : os museus sob o signo da informação e da comunicação“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/16867.

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Esta dissertação intitulada "Templo das mídias: os museus sob o signo da informação e da comunicação" abrange a discussão sobre os museus, a partir da introdução das tecnologias digitais. Por meio de um estudo do Museu da Língua Portuguesa, objetivou-se compreender a utilização de tais tecnologias naquele contexto, na forma da multimídia interativa e dos audiovisuais. O estudo revela que há um redimensionamento da noção de museu envolvendo as questões operacionais de seu acervo, sua apropriação e aproximação pelo público. Durante muito tempo, os museus tiveram suas ações voltadas à conservação das coleções; agora, o foco é direcionado ao espectador e aos processos, envolvendo as mídias interativas. Por outro lado, com a introdução dessas tecnologias e de suas linguagens, é reiterada a natureza dos museus enquanto espaços de imaginários e ficções.
This dissertation entitled "Temple of the media: the museums under the sign of information and communication" includes a discussion of the museums, from the introduction of digital technologies. Through a study of the Museum of the Portuguese language, aimed to understand the use of such technologies in that context, in the form of interactive multimedia and audiovisual. The study shows that there is a redefinition of the concept of operational issues involving the museum in its collection, its ownership and the public approach. For a long time, museums have had their actions aimed at conservation of collections, now, the focus is directed to the viewer and processes, involving interactive media. Furthermore, with the introduction of these technologies and their languages, is the repeated nature of museums as spaces of imagination and fiction.
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Shaw, Haley N. „Exploring the Role of In-Gallery Technology-Based Interactives on Visitor-Object Experience“. Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574365068794488.

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Machado, Tatiana Gentil. „Projeto expográfico interativo: da adoção do dispositivo à construção do campo da interatividade“. Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/16/16136/tde-08032016-170135/.

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Este trabalho procura refletir sobre como o projeto expográfico pode ser desenvolvido de modo a construir o campo da interatividade. Dada à exacerbação em torno da ideia de interatividade e da quase incondicional exigência da mesma nos novos projetos de exposições, o que se pode observar muitas vezes é conseqüente banalização de seu conceito em função da superficialidade com que acaba sendo tratado - seja pelo desconhecimento do conceito em sua completude, seja em virtude da redução ou da simplificação do mesmo. Uma das tendências atualmente é a associação direta e automática da interatividade com meios e dispositivos digitais - como se estes necessariamente promovessem a interatividade. O que resulta na adoção cada vez mais freqüente de dispositivos deste tipo pelos museus, com o argumento de que os mesmos têm o potencial de quebrar a relação mediativa e a comunicação \"unidirecional\". Entretanto, uma das hipóteses assumidas aqui é a de que esta associação é equivocada e que a simples adoção de dispositivos digitais não garante a promoção da interatividade no ambiente expográfico. Desta primeira hipótese, deriva a segunda, segundo a qual seria necessário desvincular a ideia da interatividade da relação direta e automática com os meios digitais, para, então, considerá-la em sua essência: como relação dialógica. O museu não pode deixar de ter em mente que o seu potencial está não apenas em fornecer informações, mas em estruturar oportunidades para que os visitantes possam compreendê-las e (re-)significá-las, possibilitando e estimulando, assim, que construam suas próprias identidades, e encontrem seu lugar no mundo. O projeto expográfico seria, então, um dos maiores recursos de que dispõe o museu para construir o campo desta interatividade.
This research aims to reflect on how the exhibition design can be developed in order to build the field of interactivity. Given the exacerbation around the idea of interactivity and its unconditional requirement in many recent exhibition projects, what one can often see is the consequent trivialization of his concept due to the superficiality with which it ends up being treated. One of the trends is currently the direct and automatic association of interactivity with media and digital devices - as if they necessarily promoted interactivity. This results in an increasing adoption of such devices by museums, on the grounds that they have the potential to break the meditative relationship and the \"one-way\" communication. However, one of the assumptions here is that this association is mistaken and that simply adopting digital devices does not guarantee the promotion of interactivity in the exhibition environment. This first hypothesis leads to a second assumption, according to which it is necessary to detach the idea of interactivity of the direct and automatic relationship with digital media, and consider it in its essence: as a dialogical relationship. The museum can not fail to keep in mind that its potential is not only to provide information, but in structuring opportunities for visitors to understand and (re-) signify them, enabling and encouraging the construction of their own identities and the definition of their place in the world. The exhibition project is one of the major resources available to the museum to build the field of this interactivity.
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Blanco, Maria Cristina. „Museu casa da xilogravura de Campos do Jordão: colaboração para formação inicial de professores de artes“. Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27160/tde-27092017-115108/.

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O presente trabalho tem como foco principal estudar o Museu Casa da Xilogravura da cidade do Campos do Jordão. Uma questão foi desenvolvida a partir da colaboração da Arte/educação nas ações educativas do Museu: Quais as possibilidades educativas do Museu Casa da Xilogravura para a formação inicial de professores de Arte Visuais? Resgataram-se informações sobre o Festival de Inverno de Campos do Jordão, como medida para reestabelecer relações com as ações contemporâneas sugeridas nesta pesquisa: a ligação da formação de professores em Artes Visuais com a cidade de Campos do Jordão, como também com suas cercanias. Outros assuntos pertinentes ao trabalho foram desenvolvidos como, por exemplo, os estudos sobre a abordagem do ensino superior, elaborados pelos professores Paulo Freire e Thierry De Duve, que embasaram a discussão sobre a formação inicial de professores de artes. Breve estudo sobre a legislação no ensino da arte foi escrito para reflexões sobre as políticas públicas no Ensino Superior. Um recorte de estudo sobre a importância do trabalho educativo dos museus como formação de um conceito, bem como um recorte histórico do Educativo dos primeiros museus paulistas, também consta deste trabalho. Foram desenvolvidos estudos sobre Curadoria Educativa e museu, e acervos digitais, devido às suas relações com a proposta da tese. Foi feito um levantamento de trabalhos com bases no Projeto Observatório da Formação de Professores que versavam a respeito da Educação em Museus no âmbito da graduação, que por sinal notou-se uma quantia bem pequena na pesquisa. Um pequeno histórico a respeito da formação do acervo do Museu Casa da Xilogravura foi realizado, por meio de informação bibliográfica, documental e depoimentos orais. Foram atualizados os dados quantitativos referentes às visitações presenciais dos estudantes de Ensino Básico ao Museu, assim como a maneira pela qual o visitante espontâneo acessa as informações sobre a Instituição. Um aprofundamento a respeito da Leitura da Obra de Arte, no âmbito da Abordagem Triangular do Ensino da Arte de Ana Mae Barbosa, e o Desenvolvimento Estético foi pensado sob à luz dos conceitos de quatro pesquisadores: Edmund B. Feldman, Robert W. Ott, Michael J. Parsons e Abigail Housen. Construiu-se um modelo autônomo, porém com bases nessas teorias, que levou a uma proposta de Material de Apoio ao professor em Artes Visuais, a ser oferecida às Instituições de Ensino Superior das regiões do Vale do Paraíba, sul de Minas Gerais e Rio de Janeiro. Este material apresenta a obra de Lasar Segall, chamada \"Casal no Mangue\", de 1929, xilogravura impressa em papel, que faz parte do acervo do Museu Casa da Xilogravura.
The current dissertation focuses mainly on studying the Woodcutting House Museum in the town of Campos do Jordão. A question was raised regarding the Arts/Education cooperation related to the teaching activities of this museum: \"What are the educational possibilities of the Casa da Xilogravura Museum for the initial training of Visual Art teachers?\". Information was gathered on the Festival de Inverno de Campos do Jordão (Winter Festival of Campos do Jordão) as parameters to reestablishing the relationships with current actions in which we suggest in this research a link between the visual arts teacher training and the town of Campos do Jordão, as well as its surroundings. Other pertinent issues were also considered, such as the approach to advanced studies elaborated by the professors Paulo Freire and Thierry De Duve as the basis for the discussion about the initial training of arts teachers. Brief study on legislation in the teaching of art was written for reflections on public policies in Higher Education. This paper comprises a cross section of the importance of the teaching work of the museums as basis of a concept, as well as a historic cross section on the teaching aspect of the first museums of the State of São Paulo. Studies on Educational Curatorship and Museum and digital collections were developed based on the relations we suggest on this thesis. A survey was carried out on the basis of the Observatory Project for Teacher Training, which dealt with the Education in Museums within the scope of graduation, which, by the way, was a very small amount in the research. A brief record on the development of the collection belonging to the Casa da Xilogravura Museum was made using bibliographic, documental and oral statement information; and we updated the quantitative data regarding personal visits of Fundamental School students to the Museum, as well as how the spontaneous visitor accesses the existing information on it. The study thoroughly contemplates the reading of the works-of-arts within the scope of the Triangular Approach of Arts Teaching by Ana Mae Barbosa; also, the Aesthetic Development was regarded in the light of the concepts of four researchers: Edmund B. Feldman, Robert W. Ott, Michael J. Parsons and Abigail Housen. We built an autonomous model based on these theories, which led us to propose Support Materials to the Visual Arts teacher which should be offered to the Colleges of the regions of Vale do Paraíba, South of Minas Gerais and South of Rio de Janeiro. This material presents the work of Lasar Segall, called \"Couple in the Mangue\", 1929, woodcut printed on paper, which is part of the collection of the Casa da Xilogravura Museum.
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Tolley, Rebecca. „Review of Chicago History Museum, Digital Collection: Costume and Textile Collection“. Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/5646.

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Zarmén, Carl. „Digital tillgänglighet. Museet på webben“. Thesis, Uppsala University, Department of ALM, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-101912.

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Månson, Martin. „Museer och Internet. Digital samtidsbevaring“. Thesis, Uppsala University, Department of ALM, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-101958.

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31

Simionato, Ana Carolina [UNESP]. „Modelagem conceitual DILAM: princípios descritivos de arquivos, bibliotecas e museus para o recurso imagético digital“. Universidade Estadual Paulista (UNESP), 2015. http://hdl.handle.net/11449/123318.

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A veiculação das imagens em mídias sociais e na Web são exponenciais, proporcionadas pelos dispositivos digitais que estão cada vez mais acessíveis. Dessa forma, a expressiva quantidade de recursos compartilhados decorre das necessidades de captura imagética e suas formas de disseminação pela sociedade contemporânea. Entretanto, por meio dessa quantidade, procedimentos, a localização e a recuperação dessas expressões, são tarefas complicadas para o usuário pela variedade de recursos descritos. Os processos de tratamento informacional, como a representação da informação auxiliam na intervenção para recuperação desses registros. Nesse sentido, como construir uma descrição do recurso imagético que seja integradora e contemple os princípios da Arquivologia, da Biblioteconomia e da Museologia, os elementos do domínio e a estrutura do ambiente na descrição das características do recurso? A partir dos princípios descritivos dos três contextos e do ambiente digital, é proposto realizar um estudo teórico do tratamento descritivo em especial do recurso imagético digital, em arquivos, bibliotecas e museus, com uma abordagem investigativa em relação às características integradoras e divergentes entre os seus princípios descritivos. O objetivo geral é propor um esquema conceitual para o recurso imagético digital que contemple arquivos, bibliotecas e museus, em domínio, ambiente e foco. A pesquisa é classificada como teórico-aplicada e qualitativa, em relação aos objetivos de desenvolvimento pautam em uma modelagem conceitual para integração do registro informacional. E exploratória, pois realizou-se a coleta dos dados a partir deum levantamento bibliográfico de nível nacional e internacional com intuito de elucidar o problema. Os resultados apresentam as abstrações dos modelos conceituais existentes que abordam a imagem digital no contexto de arquivos, bibliotecas e museus, os requisitos funcionais...
The airing of the images on social media and the Web are exponentials, provided by digital devices that are increasingly accessible. Therefore, the significant amount of shared resources is needed to capture imagery and its forms of dissemination by contemporary society. However, through this amount, procedures, the location and recovery of these expressions, are complicated tasks to the user by the variety of features described. Informational processes, such as the representation of information assist in intervention for retrieval of these records. In this sense, how to build a resource description is inclusive of imagery and admire the principles of archival, of librarianship and museology appraisal, the elements of the domain and the structure of the environment in the description of the characteristics of the resource? From the descriptive principles of three contexts and the digital environment, it is proposed to perform a theoretical study of descriptive treatment resource digital imagery in particular, in archives, libraries and museums, with an investigative approach in relation to integrative and divergent features among its descriptive principles. From the descriptive principles of three contexts and the digital environment, it is proposed to perform a theoretical study of descriptive treatment resource digital imagery in particular, in archives, libraries and museums, with an investigative approach in relation to integrative and divergent features among its descriptive principles.The overall objective is to propose a conceptual schema for the resource digital imagery that includes archives, libraries and museums, in domain, and environment focus. The research is classified as applied-theoretical and qualitative, in relation to development objective are in a conceptual modeling for registry informational integration. And exploratory, because the data collection from a bibliographic survey of national and international level in...
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Simionato, Ana Carolina. „Modelagem conceitual DILAM : princípios descritivos de arquivos, bibliotecas e museus para o recurso imagético digital /“. Marília, 2015. http://hdl.handle.net/11449/123318.

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Orientadora: Plácida Leopoldina V. A. da Costa Santos
Banca: Zaira Regina Zafalon
Banca: Rogério Aparecido de Sá Ramalho
Banca: Rachel Cristina Vesú Alves
Banca: Ricardo César Gonçalves Santana
Resumo: A veiculação das imagens em mídias sociais e na Web são exponenciais, proporcionadas pelos dispositivos digitais que estão cada vez mais acessíveis. Dessa forma, a expressiva quantidade de recursos compartilhados decorre das necessidades de captura imagética e suas formas de disseminação pela sociedade contemporânea. Entretanto, por meio dessa quantidade, procedimentos, a localização e a recuperação dessas expressões, são tarefas complicadas para o usuário pela variedade de recursos descritos. Os processos de tratamento informacional, como a representação da informação auxiliam na intervenção para recuperação desses registros. Nesse sentido, como construir uma descrição do recurso imagético que seja integradora e contemple os princípios da Arquivologia, da Biblioteconomia e da Museologia, os elementos do domínio e a estrutura do ambiente na descrição das características do recurso? A partir dos princípios descritivos dos três contextos e do ambiente digital, é proposto realizar um estudo teórico do tratamento descritivo em especial do recurso imagético digital, em arquivos, bibliotecas e museus, com uma abordagem investigativa em relação às características integradoras e divergentes entre os seus princípios descritivos. O objetivo geral é propor um esquema conceitual para o recurso imagético digital que contemple arquivos, bibliotecas e museus, em domínio, ambiente e foco. A pesquisa é classificada como teórico-aplicada e qualitativa, em relação aos objetivos de desenvolvimento pautam em uma modelagem conceitual para integração do registro informacional. E exploratória, pois realizou-se a coleta dos dados a partir deum levantamento bibliográfico de nível nacional e internacional com intuito de elucidar o problema. Os resultados apresentam as abstrações dos modelos conceituais ... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: The airing of the images on social media and the Web are exponentials, provided by digital devices that are increasingly accessible. Therefore, the significant amount of shared resources is needed to capture imagery and its forms of dissemination by contemporary society. However, through this amount, procedures, the location and recovery of these expressions, are complicated tasks to the user by the variety of features described. Informational processes, such as the representation of information assist in intervention for retrieval of these records. In this sense, how to build a resource description is inclusive of imagery and admire the principles of archival, of librarianship and museology appraisal, the elements of the domain and the structure of the environment in the description of the characteristics of the resource? From the descriptive principles of three contexts and the digital environment, it is proposed to perform a theoretical study of descriptive treatment resource digital imagery in particular, in archives, libraries and museums, with an investigative approach in relation to integrative and divergent features among its descriptive principles. From the descriptive principles of three contexts and the digital environment, it is proposed to perform a theoretical study of descriptive treatment resource digital imagery in particular, in archives, libraries and museums, with an investigative approach in relation to integrative and divergent features among its descriptive principles.The overall objective is to propose a conceptual schema for the resource digital imagery that includes archives, libraries and museums, in domain, and environment focus. The research is classified as applied-theoretical and qualitative, in relation to development objective are in a conceptual modeling for registry informational integration. And ... (Complete abstract click electronic access below)
Doutor
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Petrelli, Daniela. „Museum, memories and digital stories : a liminal space for human computer interaction“. Thesis, Sheffield Hallam University, 2012. http://shura.shu.ac.uk/20224/.

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Objects, material or digital, mediate memories: they act as anchors in between temporal notions and relations of past and present. Through those objects of memory, the act of remembering occurs neither completely relived in the mind, nor fully captured in the medium. Essential to personal memories, objects represent also our collective memory and capture our social history. The papers submitted for this PhD by selected publications look at the design of innovative technology that can make remembering more evocative and affective. They look at both museums, where digital and material are combined in an augmented reality, and personal/family contexts, where the home and mundane objects can be technologically enhanced to encapsulate digital memories. The museum was ideal to experiment with hybrid settings that combine material (the collection and the architectural space) and digital (the information) (papers 1 to 3). Personalization of information was used to augment the reality of rooms and exhibits: whole body interaction (i.e. physical movements in the space) was used to select and personalize the content and engage visitors with both material (the object) and digital (the information). Although the mobile technology is dated, these papers show the value of combining digital and physical to provide a holistic experience that made visitors wonder. Where the fusion occurs, however, is in the digital technology. To balance this perspective, paper 4 looks at the effect of taking the digital content out into the exhibition space. My recent research (papers 5-9) looks at objects of memory in the personal realm, in particular in the family home. Starting from observing the role and function of mementos, I conclude that a more holistic and organic approach has to be taken to make personal digital objects of memory more present in people's life. Materialization can be achieved with digital devices designed for individual and family use, so that the product fits with the mundane aspects of life, is immediate, and stimulates affect, not efficiency. Finally papers 10 and 11 provide evidence of the innovative methodologies I have developed and successfully used in iterative user studies and evaluations across different research projects and many years of research. As a whole this submission shows that there is a huge design space to explore in looking at how technology could be used in public or private spaces to bring together the two aspects of memory: remembering in the mind and capturing through objects, in order to preserve our digital life as tangible interactive objects.
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Ryder, Eric Otto. „A prototypical Computer Museum“. Scholar Commons, 2001. http://scholarcommons.usf.edu/etd/3792.

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Civilization seems barely able to keep up with the new information technology. Therefore, I propose a place where the technologies of the future may be interacted with like the comfortable knowledge of the past. I propose a place where technology may be interacted on as in the realm of the past with the doors of the future ahead. The Museum of Science and Industry, where the grasp of our technological history is displayed, would be an ideal site for the creation of a Prototypical Computer Museum. With its close proximity to the University of South Florida, resources and participants would be abundant. The Prototypical Computer Museum will be a place where the education and explanation of new technology is continued. This would also provide an arena for the development and interaction of state-of-the-art computer technologies and will be considered the cultural centerpiece for the new millenium. Activities at this Multi-Media Center range from basic explanations of initial computer inventions to on-site research and development of future technologies. Permanent and traveling exhibitions would attract and expose people of all ages to the new waves of technological devices and inventions that engulf our daily activities. This simple ideal is blanketed with a variety of complicated sociological issues that will be addressed throughout the thesis research and its fruition. The fundamental paradox is the borderlessness of the technology, which is continually at odds with the structures housing and exhibiting such technologies. Another major concern is the development of virtual reality and its dwindling necessity for the development of the architecture that contains it. This is a technology that is accessible anywhere but located nowhere. As Otto Riewoldt states, "By reacting to the digital dematerialization of the world, architecture becomes increasingly individualized."1 In the words of American architectural critic Herbert Muschamp, "subjectivity takes command. Like surrealists these architects seem determined to blur the border between waking reality and the dream state."
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Lilja, Josefin. „Interactive digital storytelling and tangibility in cultural heritage museums“. Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22810.

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This paper focuses on how a single installation can enhance personalization of the information in cultural heritage museums and enhance the overall experience using interactive digital storytelling and the ability to touch artefacts. Interaction design methods helped establish best practices centring on usability. In the process low- fidelity and mid-fidelity prototypes were created based on the field studies such as obeservations in exhibits and interviewing professionals in different museums. The conclusion could be made that artefact and the purpose of the exhibit as an whole does get more intense if one has the opportunity to touch and make it part of the visitors journey can be said.
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Satta, Federica. „Las estrategias de comunicación digital de los museos en las redes sociales. Análisis de presencia y rendimiento de los museos de arte catalanes“. Doctoral thesis, Universitat Rovira i Virgili, 2018. http://hdl.handle.net/10803/461054.

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Aquesta tesi doctoral té l'objectiu d'entendre de quina manera els museus catalans d'art estan aprofitant les xarxes socials per promoure, captar nou públic, fidelitzar-lo i amplificar de forma exponencial el seu radi d'acció. Després d'haver explorat, a la primera part, com els nous mitjans digitals i xarxes socials hagin influït de manera profunda en la societat contemporània, aquesta investigació ha posat el seu enfocament en l'ús de les plataformes socials per part dels museus internacionals i espanyols, representant un ampli ventall d'exemples concrets d'estratègies de comunicació. A més, en el present treball, s'ha intentat suplir l'escassetat d'estudis i anàlisis sobre el tema, i promoure un avenç en el coneixement sobre xarxes socials i museus, proporcionant una anàlisi al dia de les estratègies, presència i rendiment dels museus en les xarxes socials a Catalunya. Finalment s'han proporcionat els models d'estratègies més destacades de comunicació a través de xarxes socials, amb la finalitat de proporcionar una guia a què les institucions podrien referir-se a l'hora de posar en marxa la seva pròpia acció en els mitjans socials.
Esta tesis doctoral tiene como objetivo el entender de qué manera los museos catalanes de arte están aprovechando las redes sociales para promoverse, captar nuevo público, fidelizarlo y amplificar de forma exponencial su radio de acción. Tras haber explorado, en la primera parte, como los nuevos medios digitales y redes sociales han influido de manera profunda en la sociedad contemporánea, esta investigación ha puesto su enfoque en el uso de las plataformas sociales por parte de los museos internacionales y españoles, representando un amplio abanico de ejemplos concretos de estrategias de comunicación. Además, en el presente trabajo, se ha intentado suplir la escasez de estudios y análisis sobre el tema, y promover un adelanto en el conocimiento sobre redes sociales y museos, proporcionando un análisis al día de las estrategias, presencia y rendimiento de los museos en las redes sociales en Catalunya. Finalmente se han proporcionado los modelos de estrategias más destacadas de comunicación a través de redes sociales, con la finalidad de proporcionar una guía a las que las instituciones podrían referirse a la hora de poner en marcha su propia acción en los medios sociales.
This doctoral thesis aims to understand how Catalan art museums can take advantage of social networks to promote, capture and retain new public, exponentially amplifying their working range. Exploring how the new digital media and social networks have profoundly influenced contemporary society, the first part of this research focused on the use of social platforms by international and Spanish museums, representing a wide range of actual examples of communication strategies. In addition, the present work made an attempt to overcome the scarcity of studies and analysis on the subject, promoting insights on social networks and museums, providing an up-to-date analysis of the strategies, the presence and performance of Catalan art museums in social networks. Finally, in order to provide a roadmap institutions can refer to when it comes to launching their own action in social media, this study highlight the most prominent communication strategies built on social networks.
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Reimão, Carlota Gonçalves Santos Mesquita. „Os Jovens na atividade do Museu Nacional de Machado de Castro“. Master's thesis, 2020. http://hdl.handle.net/10316/93715.

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Relatório de Estágio do Mestrado em Património Cultural e Museologia apresentado à Faculdade de Letras
Este projeto está integrado no mestrado da Faculdade de Letras da Universidade de Coimbra, em Património Cultural e Museologia, na vertente de Gestão e Programação, e tem como objeto a intervenção no Museu Nacional de Machado de Castro (MNMC).No seguimento da apresentação do problema, por parte do Museu, de existirem poucos jovens a visitá-lo por sua iniciativa, um dos objetivos principais deste projeto assenta na criação de soluções para combater a tendência registada, tanto a nível físico como nos meios digitais.O presente documento inicia-se com uma breve contextualização e explicação do tema deste estágio. Segue-se o capítulo que se considera ser o ponto de partida para o desenrolar de todo este projeto, designadamente a análise dos dados oficiais de bilheteira do MNMC e o tratamento de dados de um inquérito aos jovens criado, para este efeito, com o propósito de avaliar o comportamento destes. Posteriormente, são, então, desvendadas as propostas que visam o combate àquela que é a tendência registada ao longo do todo o trabalho.Além disso, durante o estágio, houve oportunidade de concretizar algumas medidas, tal como a criação da visita temática “O Corpo e as suas Linguagens” que, pela importância que assumiu ao longo de todo o trabalho, irá merecer um especial destaque neste relatório. Desde a elaboração dos vídeos e áudios explicativos, que correspondem às obras que compõem a visita, à experimentação desta, esta medida foi criada de raiz neste projeto e pode ficar disponível no MNMC para os seus visitantes.Não obstante as propostas e soluções apresentadas serem dirigidas aos jovens, elas podem servir também para o público em geral.Por fim, serão retiradas as conclusões gerais dos resultados obtidos durante todo o procedimento, incluindo também a ponderação de responsabilidades dos jovens e dos museus sobres esta problemática.
The juvenile activity in the National Museum of Machado de CastroThis project is part of the master’s degree in Cultural Heritage and Museology at the Faculty of Arts, University of Coimbra, in Management and Programming, with subject of intervention the Machado de Castro National Museum (MNMC).Starting with the Museum's presentation of the problem that there are few juvenile crowd visiting it on its own initiative, one of the main objectives of this project is based on the creation of solutions to revert the registered trend, both at the physical level and in digital media.This document begins with a brief contextualization and explanation of the theme of this stage. The following chapter, that is considered to be the starting point for the development of this whole project, is the analysis of the official box office data of the MNMC and the data processing from a survey created for this purpose in order to evaluate their behavior. Subsequently, the proposals aimed at reverting this trend are recorded throughout the work.In addition, during this internship, there was the opportunity to implement some measures, such as the creation of a thematic visit "The Body and its Languages" which, due to its importance throughout the work, will deserve a special mention in this report. We start with the elaboration of the videos and explanatory audios, which correspond to the works that compose the visit, to the experimentation of this one, this measure was created from scratch in this project and can be available in the MNMC for its visitors.Although the proposals and solutions presented are aimed to juvenile crowd, they can also serve the general public.Finally, conclusions will be drawn from the results obtained during the whole procedure, including the evaluation of the responsibilities of young people and museums on this issue.
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Marty, Paul F. „Museum Websites and Museum Visitors: Digital Museum Resources and their Use“. 2008. http://hdl.handle.net/10150/105782.

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This article presents results from an exploratory survey (administered to more than 1200 visitors at nine different online museums) that addressed questions about the role of museum websites in the lives of museum visitors. The results provide details about the use of digital museum resources on museum websites, and indicate that the majority of online museum visitors have clear expectations for the interactions that take place between museums and museum websites. The article documents the role digital museum resources play in the lives of museum visitors, and provides strategies for supporting the information needs of all visitors as they use digital museum resources, online and in-house. The lessons learned underscore the importance of taking a visitor-centered approach when developing digital museum resources, and the need for museum researchers and professionals to better understand how new information technologies have changed the way museums visitors approach museums and their resources.
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Marty, Paul F. „21st Century Museum Visitors & Digital Museum Resources“. 2005. http://hdl.handle.net/10150/105123.

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This is a copy of a presentation given at the Center for Information as Evidence, Graduate School of Education & Information Studies, UCLA, on December 15, 2005. It explores the relationship between online museum visitors and digital museum resources, and provides some preliminary data from an ongoing research study surveying "museum websites in the life of the visitor."
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Bressan, Gilliard Nunes. „Patrimônio Digital“. Master's thesis, 2019. http://hdl.handle.net/10400.6/10100.

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O patrimônio digital, protegido por Carta da UNESCO, tem vindo a consolidar-se como um fenômeno a ser entendido e estudado. A digitalização do patrimônio e o seu compartilhamento online criam meios democráticos de acesso à cultura, abrindo precedentes nunca antes vistos. As potencialidades que o digital adiciona ao patrimônio permitem desenvolver diversas estratégias de preservação, pesquisa e circulação. A digitalização do Museu Nacional dos Coches, sediado em Lisboa - Portugal, realizada pelo Google Arts & Culture foi o objeto desta pesquisa. A metodologia envolveu um estudo de caso com observação participante, entrevistas com colaboradores e questionário / survey direcionado a usuários da plataforma. A dissertação aborda temas como histórias dos museus, os desafios do museu no século XXI, digitalização dos museus, os programas Matriz e Europeana, o museu virtual, realidade virtual e aumentada e as funcionalidades da plataforma do Google Arts. A problemática da pesquisa buscou compreender os efeitos causados pela digitalização da arte e a respectiva criação de um legado: o patrimônio digital. A investigação foi norteada pela questão central de trabalho: “Qual o impacto gerado pela digitalização do acervo do museu?”. Além disso, a digitalização do acervo do museu foi descrita, bem como constatados os benefícios da criação do patrimônio digital e delineados os desafios dos museus na era digital. Por fim, o site do Google Arts & Culture, plataforma que exibe o acervo artístico digitalizado, teve suas funções e experiência virtual avaliados por usuários.
Digital heritage, protected by the UNESCO Charter, is becoming consolidated as a phenomenon to be understood and studied. The digitization of the heritage and its online sharing create democratic means of access to culture, opening unprecedented precedents. The potential added by the digital to patrimony allows the development of diverse preservation, research and circulation strategies. The digitization of the National Museum of Coaches, based in Lisbon - Portugal, conducted by Google Arts & Culture was the object of this research. The methodology involved a case study with participant observation, interviews with employees and a survey directed to users of the platform. The dissertation addresses topics such as museum stories, museum challenges in the 21st century, museum digitization, Matrix and Europeana programs, the virtual museum, virtual and augmented reality, and the functionality of the Google Arts platform. Our research problem sought to understand the effects caused by the digitization of art and its subsequent creation of a legacy: digital heritage. The research was guided by our working question: "What is the impact of the digitization of the museum's collection?". In addition, the digitization of the museum's collection has been described, as well as the benefits of creating digital heritage and the challenges of museums in the digital age. Finally, the Google Arts & Culture website, platform that displays the digitized artistic collection, had its functions and virtual experience evaluated by users.
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Ho, Wen-Wen, und 何文雯. „Critical Factors of User''s Acceptance of Digital Museum: An Example of Digital Weather Museum“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/63400383361326307237.

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碩士
國立中正大學
資訊管理所
96
Museums in new age become important to organizations for stimulating individual growth and the social culture development. As the internet being a part of human life, digitization brings the social meanings for museum, and digital museums become one of main subjects in internal digitization development recently. Since 1998, the project “Digital Museum” has been launched under the support from the National Science Council. Prior studies on user behavior of digital museums are few; and most of them focus on system development and integration. Therefore, this study aims to understand user behavior of digital museums. This study examined critical factors of user’s acceptance of Digital Museum; A research model was developed to integrate technology acceptance model with Computer Self-Efficacy, Individual Innovativeness and Media Richness, which are the antecedents of perceived usefulness(PU) and perceived ease of use(PEOU). Two hundred and fifty experienced users were sampled and asked to complete the questionnaire. Structural equation modeling was used to analyze the data. The results indicated that media richness is an important antecedent of PU. Additionally, computer self-efficacy, individual innovativeness, and media richness are important antecedents of PEOU. Finally, some suggestions for practice and future research are also provided.
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Hsueh-Kung, Wu, und 吳學昆. „Exhibition and Education of Digital Museum: A case study on digital museum project of N.S.C“. Thesis, 2002. http://ndltd.ncl.edu.tw/handle/52556164695519977037.

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碩士
國立暨南國際大學
成人與繼續教育研究所
90
Abstract This study is to analyze the ideas, methods, and patterns of the exhibition and education of various theme digital museums(theme website), demonstrated by National Science Council Digital Museum Projects, by adopting a qualitative content analysis approach in the perspective of the exhibition and education of the museums. The purposes of this study are as follow. The first purpose is to explore the framework of digital museums, using the Internet as an exhibition platform, and to analyze the content as well as characteristics of them. The second purpose is to research the layout of digital museums’ exhibition and education, and the elements of which should possess. This study adopted a quality oriented content analysis approach, and the target objects are the theme digital museum constructed by National Science Council Digital Museum Projects in both 1999 and 2000, and also divided into five categories according to the basic nature of these projects and the classification of museology and which are 1.Natural history and Natural science, 2.Science and Technology, 3.History, 4.Art, 5.Chinese literature The researcher explores deeply into various theme digital museums as the identity of a visitor, with the help of related references, then analyzing each of them as following steps. 1. Exhibition layout consists of content configurations/exhibitions types and browsing design. 2. Education layout consists of instructional objects, learning materials, and visitor-visitor interactions. 3. Comprehensive analysis means to suggest summative comments and analyses after viewing each digital museum as a role of a visitor. In light of the outcome of content analyzing, this study draws some conclusions as below: 1. Digital museum exhibitions come from a simulative collection of the pictures, images, and articles. 2. The orientation of digital museum exhibitions constitutes two exhibition aspects; one is theme directed, and the other is object directed. 3. Most of the digital museum exhibition type is didactic, but few of it is emotive. On the one hand, the didactic exhibition type mostly appears in the natural science and science/ technology subject areas; on the other hand, the emotive exhibition type appears in the art subject area. As to the history and Chinese literature, both of them possess these two exhibition types. 4. The teaching mode of digital museums employs three steps. The first step is pictures and images exhibition. The second one is description and exhibition of articles. The last is the practical interactive operation between digital museums and visitors. Visitors interact with digital museum by means of computers and digital technology shortening the distance between the exhibitions and visitors. 5. In the very beginning of the designing, most of the digital museum didn’t really think of “visitors” as a exhibition factor, but presume “general adult” as the main objects; therefore, digital museums still have rooms to develop potential visitors. 6. The educational functions of digital museums include both conspicuous educational functions of instructing detailed knowledge and heuristic educational function of enlightening, discovering, and imagining. 7. In the objective of education, digital museums emphasize the knowledge learning of cognitive domain; psychomotor domain is taken as secondly one; however, affective domain is not appeared yet in this research.
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Hsieh, Yi-Feng, und 謝宜峰. „A Study on Planning Digital Content Value-Added Service of Taiwan Regional Museum from an Eco-Museums Perspective“. Thesis, 2005. http://ndltd.ncl.edu.tw/handle/92766067380764849412.

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碩士
元智大學
資訊傳播學系
93
The information technology progress brings digital content multimedia fast development, lets add the value range of service no longer to limit to the commercial utilization. The history, culture, education, as well as sightseeing can diversify the range of application by information technology services. How to organize the resources to provide more to diversify services, will be the key topic of digital content value-added service. This study’s main goal is to understand the Taiwan regional museums building digital content value service plans and the present situation. Second, to utilize the service principle of the regional museums, through the eco-museum perspective to develop feasible digital content value-added service pattern. The research conclusion demonstrated: Taiwan regional museums have certain limits, including the budget insufficiency, the large amount of regional museum creates the resources to disperse, the concept insufficiency and so on, but utilizes digital technology assist and personnel training, can overcome the limitation. In addition, study use Military-dependent Villagers story museum as the example for value-added service plan. Make up from demand, service principles, and museum ‘s characteristic, divides into three construction surfaces to carries on the explanation: creativity to produce the, the production manufacture, the marketing sale. Adds pattern of the value service content in the application partially, must pay attention to the approval to construct the construction and the daily life value and community inhabitant participation, are partial in the design content should pay attention to and the academic and industrial cooperation importance.
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Ramos, Stéphane dos Santos. „Museus interativos: um novo modelo de relação?: a comunicação museu-público na era do digital“. Master's thesis, 2013. http://hdl.handle.net/10400.26/10937.

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Nos últimos anos assistiu-se ao aumento do número de tecnologias participativas que os museus empregam para envolver o público de um modo completamente novo. Os ambientes digitais oferecem novas oportunidades para envolver o público nos processos do museu através da (co)criação de experiências culturais interativas. Estas plataformas e ferramentas têm criado, indiscutivelmente, novas relações entre instituições e o público (...)
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Figueirinha, Andreia Leonor Sequeira. „Marketing digital nos museus contemporâneos: os casos de estudo do Museu Nacional de Arte Antiga e o Museu Nacional dos Coches“. Master's thesis, 2013. http://hdl.handle.net/10437/5669.

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Orientação: Eduardo Manuel Machado de Moraes Sarmento Ferreira
Nos últimos 20 anos, a Web ajudou a transformar o mundo em que vivemos numa aldeia, encurtando as distâncias, acelerando os processos e facilitando as relações culturais, sociais e económicas. Para responder às pressões da indústria cultural, os museus contemporâneos utilizam cada vez mais as novas tecnologias de informação. A presença dos museus na Internet faz-se principalmente através dos websites. Estes representam uma oportunidade de divulgação e diferenciação, de proximidade com os públicos e um complemento à experiência da visita ao museu. Esta investigação teve como propósito perceber qual a importância do marketing digital para os museus contemporâneos, nomeadamente para o Museu Nacional dos Coches e o Museu Nacional de Arte Antiga. Os resultados da investigação revelam que os websites dos museus referidos devem ser melhorados, de modo a tornarem-se num elemento de divulgação complementar chave no cumprimento da sua missão de serviço público.
Over the past 20 years, the Web helped transform the world we live in a village, shortening distances, accelerating processes and facilitating cultural, social and economic relationships. In order to be able to respond to the pressures of the culture industry, the contemporary museums are increasingly using new information technologies. The museums are present on the Internet mainly through their websites. These represent an opportunity of promotion and differentiation, as well as to increase proximity with the audiences and to supplement the experience of the visit to the museum. The aim of this research is to understand the importance of digital marketing for contemporary museums, in particular for the National Coach Museum and the National Museum of Ancient Art. The research results reveal that the websites of the museums mentioned must be improved in order to become a key element in fulfilling its public service mission.
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Groenewald, Johannes H. M. „Global Museum“. Diss., 2006. http://hdl.handle.net/2263/25646.

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The task of this project is to design a visitor-orientated museum using contemporary museum design models and state-of-the-art display technologies and link them with other international museum organizations so as to put Pretoria on the global museum map. Such a facility will also provide the people of Pretoria with a wealth of freely available and accredited information from local, national and international sources, as well as recreation and enjoyment. The museum could fit into the existing urban fabric, to contribute to the city’s cultural and economic status. The Global Museum could then be a building tying museum-related information into a contemporary visitor-orientated display using digital and cyberspace technology to allow both dynamic and visitor-specific displays, allowing each individual visitor to be a curator for his/her own cultural landscape. The museum should focus on commercial, recreational, and visitor enjoyment activities to promote museum popularity and privatize/de-politicize the museum. The museum should also cater for mass-information availability, interactive visitor experience and social functions as well as any personal agenda the visitor might have that would lead to a museum activity a person would take for granted. (Falk H. and Dierking LD. 1990) “The visitor’s personal context is perhaps the single greatest influence on the visitors museum experience … is important for museum professionals to understand the significance of visitors’ agendas and to recognize that they can be manipulated by the museum” (Falk H. and Dierking LD. 1990:37) An architectural problem we are faced with today is the integration of physical and virtual space with the medium through which people view and perceive the digital. While databases, information networks and internet-related information sources are primarily Information Technology (IT) problems, the interface/medium between these and humans are architectural in nature.
Dissertation (MArch (Prof))--University of Pretoria, 2007.
Architecture
Unrestricted
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Hsu, Tien-Yu, und 徐典裕. „Framework of Knowledge-based Digital Museum“. Thesis, 2006. http://ndltd.ncl.edu.tw/handle/46144098990883512082.

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博士
國立交通大學
資訊科學與工程研究所
94
Over the recent decade, numerous digital archives projects have been conducted in museums worldwide to preserve and sustain natural treasures and human cultural heritage. Such undertakings are considered to be the prerequisite and foundation for developing digital museums from which the functions of museums can be enhanced using innovative digital technologies. However, the content silo trap problem occurs among individuals, domains, departments, and applications owing to most projects being developed independently and dispersedly. Consequently, contents, services, applications, and technical resources cannot be integrated and shared. Furthermore, museums with storehouses of knowledge are considered one of the most important creators and deliverers of knowledge in modern society. However, few of them can apply unified knowledge management approaches to accumulate, manage, organize, reuse, share and integrate the vast quantity of existent and growing knowledge assets from both global and long-term perspectives. Accordingly, knowledge contents are widely dispersed and even became lost following numerous activities. Notably, this result limits museum development and impacts its competitiveness. The key problem is the lack of an effective and practical methodology for knowledge creation and management, reuse and diffusion, and sharing and exploration. This study develops a knowledge-based digital museum framework that provides solutions for the above knowledge management issues in a museum. The proposed framework comprises an ontological knowledge base layer, adaptive service agent layer, and ubiquitous digital museum service layer that can be constructed via the following approaches. First, the unified knowledge content management (UKCM) model with multi-layer reusable knowledge content structures is designed to represent, create, manage, organize, and publish global knowledge content for all specialists, applications, projects, and domains. Second, a knowledge-based learning service model incorporating a set of collaborative service agents is designed by reusing and diffusing the unified knowledge bases to serve various users and applications ubiquitously, proactively, and adaptively. Third, an ontological knowledge reuse and sharing approach is designed to integrate and share knowledge bases among related domains, communities and institutes by using FCA (Formal Concept Analysis) for knowledge acquisition and OWL-DL (Ontology Web Language-Description Language) to facilitate representation for ontology construction. This study uses the above approaches to devise an effective and practical methodology covering the processes of knowledge creation and management; reuse and diffusion; and sharing and exploration. The KBDM framework with curatorial, professional, administrative, promotional, and social functions has been successfully developed to demonstrate its practicability and benefits in the National Museum of Natural Science, Taiwan. Additionally, this study can strongly impact the development of digital museums worldwide. This dissertation discusses the KBDM framework in more detail. Keywords: Digital archives, digital museum, content management, knowledge management, ontology, ontology web language, ubiquitous learning, context-awareness, personalization
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Su, Hsiao-Tien, und 蘇筱恬. „Spatial Cognition Of Museum's Digital Animation A Case Study Of National Museum Of Marine Biology & Aquarium“. Thesis, 2010. http://ndltd.ncl.edu.tw/handle/88526452915757833542.

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碩士
中原大學
室內設計研究所
98
Following the rapid developments of network information and 3D technologies, exhibition ideas and forms of museum have shifted with transformation of society. The management of the new museology must combine information technologies and digital marketing. Thus, exhibition contents will be more varieties than ever. Recently, digital museums are being constructed all over the world. This is the ongoing tendency for the museums. The research problem of this study is after the museum is digitalized, how the digital animation can assist viewers to appreciate the design concepts behind the real architecture? Can the viewers communicate properly with the animation designer? The purpose of this research is to reveal the elements of spatial cognition which are consisted of spatial design, media design, and visual effects of the digital animation. The methodology of this research is an empirical study, which use one of the animations of the National Museum of Marine Biology, and the questionnaire to deep interview with two groups of subjects: design students and other students. The results indicated that the spatial cognition of the two groups, in general, were almost the same, such as close water, spatial ambient and different viewpoints of the animation. The major difference is the profession, which design students emphasize architectural forms, digital models, and composition of the animation. The other student group is interested in visual effects leading them to understand texts. In conclude, those elements of spatial cognition will be helpful to appreciate the contents, components, and presentation of the digital narrative.
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Ma, Su-hui, und 馬素慧. „Adult Learning Community in the Digital Museum“. Thesis, 2003. http://ndltd.ncl.edu.tw/handle/29143811783885207442.

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碩士
國立新竹師範學院
職業繼續教育研究所
91
ABSTRACT Adult Learning Community in the Digital Museum The Internet brings the revolutionary change for human’s life. The influence upon daily life、work、education、learning、entertainment and communication…etc. Museum must attach importance to the change of mass learning style which as a social education organization. The purpose of this study was to construct management indicators for the learning community in the digital museum, which would be applicable in adult. For the research purpose, ‘ Delphi Technique‘ was adopted. The survey explored problems to four aspect: the construction of virtual community、the content of virtual community、the interaction of virtual community and the management of virtual community. The major findings were as follows:(1) On the constructing virtual community, museum should understand the aim audience’s learning peculiarity and to plan different degreed of learning content and interface. The purpose or aim of virtual community has to declare clearly. (2) On the content of virtual community, museum should harmony with the adult learning distinguishing characteristics. Publish periodical and build e-commerce systems is necessary. (3) On the interaction of virtual community, museum should notice the feedbacks from the members, and reply appropriate. (4) On the management of virtual community aspect, museum should arrange a manager who was expert at museum. Organize a group of experts to be in consultation is necessary. On the other hand, to recruit and to train volunteers is helpful to the virtual community management. Finally, suggestions to the relate research in the future were presented by the researcher.
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Wang, Chia-Chung, und 王嘉群. „A Personalized Recommendation System for Digital Museum“. Thesis, 2005. http://ndltd.ncl.edu.tw/handle/50401032522511527723.

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碩士
國立屏東科技大學
資訊管理系
93
This study based on the characteristic of the digital museum is to design and propose the intelligent recommendation system to serve individuals. This system provides the recommended information for the users by two steps. The first step is to integrate the collaborative filtering method with the content-based one. Using the association rules of the web-mining and automatic keyword extraction of the ontology, this step can find out the preferences of the users of the digital museum. The second step is to compare the user preference list mining with the database of the digital museum, trying to find out the appropriate information for the user and actively recommend the proper information for the user via the intelligent recommendation system interface.
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