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1

FERNANDEZ, BLANCO MONTSERRAT. "Museum without walls: per una tipologia dei progetti online di musei." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2015. http://hdl.handle.net/10281/96106.

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The research has addressed the issue of digitization in museums. The goal of the work is to create a framework of various types of online projects that serve as guidelines for museum workers. In particular, through the analysis of primary and secondary literature, interviews with key informant, online research and case studies (projects) was rebuilt the current phase of 'normalization' in museum practice.
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De, Wild Karin. "Internet art and agency : the social lives of online artworks." Thesis, University of Dundee, 2019. https://discovery.dundee.ac.uk/en/studentTheses/a6a64a92-2edc-44a8-b371-de4a61bdc289.

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During the 1990s, artists started to explore the possibilities of the World Wide Web. This thesis investigates online artworks by studying their agency. Why do people interact with them, as if they are alive? How do they mobilise people, or make them share visions and ideas? Based on research in largely untapped archives, it presents an in-depth examination of several case studies, exploring the artwork's ability to have the power to act in a variety of social settings. Through studying the life trajectory of the artwork, it also offers insights in how these dynamic entities undergo changes over time and across cultures. Grounded in theoretical literature on the agency of art, this research offers an innovative way of understanding Internet art and it contributes to wider conversations about the agency of art and artefacts. Case studies include: Mouchette (Martine Neddam), 'Mouchette' (1996-present). Web project (www.mouchette.org). Collection of Stedelijk Museum (Amsterdam). Shu Lea Cheang, 'Brandon' (1998-1999). Web project (brandon.guggenheim.org). Collection of Solomon R. Guggenheim Museum (New York). Lynn Hershman Leeson, 'Agent Ruby' (1998-2002). Web project (agentruby.sfmoma.org). Collection of SFMOMA (San Francisco).
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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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Clari, Michela. "In the hands of the user : a framework for the analysis of online engagement with digital heritage collections." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/7543.

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Within a context of recent and rapid transformation in authorship and participation practices on the Internet, this thesis explores the implications of an emerging digital culture for heritage institutions, such as museums and archives. Combining insights from internet, education and museum theory it explores different experiences of participation and meaning making around digital heritage collections opened to public engagement and contribution. In particular, the investigation analyses and contrasts the online activities of the Royal Commission on the Ancient and Historical Monuments of Scotland (RCAHMS), partner in the research, with alternative approaches. The thesis applies ethnographic research methods to investigate embodied and virtual settings. Based on the empirical findings, it identifies different theoretical models of online engagement with heritage content. It then extrapolates from these models a conceptual framework that could be used by heritage institutions to analyse and re-assess their online practices, intellectual positioning and strategic ambitions in the context of the paradigm shift brought about by digitality.
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Eriksson, Elin. "Museet i en digital värld : En visuell analys av Nationalmuseums digitaliserade verksamheter." Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448612.

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Digital technology has changed the nature of how humans live as a society with lives orbiting a digital core of internet, smartphones, social media etc. There is now not only a physical world but a digital one too. This far-reaching transformation also applies to cultural institutions to digitize their activities, a result of responding to the expectations of a contemporary audience. The aim of this study is to examine the digitization of art- and cultural heritage in a digital world. The essay examines the digital activities of the Swedish National Museum of fine art that has developed before, during and as a result of the COVID-19 pandemic. This is done through visual analysis and the theoretic framework of postphenomenology and social semiotics. The study finds that cultural heritage can be digitized in many different ways but that the digitization can’t replace the physical encounter with an artwork. Yet it can constitute new ways and perspectives on how to experience, see and discuss traditional works of art. Digitization of cultural heritage can therefore work to enhance its general interest, disseminate and influence an increase in availability of knowledge about cultural heritage and art history.
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LA, GUARDIA Marcello. "GIS BASED WEB APPLICATIONS FOR TERRITORIAL ANALYSIS AND VIRTUAL ONLINE FRUITION OF COMPLEX DATASETS." Doctoral thesis, Università degli Studi di Palermo, 2022. https://hdl.handle.net/10447/575770.

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7

Lawson, Laté Jean-Paul Cypriano. "La valorisation du patrimoine matériel dans les musées ouest-africain: conception d’une stratégie d’e-médiation culturelle." Master's thesis, Universidade de Évora, 2020. http://hdl.handle.net/10174/29718.

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Dans les musées, le patrimoine matériel est constitué de l'ensemble des objets et artefacts palpables, conservés et mis à la disposition des publics au travers d’actions de médiation. Depuis le début de la décennie 1990, de nombreux pays se sont tournés vers la technologie, pour rendre plus accessibles leurs collections. S’il est vrai qu’en Europe, c’est le recours au numérique s’est très tôt opéré, aussi bien au niveau de la conservation que de la valorisation des collections muséales, il faut noter qu’en Afrique, l’appropriation et l’utilisation du numérique ne s’est fait que très récemment, au début de la décennie 2010. Tout au long de notre formation de Master TPTI, nous avons eu l’occasion de visiter de nombreux institutions muséales en Europe (lesquelles disposent ou pas d’énormes ressources), ce qui nous a permis de constater que l’utilisation du numérique dans la valorisation des collections patrimoniales impliquent plusieurs enjeux tous importants : la formation et le renforcement des capacités du personnel à l'usage des technologies nouvelles, l’implication des publics, la définition des ressources (matérielles, financières et humaines), et surtout, l’élaboration et la mise en oeuvre de stratégie de médiation numérique. Nous nous sommes alors interrogés sur le rôle du numérique dans la valorisation des collections matérielles et le développement des musées en Afrique. Ou comment les musées africains pourraient utiliser le numérique pour mieux valoriser les objets dont regorgent leurs collections. Au travers une revue de littérature sur la question, ainsi que des interviews que nous avons menés avec les professionnels des musées des civilisations de Dakar et d’Abidjan et des professionnels du numérique en France, nous avons compris que la principale difficulté pour les musées africains en matière d’usage des technologies est intimement liée à la non-maîtrise de l’élaboration et de la mise en oeuvre de stratégies numériques au sein de ces musées. Ainsi donc, après avoir présenté un panorama actuel du numérique dans les musées à travers les outils, dispositifs et contenus, nous avons exposé les enjeux du numérique pour les professionnels et les publics africains, pour finir sur la proposition, dans ses grandes lignes, d’une stratégie de médiation numérique pouvant être adaptée et mise en application dans les musées africains avec un focus sur la stratégie numérique que nous proposons au Musée des Civilisations Noires de Dakar (Sénégal); ABSTRACT: In museums, tangible heritage is made up of all the palpable objects and artefacts that are conserved and made available to public through mediation actions. Since the early 1990s, many countries have begun to use technology to make their collections more accessible. While in Europe, recourse to digital technology was made very early on, both in terms of conservation and the enhancement of museum collections, it should be noted that in Africa, the adoption and implementation of digital technology only took place very recently, at the beginning of the decade 2010. Throughout our TPTI Master's degree course, we had the opportunity to visit many museum institutions in Europe (which may or may not have huge resources), which allowed us to observe that the use of digital technology in the enhancement of heritage collections involves several important issues: training and capacity building of staff in the use of new technologies, the involvement of publics, resources etablishment (material, financial), and above all, the development and implementation of a digital mediation strategy. We then asked ourselves about the role of digital technology in the enhancement of material collections and the development of museums in Africa. Or how African museums could use digital technology to enhance the value of the objects in their collections. Through a literature review on the issue, as well as interviews we made with professionals from the Museums of Civilization in Dakar and Abidjan and digital professionals in France, we understood that the main difficulty for African museums in terms of technology use, remains the lack of control over the development and implementation of digital strategies within these museums. Therefore, after having presented a current panorama of digital in museums through tools, devices and contents, we have exposed the challenges of digital for professionals and African audiences, to finish on the proposal, in its broad lines, of a strategy of digital mediation that can be adapted and implemented in African museums with a focus on the digital strategy we propose to the Museum of Black Civilizations in Dakar (Senegal).
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Lian, Elisabeth. "Digitaliserat kulturarv : En studie av hur fyra forskare med textila föremål som källmaterial upplever sitt arbete i en digitaliserat tid." Thesis, Uppsala universitet, Textilvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-437226.

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Our whole society is affected by the digitisation process. The policies of the Swedish government encourage the cultural heritage organizations to strategically develop the digitisation of their collections. These strategies often aim to make the collections more accessible but there is not much research about how researchers who have use of the digital information meet with the digital collections. The intention of this thesis is to study four researchers in the field of humanities who have textile objects as source material, and their professional experience of the digitisation of the cultural heritage. The researchers were interviewed in a semi-structured qualitative way, and the interviews were recorded and transcribed for analyzation of the data collected.  The main result of the study is that the digital access of research material represents an improvement of their work when it comes to getting a quick and easy overview of their research subject which also represent a chance to improve the research quality by being able to compare and search for similar objects all over the world without having to travel to the collections. It has also become cheaper because of less travelling. Being able to take digital photos is also a big improvement compared to analogue photographs that are expensive and takes time to develop. One negative aspect that the study shows, is that the information in digital collections often lacks the quality that the researchers need, for example close-up pictures or relevant and reliable metadata. The researchers also experience an uncertainty in how to use the digital tools and computer programs in an effectively way and expresses a need for more knowledge about the different IT-systems. This thesis shows that the research topics seem to change due to the digitisation, partly because of the technological possibilities that new methods offers. Digital humanities points to this as a possibility to develop the research in the field of humanities and explore new areas that cannot be done without the digital methods.
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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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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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Вороніна, Єлизавета Сергіївна. "Віртуальний музей у сучасному світі." Thesis, Національний авіаційний університет, 2021. https://er.nau.edu.ua/handle/NAU/50131.

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Зазначається потреба у віртуальних музеях в сучасному світі, їх переваги над традиційними музеями, їх користь для збереження і відтворення нашої культури в цифровому виді. У тезах наведені відомі зарубіжні приклади віртуальних музеїв, та наведені і описані відомі віртуальні екскурсії, які представленні в Україні.
The need for virtual museums in the modern world, their advantages over traditional museums, their benefits for the preservation and reproduction of our culture in digital form. The abstracts present well-known foreign examples of virtual museums, and give and describe well-known virtual tours, which are presented in Ukraine.
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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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Kowitz-Harms, Stephanie. "Online-Sein oder Nicht-Sein – das ist nicht die Frage. Anregungen zur Reflexion über digitale Vermittlungsangebote zur jüdischen Geschichte und Kultur." HATiKVA e.V. – Die Hoffnung Bildungs- und Begegnungsstätte für Jüdische Geschichte und Kultur Sachsen, 2015. https://slub.qucosa.de/id/qucosa%3A34862.

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Leksell, Torbjörn. "Can market specialization reduce the entry cost of automated largescale 3D-scanning of movable artifacts for culture and heritage preservation?" Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-234308.

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Automated, large-scale 3D-scanning systems are important tools in culture and heritage preservation that allows museums and art institutes to digitize their collections of movable artifacts for the purpose of preservation, research, and exhibition. Unfortunately, the cost of these systems limits their usage to a handful of wealthy museums and art institutes. This thesis explores if it possible to significantly reduce the cost of such a system by presenting a viable automated, large-scale, 3D-scanning system for movable artifacts tailored to the needs of museums and art institutes. To achieve the thesis goal a market analysis was conducted to identify the need and requirements museums and art institutes have for these kinds of systems. The market analysis also explored available systems on the market and how museums and art institutes use them. The result of the market analysis identified a specific type of automated, large-scale, 3D-scanning system design suitable for market specialization. Based on the market analysis requirements for such a system design were specified and developed into a mechanical design and hardware architecture. These were then used to construct and evaluate a limited prototype as a way of validating the mechanical design and hardware architecture. The remainder of the work consisted of a cost analysis which used the hardware architecture and mechanical designs to estimate the material and component cost to produce a single unit of the developed system. The results of this thesis show that it is probable that market specialization significantly reduces the cost for museums and art institutes to purchase an automated, large-scale, 3D-scanning system compared with available market alternatives.
Automatiserade 3D-scanners som kan 3D-scanna stora volymer av konstprodukter är viktiga verktyg inom kulturhistorisk bevaring då det tillåter museum att digitalisera samlingar i syfte att bevara, forska och ställa ut. Tyvärr så är dessa system dyra och bara ett fåtal museer har resurser nog för att köpa in dem. Denna uppsats utforskar ifall det är möjligt att betydligt reducera kostnaden av ett sådant system genom att presentera en fungerande automatiserad 3D-scanner som är specifikt anpassad för museum. Arbetet började med en marknadsanalys som identifierade kraven som museum ställer på denna typ av system samt en analys av tillgängliga system på marknaden och hur museum använder dessa. Resultatet av detta arbete var att en specifik typ av automatiserad 3D-scannar lämplig för anpassning identifierades. Utifrån kraven som identifierades genom marknadsanalysen så utvecklades sedan en mekanisk och elektrisk design för systemet. Dessa användes sedan för att bygga och utvärdera en begränsad prototyp i syfte att validera den mekaniska och elektriska designen. Resterande arbete bestod av en kostnadsanalys som använde den mekaniska och elektriska designen för att utvärdera material och komponentkostnaden för att bygga en enhet av det utvecklade systemet. Slutsatsen av arbetet i denna uppsats är att det är troligt att det blir billigare för museum att köpa denna typ av system ifall de utvecklas utifrån deras specifika behov jämfört med tillgängliga system på marknaden.
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Ji, Young Ho. "La numérisation du patrimoine culturel au sein des musées coréens : une approche de la médiation numérique des institutions muséales." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCA006.

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Ce travail de recherche porte sur la numérisation du patrimoine culturel dans les musées nationaux coréens en nous interrogeant sur les différents types de dispositifs qui s’adaptent à la tendance actuelle du tout digital, tout en redéfinissant la médiation numérique. Afin d’aborder la particularité de la numérisation dans un contexte coréen, nous mettons en évidence d’une part un paysage global de l’évolution des musées nationaux ainsi qu’une analyse de la mise en application de la technologique numérique dans les institutions culturelles, et d’autre part les actions de médiation culturelle réalisées selon deux principes : démocratisation de la culture au sens global et démocratie culturelle dans le cadre du bien-être culturel et de médiation numérique au sein des musées nationaux coréens. Au-delà de ces recherches préalables indispensables, nous analysons des dispositifs numériques proposés par le musée national de Corée, ainsi que le comportement du public coréen, largement composé de ‘ressourceurs’ depuis des années, à l’égard des institutions muséales. Nous examinons la nouvelle tendance actuelle de la numérisation dans la société coréenne : l’établissement du nouveau concept de musée numérique constitué principalement d’une base de données sans objets réels, ainsi que la diffusion de l’exposition numérique utilisant essentiellement des supports digitaux pour mettre en avant et reproduire des œuvres. Dans cette perspective, nous évaluons un état des lieux actuel de la numérisation des institutions muséales coréennes selon les fonctions du musée. Cette thèse apporte des éléments de réflexion sur la numérisation pour développer la médiation numérique muséale tout comme elle se sert d’un modèle permettant aux institutions muséales d’évaluer l’état et l’utilité de la numérisation en fonction de leur situation propre
This research work focuses on the digitization of cultural heritage in Korean National Museums by asking different types of devices that adapt to the current trend in the digital age by redefining a digital interpretation. In order to approach the particularity of digitization in a Korean context, we emphasis on a global view of the evolution of national museums as we analyze the application of digital technology in cultural institutions on one hand, the cultural interpretation’s actions carried out by two principles on the other hand: democratization of Culture in a large sense and Cultural Democracy in the context of cultural well-being and digital interpretation in Korean National Museums. In addition to these indispensable preliminary researches, we analyze digital devices provided by the National Museum of Korea, as well as the behavior of the Korean audience towards museum institutions, which has been 'rechargers' for years for most of it. Also, we study the new trend of digitization in Korean society: the establishment of the new concept of a Digital Museum consisting mainly of a database without any actual object, as well as the diffusion of the digital exhibition using mostly a digital media for exhibiting and reproducing a work of art. In this perspective, we evaluate the present state of the digitization of Korean Museums according to museum functions. This thesis provides the elements of reflection on digitization in order to develop museum’s digital interpretation as it uses a model that allows museum institutions to assess their state and utility of digitization according to their own situation
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Bonacini, Elisa. "La valorizzazione digitale del patrimonio culturale in Europa e in Italia. Forme di fruizione e di valorizzazione museale attraverso le nuove tecnologie e i social media. Una proposta di turismo wireless per Catania." Doctoral thesis, Università di Catania, 2014. http://hdl.handle.net/10761/1611.

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Questo lavoro si organizza in tre parti. Nella Parte I, dopo un inquadramento generale su Internet, sulle nuove tecnologie e sul loro impatto nel settore dalla comunicazione e valorizzazione culturale, con una particolare attenzione al fenomeno del divario digitale in Italia e in Sicilia, agli sviluppi del Web 2.0 e alle forme di partecipazione digitale dell utenza alla produzione di contenuti culturali, l interesse si focalizza dapprima sulle politiche culturali di valorizzazione digitale del patrimonio culturale europeo, dunque sulle corrispondenti politiche culturali italiane e siciliane, valutando anche i dati statistici sulla penetrazione delle ICT nella popolazione (europea, italiana e siciliana), sull uso di Internet e dei dispositivi portatili, per il consumo di beni e servizi culturali. La Parte II della ricerca si apre con una presentazione delle tecnologie digitali variamente utilizzate nel settore della comunicazione mobile e delle possibilità di interazione che le nuove piattaforme digitali offrono nel campo della comunicazione culturale, con un ampio repertorio di esempi di dispositivi ad applicativi per la fruizione in modalità mobile del patrimonio culturale, sia all estero che, soprattutto, in Italia e in Sicilia. Nella Parte III viene proposto il progetto CataniaPocketWifi, un progetto di fruizione mobile integrato e georefenziato del patrimonio culturale, ricettivo ed informativo di Catania attraverso l utilizzo di una guida mobile, sviluppata secondo specifici itinerari tematico-cronologici, che si presenti dunque come una sorta di navigatore, non solo nello spazio ma anche nel tempo, e che costituisca per l utente uno strumento utile a identificare il significato della vita stratificata e a trasformare Catania in un Museo Digitale Diffuso. Nell ambito di questo progetto più ampio, qui delineato nelle sue linee generali, si presenta il progetto MuDiCtWifi: un percorso di guida wireless per la fruizione e comunicazione multimediale del circuito culturale e artistico formato dal Museo Diocesano con le Terme Achilliane e il Duomo di Catania.
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Muniz, Guilherme Resende. "O uso do design e das tecnologias 3D na criação do repositório digital de elementos de fachada dos prédios históricos da UFRGS." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/143935.

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As novas tecnologias informacionais mudaram o nosso modo de vida, modificaram nossos hábitos e transformaram profundamente a sociedade. A evolução da informática e da internet trouxe um mundo no qual estamos constantemente conectados através de smartphones, tablets e/ou computadores. Entretanto, na era da informação a velocidade e a facilidade de acesso aos dados, muitas vezes, têm se mostrado superiores à nossa capacidade de absorvê-los e transformar a informação em conhecimento. Neste contexto, novas mídias emergem criando possibilidades de comunicação, dentre as quais destacam-se as tecnologias 3D. Essas abrem novas possibilidades nas mais diversas áreas, oferecendo maior liberdade para que os objetos sejam representados e manipulados no espaço. O campo da educação, por sua vez, tem encontrado dificuldades de absorver estas tecnologias e utilizá-las como ferramentas didáticas. Acredita-se que as tecnologias 3D possam vir a ser importantes instrumentos para a prática pedagógica. O presente trabalho tem como objetivo pesquisar possibilidades de ampliação e facilitação do uso da tecnologia 3D para fins educacionais e de preservação histórica. Para tal, realizou-se uma pesquisa sobre como esta tecnologia tem sido utilizada em ambos os campos. Após, foi realizado levantamento das principais técnicas de digitalização em 3D. Em seguida, foram testadas as principais plataformas e tecnologias para a exibição deste tipo de conteúdo: Cl3ver, Sketchfab, JSC3D, WebGL, Three.js, VRML, X3D, PDF3D e Unity. A partir desta análise, em caráter experimental, criou-se um repositório virtual 3D, o qual encontra-se hospedado nos servidores da UFRGS. O repositório facilita a divulgação de modelos 3D por parte dos criadores deste tipo de conteúdo, pois permite a sua inserção na internet de forma simples, sem a necessidade de conhecimento prévio de programação. Deste modo, o conteúdo gerado pode ser visualizado em computadores e/ou dispositivos móveis, diretamente no navegador, dispensando a instalação de programas complementares, contribuindo para a propagação deste tipo de mídia. Também é possível disponibilizar as obras digitalizadas para reprodução física, mediante técnicas de prototipagem rápida como manufatura aditiva (popularmente conhecida como impressão 3D) e/ou usinagem em CNC. Para a criação do conteúdo 3D, digitalizou-se em três dimensões de quatro elementos, fachadas específicas dos prédios históricos da UFRGS. Os modelos gerados a partir da digitalização foram disponibilizados, através do repositório 3D, e podem ser acessadas no endereço: www.ufrgs.br/ldsm/3d. O repositório 3D dos prédios da UFRGS é uma ação inovadora com propósitos educacionais e de conservação de patrimônio histórico, agindo como catalisador, onde arte, tecnologia e educação convergem em prol da construção do conhecimento.
The new informational technologies have changed our way of life, have changed our habits and profoundly transformed the society. The evolution of computer science and the internet brought a world in which we are constantly connected, whether through smartphones, tablets, and/or computers. However, in this Information Age, the speed and ease of access to data often has been shown to be superior to our capacity to absorb them and to transform the information into knowledge. Within this context, new media has emerged creating new possibilities of communication, among which stand out the 3D technologies, which open up new possibilities in the most diverse areas, offering greater freedom for the objects that are represented and manipulated in space. Fields of education, in this matter, have found difficulties to absorb these technologies and use them as teaching tools. In this context, it is believed that 3D technologies are likely to be important instruments for the pedagogic practice. The present study aims to search possibilities of expansion and facilitation in the use of 3D technology for educational purposes and historical preservation. With this research, it was studied on how this technology has been used in both fields. After this, it was done a survey of the main techniques of 3D scanning. Then, were tested major platforms and technologies for the display of this content type: Cl3ver, Sketchfab, JSC3D, WebGL, Three.js, VRML, X3D, PDF3D and Unity. Trough this analysis, for experimental, purposes was done the creation of a 3D virtual repository which is hosted on the servers of UFRGS. The repository facilitates the dissemination of 3D content by content creators, as it allows its insertion on the Internet in a simple way, without the need for programming skills, so that the content generated can be viewed on computers and/or mobile devices directly in the browser, without the need to install additional programs, contributing to the popularization of this type of media. It is also possible to transform the digitized 3D data creating physical models through rapid prototyping techniques, such as additive manufacturing (popularly known as 3D printing) and/or CNC machining. To create 3D content, 3D scanning was performed of four elements of specific historical UFRGS buildings facades. The models generated from scanning were provided through 3D repository, that can be accessed at: www.ufrgs.br/ldsm/3d. The 3D buildings of UFRGS repository is an innovative action, with educational purposes besides the conservation of historical heritage, acting as a catalyst where art, technology and education converge towards the construction of knowledge.
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18

Harris, Larissa. "The White Earth digital tribal museum: creation of an open-access online museum using 3D images of cultural heritage objects." 2017. http://hdl.handle.net/1993/32222.

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Barriers like financial constraints and travel logistics prevent Indigenous people from accessing their cultural heritage objects held by national, state, and local institutions. This can be overcome using photogrammetry to create 3D models of cultural heritage objects and housing them in virtual museums accessible via Internet-capable devices. This pilot project, working with the White Earth Band of Ojibwe on the White Earth Reservation in Minnesota, followed appropriate museology and communities of practice approaches to meet the concerns, desires, and budget of the tribal members to provide them unfettered access to cultural heritage objects. Because this approach presents cultural objects as 3D models, which can be 'manipulated' as if physically held, it offers visitors more meaningful engagement than they would have with single-dimension, restricted access museum displays. This project focusing on ten cultural heritage objects serves as a foundation on which similar digital museum projects initiated by Indigenous communities can build.
May 2017
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Marty, Paul F. "Digital Cultural Heritage and the Future of the National Museum." 2008. http://hdl.handle.net/10150/105122.

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20

Gore, Emily. "NC Exploring Cultural Heritage Online Heritage Partners: A first year analysis of collaboration." 2005. http://hdl.handle.net/10150/106404.

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This is a presentation (15 slides) at the 2005 ASIS&T Annual Meeting session on Collaboration in Digital Libraries: Luminous Ideas from Health Informatics, Academic Libraries, and Historical Archives.
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21

Devine, Kit. "Testing times: Virtual heritage, 'time travel' and the user experience of museum visitors: a case study of an enriched time-based virtual heritage world." Phd thesis, 2016. http://hdl.handle.net/1885/110702.

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Time is fundamental to human experience - it is how we make sense of the world. Time is critical to place in general and heritage place in particular. As well as the built environment, it determines both the cultural context and the phenomenological affect experienced at a particular place at a particular time. This thesis argues that time-based virtual heritage supporting navigable time, or time travel with agency, offers two different but complementary opportunities for heritage learning. Going to a specific place at a specific time gives users an informed idea of what it was like then and travelling through time in a time-lapsed fashion reveals the changes that occur over time. Heritage is culture through time yet curiously time is almost entirely absent from virtual heritage despite the power of 3D computer graphics to support time-based virtual worlds. This thesis describes the creation and testing of a time-based virtual heritage world on a museum audience. Navigable time is shown to be a popular and powerful tool for creating affective experiences with virtual heritage and fostering engaging learning opportunities. Additionally this thesis argues for, and the findings support, the importance of providing users with a range of activities in a virtual heritage world.
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Shaio, Cheng-Wen, and 蕭正文. "Construction of Digital Museum for Online Learning in Surveying and Mapping Using Virtual Reality Technology." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/48885816018343622192.

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碩士
國防大學理工學院
空間科學碩士班
100
n this research, we tried to use virtual reality method to build a digital surveying and mapping museum which Digital Archives results of surveying instruments were integrated by basic principles of surveying instruments, steps of operations, and practical theory of application in digital learning. There contains backgrounds of rare and historical surveying instruments and the existence value of surveying and mapping information in the field of online learning. We hope to achieve that promotion of online teaching and learning will be related to objectives of cultural relics. The digital museum for surveying and mapping is based on three main functions of digital archives, digital display and digital teaching. Its architectural design concept is inspired by those meta-data and virtual reality themes of the instruments. The building processes were to explore practices of the website page design and virtual reality implementation. From this research we learned that implementation for geometric virtual reality takes about 172 hours and the image-based only spent 96 hours that was a 55.8% operating time savings compared to the geometric one. Moreover, exquisite degrees of three-dimensional models, applicability of equipments for panorama pictures, production technology of virtual reality and interactive presentation tool of web sites are the main factors to build a digital museum.
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Chen, Yu-Hsien, and 陳禹先. "The preservation and conservation of digital technology heritage - A case study of new media art collection of National Taiwan Museum of Fine Arts." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4y3f26.

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碩士
國立臺南藝術大學
博物館學與古物維護研究所
105
The rapid evolution of modern digital technologies has made tremendous impact on human culture, and has fundamentally changed our ways of life and perceiving the world. Advanced sciences and technologies have been more than ever innovated so that preserving the cultural heritage of digital technology has become a trend for museums worldwide. In Taiwan, new media art works starting to gain population from 2006. Up to now, all domestic representative museums do preserve new media art works. Among them, the National Taiwan Museum of Fine Art collects the largest amount of collections. The work regarding acquiring, cataloging, preserving, conserving and restoring of the collections is the key function that a museum maintains the originality and authenticity of its collections. However, new media art works constantly challenge the past concept of minimal intervention when maintaining and restoring art works to their original forms which more emphasizes on the physical maintenance and restoration. The challenge is due to reproducibility property, form of multiple presentations, cooperative exchange, and fast technology evolving form of modern society, as a result of numerical representation of new media arts. This research’s main objective is to understand the actual impact made and its associated reasons when Taiwan public art museums are executing the affair of preserving, conserving and restoring the new media art works. By reviewing the related literature, we first investigate the characteristics of new media art, how it has been developed in our country, principles of preserving and restoring the art collections, and its necessary professional museum expertise and ethnics. Next, we will further study the discussion in the related domestic literature on the subjects of new media art works’ preservation and re-exhibition. Furthermore, we summarize the obtained experience from both inside and outside our country, and the associated challenge and opportunity in preserving new media art works. Finally, we specifically investigate the new media art collections of NTMoFA as a case study. This research adopts the method of semi-structured in-depth interviewing. The professionals to be interviewed include those who are practitioners in preserving and repairing art works. We particularly take three NTMoFA's new media art collections as the main subjects for the interview, and reconstruct on-site real scene of preservation and restoration. Lastly, from both aspects of new media's cultural and computer layer, we analyze the transformation of meaning in the museum’s reservation and conservation principles, followed by summarizing the research and proposing conclusion. We suggest that based on current administrative system, it is necessary to build up new methodology and strategy for conserving new media art works in full scale.Hopefully, this research can provide a useful reference and different vision to related practitioners of art museums and other interdisciplinary people who are interested in conservation of new media art works.
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Mazur, Ekaterina. "Katolické katedrály v Evropě a reprezentace kulturního dědictví prostřednictvím mobilních aplikací." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-448685.

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Representation of heritage via digital and online tools gains more attention from culture professionals and the general public. Mobile applications allow museums to reach wider audiences, make heritage more accessible for people with special needs and provide content in various forms. Catholic cathedrals, being the sites with great tourism potential and rich historical and cultural legacy, also create their mobile applications in several languages. This research aims to answer the question of how mobile applications contribute to the representation of the heritage of religious sites. The case studies are the mobile applications of Notre-Dame, Milan, Florence and Cologne cathedrals. The visual and textual content and the design of the applications are analyzed to explore how heritage meets religious and secular needs. As a result, it was possible to identify patterns used by the cathedrals' management and application developers when generating religious heritage content in this technologic framework. Besides, practical suggestions on improvement of the technical layout and narrative practices are made. Keywords: religious heritage, heritage representation, mobile applications, digital museum, tourism, museum communication, UNESCO 2
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Ferreira, Ana Paula Gonçalves. "In2Museum: nova plataforma multimédia para o Museu das Comunicações." Master's thesis, 2013. http://hdl.handle.net/10071/7786.

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No presente trabalho, pretendemos lançar reflexões e contributos para a discussão de um novo conceito de plataforma multimédia, partindo da análise de diversos casos de referência. Deste modo, apresenta-se o estudo que conduziu ao desenvolvimento da proposta para a nova plataforma In2Museum para o Museu das Comunicações (MC). Este projecto fundamenta-se na oportunidade que a Internet, as redes sociais online e os novos media podem facultar a comunicação em rede, a expansão do espaço físico e a interacção com os públicos. A In2Museum tem como objectivo proporcionar à instituição uma comunicação mais eficiente e eficaz, que permita divulgar património cultural material e imaterial, promover a participação activa do público e aquisição do conhecimento através do saber/entretenimento. A In2Museum visa desenvolver sinergias entre o Museu das Comunicações e o Arquivo Municipal de Lisboa – Núcleo Fotográfico (AML), com novos parceiros e público(s). O elo de ligação e interacção entre eles é a colecção de desenhos a tinta-da-china de chafarizes de Lisboa, do Museu das Comunicações. Assim, o chafariz é o elemento chave, o qual permite desenvolver uma plataforma multimédia modular num ambiente comunicacional Web 2.0 com recurso a QR Code. Pretende-se que a evolução esteja sempre presente, bem como, a partilha de informação técnico-científica e/ou histórias sociais relevantes de forma a contribuir para a promoção universal do património cultural local através de uma divulgação global.
In the present work, we plan to launch reflections and contributions to the discussion of a new concept of multimedia platform, based on the analysis of several case studies. Thus, we present the study that led to the development of the proposal for the new platform In2Museum to the Communications Museum (MC). This project is based on the opportunity the Internet, online social networks and new media can provide to the network communication, the expansion of space and interaction with the public. The In2Museum aims to provide the institution with the means to communicate more efficiently and effectively, enabling discloser of material and immaterial cultural heritage, promote active public participation and acquisition of knowledge through learning / entertainment. The In2Museum aims to develop synergies between the Communications Museum and the Photo Centre of the Municipal Archive of Lisbon (AML), with new partners and audience(s). The liaison and interaction between them is a collection of china-ink drawings of Lisbon´s fountains, belonging to the Museum of Communications. Thus, the fountain is the key element, which allows developing a multimedia modular platform in a Web 2.0 communication environment using the QR Code. It is intended that the evolution is always present, as well as the sharing of scientific and technical information and / or relevant social stories that can contribute to the universal promotion of local cultural heritage through a global disclosure.
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Carrelhas, Paulo Alexandre Alcobia Rolão. "Marketing online da Universidade de Coimbra : património mundial da UNESCO." Master's thesis, 2014. http://hdl.handle.net/10400.14/18098.

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A recente atribuição à Universidade de Coimbra do estatuto de Património Mundial pela UNESCO, a possibilidade de promover mais eficazmente este destino turístico em mercados externos através das T.I.C.T e com custos diminutos, motivou a elaboração da presente Dissertação de Mestrado. A especificidade de um Marketing Territorial que contrariamente ao dos produtos, não parte de uma “base zero”, ou dito de outro modo, o território não se escolhe, já lá está com as suas caraterísticas próprias (com o seu património natural e construído; material e imaterial; a simpatia da população; etc.), exige uma abordagem interdisciplinar ao tema que proponha soluções inovadoras e não estandardizadas. Assim, uma comercialização de Marketing Online de um determinado destino, terá de ter necessariamente, uma visão holística e considerar o possível contributo de cada Stakeholder. Constitui objetivo Principal desta Dissertação: 1) Promover: Uma estratégia de Marketing Digital para a Universidade de Coimbra enquanto Património Mundial, junto de três novos mercados externos e reforço dos existentes, considerando a sua proximidade geográfica enquanto mercados emissores. 2) Testar: A atual estratégia de Marketing Online desenvolvidas pelo Turismo do Centro (T.C) e Universidade de Coimbra. 3) Desenvolver: Uma estratégia de Marketing Online através da abordagem de um novo conceito de construção e implementação de aplicações tecnológicas,como sejam um Site e um vídeo original (apontando para um conteúdo que promova a interatividade com o consumidor, o Crowdsourcing). Iremos igualmente apostar nas redes sociais (enquanto componente eminentemente social). Pretende-se, portanto que estes novos mercados sejam alcançados prioritariamente pela via do Marketing Online, enquanto ferramenta estruturada que atinge nichos de mercado onde para o Marketing Tradicional não existe uma relação custo-benefício favorável. O grande desafio será transformar as condições de partida para a elaboração do Site e do vídeo promocional, em acréscimos de produtividade, dito de outro modo, em acrescentar um valor final à informação a disponibilizar. Deverão seguir critérios inovadores para construção de novas plataformas: Os 8Ps do Marketing Digital. (em contraposição, ou se quisermos em complemento, dos 4Ps do Marketing tradicional). As T.I.C.T deverão ser percecionadas como um importante processo complementar de desenvolvimento, cujo horizonte se pode conceber a longo prazo e um instrumento estratégico de desenvolvimento territorial. Analisar as áreas de responsabilidade das Entidades Regionais de Turismo, as atuais aplicações Online desenvolvidas para promoção turística da Universidade de Coimbra e a sua interligação com os diversos Stakeholders, constituem objetivos específicos de estudo desta Dissertação.
The recent award to the University of Coimbra's World Heritage status by UNESCO, the ability to better promote this tourist destination in overseas markets through the T.I.C.T. and Miniature costs, prompted the preparation of this Master Thesis. The specificity of a Territorial Marketing that contrary to the products, not part of a "zero-based", or in other words, the territory does not choose, is already there with their own characteristics (with its natural and built heritage; material and immaterial, the sympathy of the population,. etc.) requires an interdisciplinary approach to the subject to propose innovative and non-standard solutions. Thus, a Marketing Online for a particular destination must necessarily have a holistic view and consider the possible contribution of each Stakeholder. Main objective of this dissertation is: 1) Promote: A Strategy Digital Marketing for the University of Coimbra as a World Heritage Site, along with three new foreign markets and strengthening existing, given its geographical proximity as source markets. 2) Test: The Current Online Marketing Strategy developed by the Tourism Center (TC) and the University of Coimbra. 3) Developing: An Online Marketing Strategy through a new concept of construction and implementation of technological applications approach, such as a Website and an original video (pointing to content that promotes interactivity with the consumer, Crowdsourcing). We will also invest in (as eminently social component) social networks. It is intended, therefore, that these new markets are achieved primarily via Online Marketing, as a structured tool that reaches niche markets where to Traditional Marketing there is not a favorable cost-benefit. The big challenge will be to transform the starting conditions for the preparation of the Site and the promotional video in productivity growth in other words, to add a final value to information made available. We should follow innovative criteria for building new platforms: 8PS Digital Marketing. As opposed or if we are in addition, to the traditional 4Ps of Marketing. The T.I.C.T should be understand as an important complementary process of development, whose horizon is possible that the long-term and strategic instrument of territorial development. Analyze the areas of responsibility of the Regional Entities Tourism, current Online applications developed for Tourism promotion of the University of Coimbra and its interconnection with the various stakeholders, are specific learning objectives of this Dissertition interconnection with the various stakeholders, are specific learning objectives of this Dissertation.
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Pýcha, Čeněk. "Dějiny ve veřejném prostoru: Proměny institucí paměti." Doctoral thesis, 2020. http://www.nusl.cz/ntk/nusl-415298.

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Čeněk Pýcha History in public space: Changes of institutions of memory Abstract The submitted dissertation project is based on a longer research interest in memory and remembering. Interdisciplinary memory studies is one of the most dynamically developing subdisciplines in the social sciences and humanities. The aim of this work is to contribute to the ongoing academic discussion and to explore some environments of making sense of the past, which so far stood rather on the periphery of research interests. The research field of this project is defined by the questioning of transformations of memory institutions. I observe this change primarily on the trajectory of movement from grand institutions of memory to small ones. As the grand institutions of memory, I understand the traditional institutions of the interpretation of the past that were born in the modernization process. In this dissertation project, I focus mainly on institutions of heritage preservation and museums. With the partial disintegration of grand collective frameworks, these institutions are divided into small institutions. I study this movement in case studies on contemporary cultural practices of remembrance in new memory ecologies. I focus on digital platforms for travelers, remembering through visual communication or interest in places...
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28

Soares, Maria Filipa Reis. "Património digital, hoje: uma abordagem em ambiente museológico: o Museu Calouste Gulbenkian: coleção do fundador." Doctoral thesis, 2017. http://hdl.handle.net/10071/15616.

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Tendo como base teórica o estudo entre as novas tecnologias e o modo como os museus gerem a informação, apresentam e divulgam o conhecimento, e entendendo o património digital como área de prática e tema de estudo, pretende-se utilizar o campo museológico para pensar a sociedade e a produção do conhecimento humano. Através da etnografia multi-localizada, que se estende para além do campo físico do Museu Calouste Gulbenkian - Coleção do Fundador, a presente investigação propõe pensar os museus na era da informação, abarcando duas dimensões: 1) interna - Qual o papel do património digital nos museus? Em que medida o recurso às novas tecnologias digitais no contexto museológico introduzem alterações nas funções de inventariação, gestão de coleções e curadoria?; e 2) externa: Como se apropriou o museu das tecnologias digitais para a apresentação e divulgação da sua coleção? O tema dos média digitais no museu, enquanto campo de atuação independente mas inevitavelmente integrado na sociedade, desembocará numa reflexão sobre os museus na era da informação e globalização cultural, onde se analisam os meandros em que se processa a produção e a divulgação do conhecimento, pautadas pelas políticas sociais, culturais, económicas, a nível nacional e internacional.
Based on the topic of new technologies and the way museums manage their information, present and disseminate knowledge, and taking digital heritage as an area of practice and subject of study, I intend to use the museological field to discuss society and the production of human knowledge. This analysis uses multi-sited ethnography, as Calouste Gulbenkian Museum - Founder´s Collection, takes part of a comprehensive fieldwork. This research seeks to explore museums in the information age, whose exercise encompasses two dimensions: 1) internal - what is the role played by digital heritage in museums today? To what extent digital technologies change museum´s functions of inventory, collection management and curatorship?; 2) external: how do museums rely on digital technologies to present and disseminate their collections? Analyzing digital media in museum, as an institution integrated into the society, will lead us to a theoretical reflection on cultural globalization and museums in the information era. Social, cultural and economic policies, both at national and international level, will be scrutinized.
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Veiga, Ana Filipa Rodrigues. "Estratégias digitais, redes sociais online e museus: O caso Português durante a época pandémica COVID-19." Master's thesis, 2020. http://hdl.handle.net/10071/22159.

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De todas as funções fundamentais do Museu, este possui na comunicação um dos mais importantes mecanismos, principalmente durante esta altura pandémica causada pela COVID-19. As instituições museológicas procuraram novas formas de comunicar, de reforçar a interação com o público e manter um papel relevante na sociedade. Esta dissertação tem como objetivo analisar as publicações de Facebook das mais relevantes entidades museológicas portuguesas a nível internacional, comparar as suas estratégias comunicacionais digitais antes, durante e depois do seu encerramento forçado. De seguida, tem-se como propósito realizar uma análise à luz do contexto europeu.
Of all the fundamental functions of the Museum, it has in communication one of the most important mechanisms, mainly during this pandemic time caused by COVID-19. Museum institutions sought new ways to communicate, to reinforce interaction with the public and to maintain a relevant role in society. This dissertation aims to analyze the Facebook publications of different Portuguese museum entities, to understand and compare their digital communication strategies before, during and after their forced closure. Then, the purpose is to carry out an analysis in the light of the European context.
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Taišlová, Tereza. "Veřejné knihovny jako zprostředkovatelé elektronických informačních zdrojů kulturního dědictví." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-326544.

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The thesis focuses on the mediation of electronic information resources of cultural heritage from public libraries to public. The text is divided into two parts - theoretical and practical. Introductory chapters explain key terms - cultural heritage, digitization of analog cultural object and digital library and describe chosen benefits that providing of electronic information resources of cultural heritage brings to public libraries. The thesis also includes analysis of chosen electronic information resources of cultural heritage. They are presented Manuscriptorium, Kramerius, Moll Collection, online portal Europeana and web site of American Memory project. The practical part of this thesis presents the results of a supply and demand survey. The first survey was implemented on web pages of Czech regional libraries and the second survey is user survey among the Czech public. The last chapter is formed by recommendations for public libraries which offer electronic resources of cultural heritage.
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