Dissertations / Theses on the topic 'Digitalt museum'
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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.
Full textNolin, 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.
Full textZiolkowski, 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.
Full textPhan, 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.
Full textTällgård, 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.
Full textVasconcelos, 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.
Full textA 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.
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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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.
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.
Full textUrurahy, 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/.
Full textThe 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.
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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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.
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.
Full textThis 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.
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.
Full textLincoln 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.
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.
Full textEstling, 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.
Full textWohlfromm, 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.
Full textAgostino, Cristiano. "Contemporary digital museum in theory and practice." Thesis, University of Edinburgh, 2014. http://hdl.handle.net/1842/9483.
Full textPetrucci, 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.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
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.
Antunes, Sandra Isabel Valente. "Interfaces para um museu do web design português." Doctoral thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/16931.
Full textTendo-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.
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/.
Full textMosako, 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.
Full textMini Dissertation (MCHS)--University of Pretoria, 2017.
Department of Arts & Culture
University of Pretoria
Visual Arts
MHCS
Unrestricted
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.
Full textMade available in DSpace on 2018-07-02T20:22:48Z (GMT). No. of bitstreams: 1 DISSERTAÇÃO Ericka Souza FCRB.pdf: 5432159 bytes, checksum: bfdfbe9519535f127cca3fdaf9c9fcf8 (MD5) Previous issue date: 2018
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.
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.
Full textPapadopoulou, 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.
Full textRocha, 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.
Full textThis 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.
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.
Full textMachado, 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/.
Full textThis 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.
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/.
Full textThe 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.
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.
Full textZarmén, 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.
Full textMånson, 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.
Full textSimionato, 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.
Full textA 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...
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.
Full textBanca: 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
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/.
Full textRyder, Eric Otto. "A prototypical Computer Museum." Scholar Commons, 2001. http://scholarcommons.usf.edu/etd/3792.
Full textLilja, 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.
Full textSatta, 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.
Full textEsta 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.
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.
Full textEste 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.
Marty, Paul F. "Museum Websites and Museum Visitors: Digital Museum Resources and their Use." 2008. http://hdl.handle.net/10150/105782.
Full textMarty, Paul F. "21st Century Museum Visitors & Digital Museum Resources." 2005. http://hdl.handle.net/10150/105123.
Full textBressan, Gilliard Nunes. "Patrimônio Digital." Master's thesis, 2019. http://hdl.handle.net/10400.6/10100.
Full textDigital 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.
Ho, Wen-Wen, and 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.
Full text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.
Hsueh-Kung, Wu, and 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.
Full text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.
Hsieh, Yi-Feng, and 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.
Full text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.
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.
Full textFigueirinha, 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.
Full textNos 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.
Groenewald, Johannes H. M. "Global Museum." Diss., 2006. http://hdl.handle.net/2263/25646.
Full textDissertation (MArch (Prof))--University of Pretoria, 2007.
Architecture
Unrestricted
Hsu, Tien-Yu, and 徐典裕. "Framework of Knowledge-based Digital Museum." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/46144098990883512082.
Full text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
Su, Hsiao-Tien, and 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.
Full text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.
Ma, Su-hui, and 馬素慧. "Adult Learning Community in the Digital Museum." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/29143811783885207442.
Full text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.
Wang, Chia-Chung, and 王嘉群. "A Personalized Recommendation System for Digital Museum." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/50401032522511527723.
Full text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.