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1

Bontempo, Melissa A. "Online communities : possibilities for museum education /." Connect to resource, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1160068576.

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Lincoln, Margaret L. "The Online and the Onsite Holocaust Museum Exhibition as an Informational Resource." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5407/.

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Museums today provide learning-rich experiences and quality informational resources through both physical and virtual environments. This study examined a Holocaust Museum traveling exhibition, Life in Shadows: Hidden Children and the Holocaust that was on display at the Art Center of Battle Creek, Michigan in fall 2005. The purpose of this mixed methods study was to assess the informational value of a Holocaust Museum exhibition in its onsite vs. online format by converging quantitative and qualitative data. Participants in the study included six eighth grade language arts classes who viewed various combinations or scenarios of the onsite and online Life in Shadows. Using student responses to questions in an online exhibition survey, an analysis of variance was performed to determine which scenario visit promotes the greatest content learning. Using student responses to additional questions on the same survey, data were analyzed qualitatively to discover the impact on students of each scenario visit. By means of an emotional empathy test, data were analyzed to determine differences among student response according to scenario visit. A principal finding of the study (supporting Falk and Dierking's contextual model of learning) was that the use of the online exhibition provided a source of prior orientation and functioned as an advanced organizer for students who subsequently viewed the onsite exhibition. Students who viewed the online exhibition received higher topic assessment scores. Students in each scenario visit gave positive exhibition feedback and evidence of emotional empathy. Further longitudinal studies in museum informatics and Holocaust education involving a more diverse population are needed. Of particular importance would be research focusing on using museum exhibitions and Web-based technology in a compelling manner so that students can continue to hear the words of survivors who themselves bear witness and give voice to silenced victims. When perpetuity of access to informational resources is assured, future generations will continue to be connected to the primary documents of history and cultural heritage.
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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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D’, Alba Adriana. "Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115062/.

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The main purpose of this mixed methods research was to explore and analyze visitors’ overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared this knowledge acquired between a virtual museum versus a real one, employing a series of questionnaires, unobtrusive observations, surveys, personal and group interviews related to the exhibition and the artist. A group of twenty-seven undergraduate students in their first semester at the College of Architecture and Design of the Autonomous University of the State of Mexico participated in the research, and were divided in two groups, one of which used a 3D virtual representation previous to the museum visit. Results show that participants who experienced the virtual museum concurred that using it was a positive experience that prepared them to go to the real museum because they knew already what they were going to find. Most of the participants who experienced the virtual museum exhibited an increased activity during their museum visit, either agreeing, being more participative, concurring and showing acceptance, asking questions, or even giving their opinion and analysis, disagreeing with the guide and showing passive rejection. Also participants from this group showed an increase on their correct answers to the knowledge acquisition questionnaires, going from 27% answers responded correctly in the pre-test, to 67% of correct answers after the virtual museum usage. The research attempted to show that experiencing a virtual museum can be similar to the experience in physical museum visits, not only engaging participants to go to the museum, but sometimes even offering a more functional way to deliver content. Results of this research evidence that using a virtual museum creates a positive impact in users before, during, and after the museum visit, and that it can be a good alternative, not only for educational, but for promotional and recreational and purposes.
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Grieshammer, Natalie. "Engaging Millennial Philanthropy in Art Museums Through an Online Platform." University of Akron / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=akron1564742946031821.

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Doyon, Malin, and Sofia Borg. "Engagerad ”online” – konsument ”offline”? : En explorativ studie om konsumtion och kundengagemang i Livrustkammarens online brand community." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-35571.

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Studien undersöker olika dimensioner av det omdiskuterade begreppet kundengagemang i ett online brand community på Facebook, i förhållande till tidigare konsumtion och köpintention “offline”. Webbaserade enkäter användes som metod för att undersöka vilka dimensioner av kundengagemang som förekommer i det studerade online brand communityt på Livrustkammarens Facebooksida. Vidare användes en korrelationsanalys för att se om det fanns ett samband mellan de olika dimensionerna av kundengagemang i förhållande till tidigare konsumtion samt köpintention. Slutligen användes logistisk regressionsanalys för att se om någon av engagemangsdimensionerna kunde vara en predikator för tidigare konsumtion respektive köpintention. Resultatet av korrelationsanalysen visade på ett positivt, statistiskt signifikant samband mellan kognitivt engagemang gentemot varumärket i förhållande till tidigare konsumtion. Ett positivt och statistiskt signifikant samband förelåg också mellan alla engagemangsdimensioner i förhållande till köpintention. Regressionsanalyserna visade på endast ett statistiskt signifikant resultat, där kognitivt engagemang gentemot varumärket var en predikator för tidigare konsumtion. Troligtvis berodde avsaknaden av statistiskt signifikanta resultat i regressionsanalyserna på multikollinearitet (korrelation) mellan de oberoende variablerna. Denna korrelation gör det också svårt att undersöka alla tre dimensionerna av engagemang samtidigt i en kvantitativ studie. Framtida forskning kan därför använda sig av en kvalitativ metod, exempelvis netnografi, för att studera de antecedents som lämnats utanför studiens ramar. Resultatet visar också på vikten av att praktiker värdesätter det kognitiva engagemanget gentemot varumärket istället för endast det beteendemässiga, då detta var den enda predikatorn som framkom i förhållande till tidigare konsumtion. Resultatet tyder också på att engagemang i sociala medier har en betydelse för köpintention, då ett samband återfanns mellan alla former av engagemang i communityt ”online” och en intention att besöka museet ”offline”.
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Buffington, Melanie L. "Using the Internet to develop students' critical thinking skills and build online communities of teachers: A review of research with implications for museum education." The Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=osu1092187119.

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Sreenan, Patrick N. "Perspectives on Cultural Context: The Use of an Online Participatory Learning Environment as an Expansion of the Museum Visit." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc31548/.

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Technology offers opportunities for museums to expand the ways in which cultural perspectives relevant to objects on display can be exchanged and understood. Multimedia content offered online in an environment with user input capabilities can encourage dialogue and enrich visitor experiences of museums. This action research project using narrative analysis was an effort to develop the use of web technology in museum education practice, with an emphasis on constructivist learning. Concepts including the visitor-centered museum and multiple narratives led the researcher to collaborate with a pre-service art teacher education classroom and a local Hindu community to create content that might better develop understandings of one museum's Hindu sculpture collection that are personal, cultural, and complex.
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Bashore, Elizabeth Mary, and Elizabeth Mary Bashore. "Diverse directions: A case study on the construction of an online instructional resource in a photographic museum setting." Thesis, The University of Arizona, 2000. http://hdl.handle.net/10150/625874.

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Robinson, Stuart. "The Other White Cube: Finding Museums Among Us." Diss., The University of Arizona, 2014. http://hdl.handle.net/10150/317041.

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Since hitting mass markets in the 1920s, refrigerators have occupied a lovable corner not just in American kitchens but also in American culture. The story of humankind has always been the story of food, around which we congregate, negotiate power, and explore methods of control. As the U.S. transitioned to industrial, mechanical convenience in the twentieth century, refrigerators replaced hearths as household communication centers, and it has become commonplace to decorate refrigerator surfaces with photographs, keepsakes, lists, and other items of visual culture. As meaningful, expressive arrangements, the curatorial dimensions of such displays have called for their investigation. From January to June of 2013, the Other White Cube Project studied the cultural phenomenon by collecting photographs and questionnaires online at theotherwhitecube.com. From 200 submissions, the project connected activities at home with institutional roles at large. The educational effort performed post-museum theory, in which audiences and institutions share power, build community, and promote awareness. By equating museums with everyday spaces, curators with everyday people, and art with everyday objects, the Other White Cube Project approached three keys to learning in art museums - comfort, relevance, and readability. The project also examined the aesthetic, social, and practical barometers that direct daily choices, which shape consciousness and subsequent interactions with space. In that sense, everyone is a curator - of some kind and of some place.
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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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Buffington, Melanie L. "Using the internet to develop students' critical thinking skills and build online communitites of teachers a review of research with implications for museum education /." Connect to this title online, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1092187119.

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Preusse, David N. "Studying the Impact of a Summer Training Course on Teacher Ability to Use and Integrate an Innovative Online Museum Curriculum in Secondary Schools." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248522/.

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This study seeks to answer the overarching question of how the use of a digitally delivered arts curriculum, including a virtual museum environment, affects teacher's perceptions of curriculum integration and whether they believe it is successful in the classroom. This study is based on the analysis of archival data collected during a pilot study that was conducted in the fall of 2016 and spring of 2017. This pilot study used a qualitative, descriptive approach and included the use of surveys, interviews, focus groups, and observations. The main focus of this study was on the experiences of a selection of educators who took part in the pilot study and summer training sessions to determine the successes and challenges they faced as they sought to the implement the experimental digitally delivered arts curriculum. The results of the study should improve the field's understanding of how virtual environments and technology can influence teacher experiences and perceptions of their potential value for learning as they continue to take hold in public schools worldwide.
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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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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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Bawa, Mukti. "Determining Users' needs and experiences while accessing museums' online collections." Thesis, University of Birmingham, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.505855.

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Cone, Heather. "Differential Reinforcement in the Online Radicalization of Western Muslim Women Converts." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2962.

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The emerging phenomenon of Western women Islamic converts learning radicalized ideology through social media constitutes a challenge to cyber policy makers hampered by a lack of gender-nuanced radicalization research. The purpose of this exploratory qualitative case study was to develop a greater understanding of how the differential reinforcement tenet of social learning theory may help to explain the conversion and radicalization of Western women towards a fundamentalist Islamic ideology through their participation in the social media. Key research questions explored how participation in online social media may create vulnerability towards radicalization and exploitation. The blogs of 3 different Western women converts were selected from the social media website Tumblr for the period of January 2014 through September 2015. Approximately 21,700 posted entries were subjected to a deductive coding process and thematic analysis. Key findings indicated that fervent activism, strong commitment to the digital community, and a tepid response to world terrorist attacks were potential vulnerabilities for targeted radicalization. Additionally, authors increased the number of their ideology-related posts in response to increased reader interactions. Finally, reader responses did not appear to alter the bloggers' static and strongly held positions on cultural gender roles. The positive social change implications stemming from this study include a starting point for the development of a formal adolescent cyber educational program, new metadata delimiters for the identification and engagement of vulnerable women, and as an example of the use of public policy theoretical frameworks for homeland security research.
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Bartolini, Chiara <1991&gt. "An audience-oriented approach to online communication in English: the case of European university museums' websites." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amsdottorato.unibo.it/9387/1/Bartolini_Chiara_Tesi.pdf.

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This thesis investigates online communication in English on European university museums’ websites. It explores the extent to which the production of institutional web texts in English is informed by an audience-oriented approach, and more specifically by the awareness of the need to address readers with different cultural and linguistic backgrounds. A combination of quantitative and qualitative approaches provides the methodological framework for this research. First, a survey of English-version websites of European university museums is carried out to assess the extent to which the latter produce content in English on their websites. A corpus including a selection of web pages in English from European university museums’ websites is analysed by focusing on two aspects: the extent to which texts comply with web writing guidelines, and the extent to which they establish a relationship with their intended readers through stance and engagement features. Finally, semi-structured interviews with staff from a subset of museums are conducted to shed light on the creation of museum web contents in English. The results of the survey suggest that university museums in Europe tend to provide an English-version website. The text analysis shows that university museums in the UK seem to be more committed to an audience-oriented approach to communication than those in other countries. Finally, insights from the interviews reveal that the production of texts in English does not seem to be informed by the idea of a specific intended audience, and even less so a linguistically diverse audience. These results contribute to current research on the conceptualisation of museum audiences, the processes underpinning museum communication and the use of English as an international language on institutional websites. The research stresses the need for an interdisciplinary exchange between museum and heritage studies on the one hand and linguistics and intercultural studies on the other hand.
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Earle, Wendy E. J. "Museums, technology and cultural policy : tensions and contradictions in the development and delivery of cultural learning online." Thesis, University College London (University of London), 2012. http://discovery.ucl.ac.uk/10020700/.

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The two projects at the centre of this thesis are a New Labour Government initiative, Culture Online (2002-2007), and one of its commissioned projects, Every Object Tells a Story (2003- 2007), which was based at the Victoria and Albert Museum. Both developed during a period of transition in the publicly subsidised cultural sector in the context of increasingly intertwined discourses about education, the transformative power of museums, and new digital technologies. Both could be seen as exercises in the democratisation of culture and the demonstration of its public value, which were central strands in the development of New Labour's cultural policy between 1997 and 2007, thus providing useful case studies in relation to the implementation of this policy. Using a toolbox of methodologies, I have argued that the two projects were expressions, on one hand, of New Labour's cultural policy and, on the other of the museum sector's ambitions to achieve greater social relevance and perceived public value. Highlighting the tensions within and between the projects, the thesis identifies how the museum sector used ideas about learning and the new digital technologies to reformulate the value and work of museums both to attract higher levels of public engagement and to represent them as centres of social change. My research explores the problems of confusing and conflicting agendas both in the development of New Labour's cultural policy and in the attempts by museums to demonstrate their value in an ideological environment where new media are seen as determining the direction of change, and cultural learning or education is seen as offering people a means of adapting to change.
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Lewis, Andrew William. "The reconstruction of virtual cuneiform fragments in an online environment." Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6714/.

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Reducing the time spent by experts on the process of cuneiform fragment reconstruction means that more time can be spent on the translation and interpretation of the information that the cuneiform fragments contain. Modern computers and ancillary technologies such as 3D printing have the power to simplify the process of cuneiform reconstruction, and open up the field of reconstruction to non-experts through the use of virtual fragments and new reconstruction methods. In order for computers to be effective in this context, it is important to understand the current state of available technology, and to understand the behaviours and strategies of individuals attempting to reconstruct cuneiform fragments. This thesis presents the results of experiments to determine the behaviours and actions of participants reconstructing cuneiform tablets in the real and virtual world, and then assesses tools developed specifically to facilitate the virtual reconstruction process. The thesis also explores the contemporary and historical state of relevant technologies. The results of experiments show several interesting behaviours and strategies that participants use when reconstructing cuneiform fragments. The experiments include an analysis of the ratio between rotation and movement that show a significant difference between the actions of successful and unsuccessful participants, and an unexpected behaviour that the majority of participants adopted to work with the largest fragments first. It was also observed that the areas of the virtual workspace used by successful participants was different from the areas used by unsuccessful participants. The work further contributes to the field of reconstruction through the development of appropriate tools that have been experimentally proved to dramatically increase the number of potential joins that an individual is able to make over period of time.
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El-Hady, Ziad. "Changing British values as a factor in anti-Muslim sentiment : a study of online comments." Thesis, SOAS, University of London, 2018. http://eprints.soas.ac.uk/30300/.

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This thesis looks at the perception of Islam and Muslims from non-Muslims in Britain within the context of moral values and changing British society. I will be looking at four issues of moral contention prevalent in anti-Muslim discourses today. These are expressed through online comments posted beneath relevant articles published on three major British online news sites: the Huffington Post (UK), The Guardian, and the Mail Online. This choice of data intends to avoid the social desirability bias, revealing opinions and sentiments that may not be readily expressed in public or in an interview. The four morally contentious issues examined will be: (1) the wearing of the Muslim face-veil (niqab or burqa) in a secular, western society; (2) homosexuality and its debated compatibility with Islam/being a Muslim; (3) Polygyny - the questionable permissibility for a Muslim man to have up to four wives in Britain; and (4) the Prophet's marriage to Aisha, which raises charges of paedophilia. In each topic, I will be drawing out the character of these criticisms with support of both previous studies of relevance and from various theoretical frameworks within racism, orientalism, integration threat theory and queer theory. This will hopefully produce a clear representation of the nature of the moral critique in question, elucidating their common themes, characteristics and relevant debates. Where possible, I will also consider how such arguments have shifted or originated over time. This will require looking historically from as far back as the medieval and Victorian era to pre and post-9/11, locating the contentions in their relevant social and historical contexts. This approach hopes to reveal more valuable insights into the criticisms themselves, as well as broader insights into how the Muslim community is vilified.
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Hamed, Muneer. "The development of a framework for design of web presence and associated online marketing strategy for museums in Saudi Arabia." Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13240.

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This research explores the development of a theoretical framework for the design of the web presence and how it can be usefully and practically employed with a view to increasing the number of visitors to cultural organisations such as museums in the Kingdom of Saudi Arabia. The paper adopts a qualitative and quantitative research method approach, including a critical review of relevant literature on web presence (website and social media design) and digital marketing to determine how these online technologies can provide an innovative means of promoting museums online in Saudi Arabia. At present, museums in Saudi Arabia use mainly traditional methods such as printed advertisement, for promotion which have a number of problems and limitations as the new challenge is not only how to reach your audience but also how to engage with them. However, with the adoption of internet technology, Saudi Arabia is quickly entering an information-based age and there is also the need for a shift in paradigm to correct misguided notions that museums are just for children or places for keeping worn-out artefacts. This research describes the development of a new web-presence framework and argues it can provide a number of benefits, namely: wider dissemination of information about museums to visitors; online promotion of museums for the benefit of a wider international audience; promotion of Saudi’s heritage, faith and culture online through social media; improved visitor satisfaction; effective management of visitors by museum workers; and effective payment online before actual visits to museums. The research concludes with a number of recommendations for policy-makers in Saudi Arabia to take full advantage of the internet and social media to effectively promote cultural organisations through their web presence using the framework in order to engage with visitors for greater competitiveness on a global market.
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Steinebach, Mario, and Katharina Thehos. "Newsletter für Freunde, Absolventen und Ehemalige der Technischen Universität Chemnitz 1/2008." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800353.

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Neumann, Sabine [Verfasser], Birgit [Akademischer Betreuer] Mersmann, Marion [Akademischer Betreuer] Müller, and Victoria [Akademischer Betreuer] Szabo. "Art Museums online - New visual challenges of Modern and Contemporary Art Collections / Sabine Neumann. Betreuer: Birgit Mersmann. Gutachter: Birgit Mersmann ; Marion Müller ; Victoria Szabo." Bremen : IRC-Library, Information Resource Center der Jacobs University Bremen, 2016. http://d-nb.info/1098532848/34.

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Saad, Samar. "Den digitala slöjan : En kvalitativ intervjustudie om Facebook som scen för den svensk-muslimska tjejens framträdande." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-6017.

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The purpose of this study is to find out how Swedish Muslim girls use Facebook and its functions in constructing their Muslim identity on the platform. The study is based on a qualitative method which consists of nine interviews with Swedish Muslim girls between the ages 17-23 and who use Facebook daily. The study is based on the view of Facebook as a scene where individuals can perform for an audience. I have used Erving Coffman’s dramaturgical perspective that explains why individuals appear in an appropriate manner to achieve confirmation from their audience. I also used theories about identity construction, community and the theory about how individuals create a social presence online.   The study’s results have shown that the Swedish Muslim girl does not only wear a veil in real life, but also a “digital veil” on Facebook, which hides the things that go outside the Islamic framework. On Facebook, she must think about the Muslim values and norms while producing her identity to avoid isolation from the Muslim society. The study also shows that the need for a sense of belonging is the Muslim girl’s motivation that forms her behaviour on the platform.
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Thomas, Matthew. "Illuminating Voices In The Dark: The utilisation of communication technology within online Arab atheist communities." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21420.

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The presence of atheists within the Muslim world has begun to receive global attention after a number of cases in which atheist bloggers and writers in majority Muslim countries were killed for criticising Islam. The rise in number of Arab atheist Facebook groups has sparked conversation about the rise in number of atheists across the Arab world, and to what extent the use of social media platforms has facilitated this. This study examines 2 such Facebook groups and aims to explore the way in which social media platforms can be used to bring a geographically diverse group of people together to form a collective group identity, and to provoke societal change. The research was conducted using qualitative data, gathered using open ended interview and survey questions, alongside quantitative data which was gathered from closed survey questions and raw survey data in an attempt to understand how communication technology is used by these groups to form a collective identity among their members and to achieve shared objectives. The study lies within the frame of new social movement theory, with particular focus on the ever evolving role which online communications can play in developing aspects of a given society.The results showed that social media had given members from both groups the ability to share experiences, develop a collective identity, and utilise their new found visibility to provide the voices of atheists in the Arab world with an authority which they had been lacking. The study found that the freedom for atheists to unite online in large number was exposing closeted atheists as well as practising Muslims to opinions which would not have been as vocalised in the real world. The freedom for both parties to involve themselves in the group has reflected some of the difficulties faced in the real world, but has importantly opened up a dialogue and is working toward the acceptance of atheism within majority Muslim societies.
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Osterman, Mark D. "Exploring Relationships Between Thinking Style and Sex, Age, Academic Major, Occupation, and Levels of Arts Engagement Among Professionals Working in Museums." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2277.

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With evidence that arts engagement and nonlinear thinking style both utilize insight, intuition, and emotion in the decision making process, the literature has driven an investigation of the relationship between levels of arts engagement and thinking style preference. This nonexperimental correlational study (N = 101) explored (a) the prevalence of linear, nonlinear, or balanced linear/nonlinear thinking style of professionals working in museums. (b) Whether thinking style has a relationship with (i) age; (ii) sex; (iii) academic major; (iv) occupation; (v) levels of arts engagement. Two theoretical frameworks underpinned this study: (a) new literacies and (b) cognitive styles. A Web-based self-report survey instrument was used to investigate the relation among the variables of interest. Existing literature was used to provide a foundation for the study and guide the research. Correlational, means, and hierarchical regression analysis were used to test the hypothesized model and examine the hypotheses. The means analyses at the descriptive level revealed that females, those in the 60 or older age group, Humanities majors, and those who worked in education demonstrated more balanced linear/nonlinear thinking styles. The correlations results indicated that there was a statistically significant relationship between thinking style and sex and thinking styles and academic major. The hierarchical regression results suggested that after controlling for select demographic variables, only being a Humanities major uniquely predicted significant variance in thinking style. The lack of significant findings of a relationship between thinking style and age did not correspond to existing research that supports a correlation. Additionally, a significant relationship between thinking style and levels of arts engagement was not found during correlational and hierarchical regression analysis. A limitation of this research study was that the Web-based self-report survey version of the Linear/Nonlinear Thinking Style Profile (LNTSP) instrument did not transfer well to online use because the participants had some problem understanding how to score their answers properly. This issue could be handled readily and recommendations are made to revise the Web-base self-report version of the survey for future research use.
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"Philharmonie im Museum / Museums-Matinée, Blaue Stunde." Dresdner Philharmonie, 2013. https://slub.qucosa.de/id/qucosa%3A3360.

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Ferreira, Susana Cristina de Pina. "Museu virtual: plataforma online do acervo do museu de artes decorativas portuguesas." Master's thesis, 2014. http://hdl.handle.net/10071/10034.

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Trabalho de projeto
Ao longo das últimas décadas a definição de Museu veio a modificar-se numa tentativa de responder às necessidades da sociedade acompanhando a sua evolução e mudança. O aparecimento das novas tecnologias provocou mutações ao nível da sociedade e, consequentemente influenciou a forma de atuar dos museus. Nos últimos anos, existiu uma crescente adesão por parte das instituições museológicas às novas tecnologias de informação e comunicação, desde a produção do seu próprio site à criação de plataformas online com os respetivos acervos. Neste sentido, os museus passaram a utilizar fortemente suas as potencialidades, o que proporcionou o desenvolvimento de uma forte relação entre as instituições museológicas e o público. O presente trabalho consiste na apresentação do anteprojeto do projeto de criação de uma plataforma online do acervo do Museu de Artes Decorativas Portuguesas, denominada Museu Virtual. Aproveitando as potencialidades da Internet, este projeto, para além de dar um contributo para o museu otimizar a sua missão de museu-escola e concretizar os seus objetivos, permite que o mesmo cresça enquanto instituição ao serviço da comunidade, aproximando a sua coleção do seu público deixando a mesma de estar restringida ao espaço físico do museu. Neste trabalho é efetuado um diagnóstico e, posteriormente são delineadas estratégias que sustentam a ideia de implementação do projeto bem como definida uma linha estratégica de marketing para aproximar os visitantes online da plataforma desenvolvida. Espera-se que o desenvolvimento deste projeto proporcione ao Museu de Artes Decorativas uma maior projeção no contexto museológico bem como um aumento da investigação da sua coleção e maior proximidade com os públicos.
Throughout the last decades the definition of Museum has been changing in an attempt to answer the society’s needs following its evolution and its changes. The appearance of the new technologies provoked mutations in society and, consequently influenced the way museums act. Over the past years, there has been an increasing adherence from the museums to the new technologies of information and communication, from the production of their own website to the creation of online platforms with the respective collection. In this sense, museums started to use strongly their potential, which proportionated the development of a strong relation between the museums and the audience. The present work consists in the presentation of the project’s pre-project of creation of an online platform with the collection of “Museu de Artes Decoraticas Portuguesas”, called “Museu Virtual”. By taking advantage of the Internet’s potential, this project, apart from giving a contribute for the museum to optimize its mission of school-museum and fulfill its objectives, allows it to grow as an institution serving the community, making its collection closer to the audience leaving it unrestrained by the physical space of the museum. In this work it is made a diagnosis and, afterwards there are outlined strategies that sustain the idea of the implementation of the project as well as defined a marketing strategic line to bring the online visitors closer to the platform developed. It’s expected that the development of this project brings to “Museu de Artes Decorativas Portuguesas” greater projection in the museums context as well as increase to the investigation on its collection and bigger proximity with its audience.
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Coelho, Catarina Gonzaga. "Maping customer experience tips: insights from online museum reviews." Master's thesis, 2021. http://hdl.handle.net/10400.1/17439.

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To understand the main attributes with impact on museum’s visitors’ experience, this study analyses the e-WOM communication in the form of the reviews shared by customers on TripAdvisor. A qualitative and exploratory approach was applied through a thematic content analysis on 1403 reviews from five Portuguese museums with a presence on that online platform. The results revealed the attributes and sub-attributes with more impact on the visitor’s experience. Exhibition’s Quality and Ambient Conditions greatly influence the reviewers, and Staff Behaviour and Signs & Signage are the attributes with less impact on the experience. Given the recognized lack of research regarding the museums’ atmospherics features, this study provides contributions to literature and practice by giving continuity to the gaps identified in previous studies. This research brings useful light tips for museums’ management to explore and improve their services and take advantage of e-WOM as a marketing tool. Due to the recognizable increase of technology in museums, the sub-attribute Multimedia Displays arise reveals the importance of exploring this feature in future research.
O setor dos museus cresceu consideravelmente no último terço do século XX (Harris, 2013). Entre 2012 e 2020 o número de equipamentos culturais desta natureza aumentou 60% (UNESCO, 2020) em todo o Mundo. Assim como em Portugal, onde se verificou um aumento de 238 museus em 2019 face ao ano de 2000 (Fundação Francisco Manuel dos Santos, 2020). Segundo o International Council of Museums (ICOM) (2018): “O museu é uma instituição permanente sem fins lucrativos, ao serviço da sociedade e do seu desenvolvimento, aberta ao público, que adquire, conserva, investiga, comunica e expõe o património material e imaterial da humanidade e do seu meio envolvente com fins de educação, estudo e deleite.” (Museum Definition, Prospects and Potentials report and recommendations, ICOM’s Executive Board, December 2018). Os museus, tal como outras atrações culturais, têm um papel importante na indústria do turismo (Bauer, Sohn & Oliveira, 2019; Durão, 2009) e contribuem para o crescimento da economia local (Llop & Carod, 2012). Embora o crescimento do turismo seja uma realidade do século XXI (Pennings, 2015), a pandemia Covid-19 veio inverter a tendência de crescimento e este sector tornou-se um dos mais afetados, tendo registado, em 2020, uma queda de 74% em relação ao ano anterior (UNWT, 2021). De acordo com a UNESCO (2020), apesar de, um modo geral, o turismo cultural ter sido particularmente afetado, nomeadamente os museus, as respostas e soluções para manter as operações surgiram de forma célere e eficaz. Cada vez mais, os museus utilizam ferramentas da Internet para atrair visitantes (Bauer et al., 2019) e, simultaneamente, acompanhar o seu comportamento através dos comentários partilhados através de electronic Word of Mouth (e-WOM) nas redes sociais (Alexander, Blank & Hale, 2009; Antón, Camarero & Garrido, 2019; Dellarocas, 2003; Hausmann, 2012; Kempiak, Hollywood, Bolan & McMahon-Beattie, 2017; Rodgers & Wang, 2011). Babić Rosario et al. (2020: 427) definiram e-WOM como a “comunicação relativa ao consumo, gerada pelo consumidor, que implica ferramentas digitais e que é dirigida a outros consumidores”. O e-WOM pode ser de conteúdo positivo, negativo, uma combinação de positivo e negativo ou neutro (Rodgers & Wang, 2011). A avaliação do conteúdo gerado e partilhado nas redes sociais, denominada de valência, tem recebido atenção crescente na academia (Cheung & Thadani, 2010; Filieri, 2016; Zanibellato et al., 2018) na medida que os consumidores têm propensão em atribuir forte relevância e confiança ao mesmo. As avaliações negativas tendem ainda a ser mais valorizadas do que as positivas e as classificações extremas tendem a ser consideradas não confiáveis (Filieri, 2016). No TripAdvisor os utilizadores fazem a avaliação da experiência através dos comentários (reviews) e da classificação de 1 a 5 (rating). Através do rating é possível avaliar a qualidade do produto (Hong & Pittman, 2020) e a satisfação (Zanibellato et al., 2018). Segundo os estudos de Alexander et al. (2018) e Yoon et al. (2019) há uma correlação entre o rating e a valência de e-WOM. O e-WOM permite saber o que é que os consumidores dizem de um produto (neste caso os museus) e criar campanhas de e-WOM para atingir objetivos de marketing (Chu & J. Kim, 2018). Assim, os museus devem trabalhar o e-WOM como uma ferramenta de marketing (Hausmann, 2012) e desenhar as experiências oferecidas tendo em vista proporcionar satisfação dos seus visitantes. A literatura reconhece que visitantes satisfeitos geram avaliações positivas (Antón et al., 2019). De acordo com McLean (1997), o produto do museu é a experiência da visita e esta resulta dos serviços tangíveis e não tangíveis. A experiência começa antes da entrada no museu (Rowley, 1999) com uma pesquisa sobre o museu e os seus serviços (Alexander et al., 2018). Uma vez no museu, o visitante experiencia a exposição e todos os serviços disponíveis (Chan, 2009; de Rojas & Camarero, 2008). A experiência continua depois da saída do edifício, estende-se às memórias e às partilhas em redes sociais e avaliações no TripAdvisor (Alexander et al., 2018). Zanibellato et al. (2018) estudaram as características/atributos que influenciam a experiência do visitante (de forma positiva ou negativa) através da informação partilhada pelos visitantes dos 10 museus mais comentados no TripAdvisor. A partir dos conceitos de atmospherics e servicescape, Conti et al. (2020) desenvolveram o conceito de museumscape. Com base, essencialmente, na teoria de Bitner (1992) definiram as seis categorias que influenciam a experiência do visitante: Ambient Conditions, Staff Behaviour, Facilities and Convenience, Art Gallery Quality, Exhibition Space Aesthetics, Signs and Signage. Os autores, através de uma pesquisa exploratória por entrevistas diretas aos visitantes de três museus italianos, estudaram o espaço do museu e o ambiente físico e o seu impacto no Word of Mouth (WOM). Sendo uma área de investigação emergente (Alexander et al., 2018; Conti et al., 2020; Hausmann, 2012; Zanibellato et al., 2018), são identificadas pertinentes lacunas de investigação, nomeadamente o facto de haver poucos estudos sobre e-WOM no campo museológico e sobre a influência do ambiente e espaço físico dos museus na experiência de visita. Assim, e nesta sequência, o objetivo principal desta pesquisa é estudar os atributos dos museus com impacto na experiência do visitante através do e-e-WOM. Os objetivos específicos deste estudo são os seguintes: • Analisar o perfil do visitante com base na sua atividade no TripAdvisor: origem, experiência como utilizador na plataforma (status) e data da experiência; • Classificar os atributos da experiência de visita ao museu de acordo com a sua natureza: produto principal, serviços periféricos e ambiente; • Identificar os atributos e subatributos mais relevantes da experiência de visita ao museu, mencionados pelos reviewers; • Examinar a relação entre a performance dos atributos do museu e a satisfação. Desenvolveu-se um estudo qualitativo exploratório (Creswell, 2007; Merriam & Tisdell, 2016) com uma abordagem dedutiva e indutiva (Bardin, 1977). A informação foi recolhida de uma fonte secundária (Adams, Khan, Raeside & White, 2007), nomeadamente de documentos virtuais (Bryman, 2012): reviews partilhadas no TripAdvisor.com. Esta abordagem foi inspirada em estudos anteriores (Zanibellato et al., 2018; Alexander et al., 2018). O estudo empírico debruçou-se sobre o caso português. As avaliações estudadas pertencem aos cinco museus portugueses, com presença no TripAdvisor, com mais avaliações nas categorias de Museus de Arte e Museus de Especialidade: Museu Calouste Gulbenkian, Museu Nacional do Azulejo, Museu Coleção Berardo, Museu Nacional dos Coches e Museu Nacional de Arte Antiga. Os 1403 comentários recolhidos pertencem aos anos de 2018 e 2019 e foram escritos em língua inglesa. A informação foi tratada através de uma análise temática de conteúdo categorial (Adams et al., 2007; Bardin, 1977; Esteves, 2006) com recurso ao software Nvivo 12. As categorias, baseadas em Conti et al. (2020), surgiram de acordo com os temas repetidos; de seguida, esses temas foram divididos em subcategorias e posteriormente as referências foram distribuídas conforme a direção/valência (positivo, negativo ou neutro) (Rodgers & Wang, 2011; Zanibellato et al., 2018). Por último, procedeu-se à quantificação para encontrar a frequência de ocorrências (Esteves, 2006) e, assim, analisar os atributos e subatributos com mais impacto na experiência do visitante. Em relação aos reviewers, verificou-se que a maioria são de origem Norte Americana e Europeia e que apresentam um elevado grau de experiência enquanto utilizadores do TripAdvisor (status). Os resultados mostram que a classificação dos museus é positiva (4.5 na escala de 1 a 5), assim como as referências das reviews são maioritariamente positivas, em linha com outros estudos (Alexander et al., 2018; Yoon et al., 2019). A codificação revelou os cinco principais atributos que impactam a experiência do visitante, com algumas diferenças em relação aos atributos definidos no estudo de Conti et al. (2020): Ambient Conditions, Exhibition’s Quality, Facilities and Convenience, Museum Space Aesthetics, Signs & Signage, and Staff Behaviour. Também surgiram novos subatributos em relação aos trabalhos de Zanibellato et al. (2018) e de Conti et al. (2020). A principal conclusão da análise de resultados é que o produto principal do museu (Exhibition’s Quality) é o maior influenciador da visita, seguido das condições do ambiente. Os atributos que impactam menos a experiência do visitante são Signs & Signage e Staff Behaviour. Os resultados permitem confirmar as conclusões de Zanibellato et al. (2018) sobre algumas características que impactam a experiência apenas quando há um acontecimento negativo, como é o caso de Staff Behaviour e dos subatributos Display e Acessibility. Ao cruzar os dois estudos, um sobre o conceito de museumscape (Conti et al., 2020) e o outro sobre a análise de e-WOM no contexto museológico (Zanibellato et al., 2018), foi possível desenvolver uma abordagem mais alargada ao e-WOM e ao museumscape, reforçada com a emergência de novos subatributos. As pistas encontradas neste estudo podem ser ferramentas úteis para os museus explorarem e melhorarem os seus serviços e também para mostrar como seria importante considerar as comunicações de e-WOM nas estratégias de marketing. A recolha manual das 1403 reviews e da respetiva informação sobre cada review foi a maior dificuldade encontrada durante a pesquisa, pelo que, para futura investigação, recomenda-se a utilização de um software de recolha de dados adequado ou então, quando possível, a recolha da informação de forma gradual. Este estudo foi realizado antes da Covid-19, pelo que os atributos revelados podem ser úteis para estudar estratégias de espaço e serviço no contexto pandémico e pós-pandémico. Um dos subatributos que parece ser merecedor de atenção futura, devido ao crescimento da utilização de tecnologia por parte dos museus (Luo, 2020; Trunfio & Campana, 2019), é o subatributo referente aos dispositivos Multimedia (Multimedia Displays). Este estudo também deixa como sugestão para investigação futura aprofundar as razões que explicam o decréscimo de reviews de um ano para o outro quando o número de visitantes aumentou. Finalmente, parece ainda ser merecedor de investigação futura, o estudo da influência das reviews partilhadas por outros utilizadores (Yoon et al., 2019) nas reviews atuais.
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31

"Philharmonie im Museum / Kammermusik." Dresdner Philharmonie, 2013. https://slub.qucosa.de/id/qucosa%3A4073.

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"Philharmonie im Museum / Dresdner Abend." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-119410.

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Philharmonie im Museum Dresdner Abend: HOMMAGE AN OTHMAR SCHOECK »… 1929 / 1930 …« Othmar Schoeck (1886 – 1957) Serenade für Oboe, Englischhorn und Streicher op. 27 Anton Webern (1883 – 1945) Fünf Sätze für Streichorchester op. 5 Paul Hindemith (1895 – 1963) Konzertmusik für Solobratsche und größeres Kammerorchester op. 48 Othmar Schoeck (1886 – 1957) Suite As-Dur für Streichorchester op. 59
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Corvin, Valerie. "How best to maximize teacher usage of online art museum curriculum materials /." 2007. http://library2.jfku.edu/Museum_Studies/How_to_Best_Maximize_Teacher_Usage.pdf.

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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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Meng-HsuehHsieh and 謝孟學. "Increasing the Purchase Intention in the Context of Museum Online Store with In-Depth Information—The Case of National Palace Museum." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/11292765062439866323.

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Pastore, Erica M. "Access to the archives? Art museum websites and online archives in the public domain /." 2008. http://proquest.umi.com/pqdweb?did=1537006491&sid=12&Fmt=2&clientId=39334&RQT=309&VName=PQD.

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Thesis (M.A.)--State University of New York at Buffalo, 2008.
Title from PDF title page (viewed on Dec. 2, 2008) Available through UMI ProQuest Digital Dissertations. Includes bibliographical references.
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黃子芸. "A Study on the Functions and Marketing Strategies in National Palace Museum Online Shop." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/94481700775875182731.

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碩士
國立臺灣師範大學
圖文傳播學系
99
Responding to the trend of Internet in recent year, some of domestic or overseas museums build their own online shops in which customers can buy culture products anytime and anywhere without actually visiting the museums. Nevertheless, according to the recent statistics reports, the revenue of the online shop of National Palace Museum (NPM) is under expectation. Directly transplanting the products from the real shop to the virtual one doesn’t seem to work. Therefore, in order to find solutions, the museum online shops should understand their features and position. By knowing their functional localization, content, services and marketing strategies etc, the overall improvement can be fulfilled tactically. Hence, the study understood status quo of the content and services in domestic or overseas museum online shops at first. Moreover, the NPM online shop that operated by Hivalue Information Technology Corp from 2006 to May 2011 was studied. By interviewing the decision-making department and operating department, the study explored the status quo, functions and difficulty for NPM while operating the online shop and thus further analyzed appropriate marketing strategies and future trends for museum online shops. Results showed that NPM museum online shop had the missions of channel expanding, customer services and museum marketing. In the educational marketing strategies of presenting the information behind cultural products, the online shop can do better than the real shop since it presents the nature of images and text information, and search functions systemically. The museum online shop in the future will pay more attention to integrate the online and offline store, more focus on network services and virtual products. Therefore, this study suggested that while operating an online shop, the museum needs to emphasize its educational implications, and integrate related resources in the museum. On the other hand, it needs to strengthen the interaction with online customers and design of the e-shop that is not only consistent with the museum mission, but also can expand the virtual channel as well as increase the revenue in museum online shops.
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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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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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"Philharmonie im Museum / Dresdner Abend." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144620.

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Philharmonie im Museum ARNOLD SCHÖNBERG (1874 – 1951) Kammersinfonie Nr. 1 E-Dur op. 9 OTHMAR SCHOECK (1886 – 1957) Sommernacht – Pastorales Intermezzo für Streichorchester op. 58 FRANZ SCHREKER (1878 – 1934) Intermezzo op. 8 und Scherzo für Streichorchester (1900) ARNOLD SCHÖNBERG (1874 – 1951) Kammersinfonie Nr. 1 E-Dur op. 9
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"Philharmonie im Museum: 1. Konzert Philharmonie im Museum zur Eröffnung des großen Saals im Deutschen Hygiene-Museum - 19. Oktober 2010." Dresdner Philharmonie, 2020. https://slub.qucosa.de/id/qucosa%3A38750.

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Afonso, Cátia Alexandra da C. Rolo. "A utilização de plataformas de social media pelos museus." Master's thesis, 2014. http://hdl.handle.net/10071/9446.

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A Web 2.0 ajudou a criar as plataformas de social media que muitos profissionais usam hoje em dia. Os museus são um exemplo de utilizadores, no entanto a sua falta de conhecimentos nesta área de comunicação pode levar a que não consigam usar em seu proveito.
Web 2.0 helped to create social media platforms that many professionals use nowadays. Museums are an example of such use, however their lack of knowledge on this particular area of communication may cause that it is poorly used to their advantage
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Chiang, Yi-chien, and 江怡蒨. "Study on Design and Usability of Online Exhibition Interface of the National Museum Prehistory:A Case Study for Online Exhibition of the Rukai of Shell-flower Culture." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53907878476571642287.

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碩士
國立雲林科技大學
視覺傳達設計系碩士班
100
In the age of rapidly changing modern technology, digital museums have emerged as external environmental changes and information technology advancements have constituted a breakthrough in the display formats of traditional museums, providing viewers with more diverse observation service models. Digital museums combine various audiovisual entertainment and effects in digital technology, using the propagation functions of the internet. They allow audiences to see the displayed multimedia conveniently without leaving their homes. This study uses the local culture of Taiwanese aborigines, which is worthy of attention, as the research background, to plan and design the online Rukai Tribe shell ginger culture exhibition of National Museum of Prehistory, in order to understand the webpage visual design elements and the usability of interface. The purpose of this study is to investigate and analyze the multimedia website interface design and overall operation of webpage interface, in order to understand the usability of the online exhibit of Taiwanese aborigine Rukai Tribe shell ginger culture for audiences. Research testing, expert interviews, and prototype designs are used for evaluation to construct a more attractive Rukai Tribe shell ginger culture online display interface model with good interactivity. The research design method uses sample analysis, expert interviews, semantic analysis, questionnaire survey, and heuristic evaluation and thinking aloud protocol of webpage design prototype usability evaluation. The research steps are conducted in four stages: (1) use literature review and interviews with shell ginger weaving experts for the content planning for the online exhibition website information; (2) use related online exhibition sample analysis and aborigine online exhibition homepage image element iii analysis to explore webpage visual design and analysis. Audience questionnaire surveys are used for the pre-test of the online exhibition; (3) plan the webpage framework and heuristic evaluation are used to draft the prototype webpage design, to conduct overall online exhibition website planning; (4) prototype design uses user testing for usability evaluation and analysis of modification results. The expected results include: (1) exploring the planned design and visual interface presentation of the online exhibition; (2) use Taiwanese aborigine Rukai Tribe’s shell ginger culture as the exhibition topic to analyze factors that attract audiences; (3) use testing of the interviews and prototype design to understand the exhibition interpretation perspectives, website display content, and understanding of exhibition materials in aborigine exhibitions; (4) effect and usability evaluation of the online exhibition of Taiwanese aborigine Rukai Tribe’s shell ginger culture, applying it as a basis of future planning for online exhibitions on aborigine topics.
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44

Huang, Yu-Ting, and 黃于庭. "Investigating Online Museum Exhibits and Personal Cognitive Style: The Case Study of the National Taiwan Normal University Archives." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/jjdcs2.

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碩士
國立臺灣大學
圖書資訊學研究所
103
The reciprocal effect study of cognitive psycology and eye movement arose from the mid-1970s, and Richard Saul Wurman at the American Institute of Architecure conference of 1976 coined the term information architecture. Bulid on above theorys, the aim of this research was focus on the reciprocal effect of museum website display and user’s cognitive style, and how to affect user’s eye movement, and task accomplishment ratio. To address this objective, a multimethod research design was employed that involved questionnaire survey and eye tracking, and the research tools was applied the Childers, Houston, & Heckler (1985) Style of Processing (SOP) Scale and the Hong-Fa Ho, Chien Yi Liu (2012) eye-tracker (EyeNTNU-180). Moreover the user’s cognitive style, website display, and search tasks was set as independent variable, and task accuracy, finish time, task process, first fixation latency, first fixation duration, total contact time, and number of fixation was set as dependent variable. Specifically, the research findings and results came from 127 participants using two kinds of the National Normal University Archives Websites prototypes. Our main findings have shown ten phenomenons as follows: (1) Imagers also focused on the verbal information. (2) Verbalisers processed verbal information more efficiently. (3) Based on first fixation latency, at the beginning of the tasks users tended to focus on the verbal information in the contectual navigation. (4) Based on total contact times and number of fixation, the left side information was more attractive to users. (5)To users, known-item search task was much easier. (6) Exploratory search task was echoed Pirolli, P., & Card, S.(1990) Information foraging Theory. (7) Based on first fixation latency, most users tended to focus on the others sections on the website echoing Marchionini (1997) personal information infrastructure components theory. (8) Based on first fixation duration, users tended to continue fixate on verbal information. (9) Total contact time was echoed first fixation duration. (10) Based on number of fixations, becasued of interest or information needs, the users’ number of fixations was increased. In conclusion, the research results indicated that users’ cognitive style and university archives websites display will reciprocal affect task accomplishment effectiveness and efficiency, also influence users’ eye movement. Consequently, we propose five suggestions for improvement the National Taiwan Normal University Archives website as follow: (1) Visualize the information architecture to help users recognize. (2) Reorganize the organization system to clear and recategorize. (3) Rename the labeling system to fit in with users’ nature language. (4) Add the supplemental navigation system to build up users’ sense of direction. (5) Set up the search system to help users’ search information. Hope above suggestion can help improve university archives website usability, furthermore make progress in users’ search efficiency and effectiveness.
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45

"Philharmonie im Museum / Dresdner Abende: Hommage an Stefan Frenkel, 08. Februar 2012." Dresdner Philharmonie, 2020. https://slub.qucosa.de/id/qucosa%3A38741.

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46

Chia-Jung, Wu, and 吳佳蓉. "An action research of implementing the constructivistic teaching methods in art museum online courses—An example of problem-based learning." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/ygc5yp.

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博士
國立臺灣師範大學
美術學系
101
Abstract This study explored the online courses of domestic art galleries and the phenomenon of the courses focusing on instructional teaching. It is an action research generated by the confusion of this phenomenon. Constructivist teaching is feasible in the art museum’s educational theories and courses; Internet has the advantage to implement a constructivist teaching. Hence, the problem-based learning was taken as an example. It attempted to implement constructivist teaching in the online courses of art galleries. Basically, it is an action research based on theories. In the beginning, leading and formal action teaching were performed, and then personnel at National Palace Museum were interviewed in order to find out the feasible and practical option for art museum. It is expected to change the phenomenon of art museum’s online courses which focuses on instructional teaching. Results of this study: 1. The online courses of foreign art galleries seldom adopt constructivist teaching either. The online courses of domestic art museum can hardly refer to them. 2. If the online courses of art museums implement constructivist teaching, it will provide different teaching strategies and viewpoints of learning, which also can be further explored. 3. “An action research of implementing the constructivist teaching methods in art museum online courses—a problem-based learning example” found out problems in leading action teaching and modified them to result in more practical formal action teaching. 4. Effects of Action Teaching (1) The community website Facebook is suitable for implementing the online courses of art museum’s constructivist teaching (taking example of problem-based learning). But the information should be collected regularly for studies. (2) The methods include: A. Encourage the students to learn actively and initially; B. Guide the students to discuss with others; C. Delay the work progress, to guide the students to ask questions and enable the students to acquire the problem-based learning ability. (3) Utilize the strategy of problem-based learning and pay attention to the training of students’ self-oriented learning ability, which can also reduce the pressure of teachers to teach cross-disciplinary knowledge and skills. (4) It was proved that it is possible to adopt constructivist teaching in the online courses of art museum. Also good effects are achieved in the three aspects of knowledge, skills and attitude. (5) The dominant power of learning was handed over to the students. Different groups had different results. Their learning achievements laid particular stress on the display of information technology. However the introduction of the art galleries’ articles and the depth were not enough. (6) It was proved that students can learn related knowledge and skills from the online courses, but it lays particular stress on those in which the students are responsible and it is difficult to understand the knowledge and skills necessary for completing all the tasks. (7) This study performed online courses through typing. This can be used for long distance learning, but it can’t replace face to face teaching. 5. The study results were shared and the people involving in the field were interviewed. The modified option for practical business of art museum was proposed. Suggestions of this study: 1. Suggestions for art galleries (1) Constructivist teaching can provide viewpoints of learning which is different from that of instructional teaching. It is a teaching strategy worthy for the online courses of art museum. (2) With advanced technology, it is easier to implement the constructivist online courses of art galleries and it is a perfect time to do it now. (3) The modified option of next circle can be adopted to implement the constructivist online courses of art galleries. (4) Online teacher training classes, online education activities can be hold at art galleries. The cooperation between art galleries and schools can also be carried out to execute the modified option of next circle. 2. Suggestions for the teachers (1) From action teaching, the leading method in the teaching process is induced as concrete references for teachers. (2) The learning method of cross disciplinary indicated that it is impossible to possess all specialties. Admit your disadvantages and learn from teaching. (3) Pay attention to the design of problem-based learning task. Give the students more time so that they can understand more completely and learn all necessary knowledge and skills for completing the tasks. 3. Suggestions for future studies (1) Learners from farther places can be investigated to indicate the features of online courses. (2) More studies involving in video communication can be performed.
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You, Zhi-Qun, and 尤之群. "According Experience Economy Model to estimate the audience of internet media ~An empirical study of internet museum and online game." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/05887109446029561114.

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碩士
華梵大學
資訊管理學系碩士班
91
The model of economy experience that Pine & Gilmore proposed is a new method to study on customer’s behavior. And Experience economy is also a theory to give alternative value to products and is becoming more interesting on internet marketing. We adopt this experience theory to evaluate the relationship between customer’s experience and satisfaction of internet museum and on-line game. According to our research, We find “Passive Participation experience” is the most important factor in online game. And the key factor for internet museum’s visitor is Esthetic and Entertainment. Therefore, to improve the customer’s satisfaction, the internet media designer should more attention on “passive entertainment” factor in experience economy mo
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48

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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49

Liaw, Hongming. "Using online primary source resources in fostering historical thinking skills : the pre-service social studies teachers’ understanding." Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-05-951.

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This dissertation entailed a qualitative case study on the confluence of technology and social studies in fostering a constructivist education. Through the examination of pre-service social studies teachers’ understanding of the online primary source resources (OPSR), three themes emerged. The first exposed the fragmented understanding of important pedagogical theories of constructivism and historical thinking among participants; the second suggested that OPSR was mostly valued by pre-service teachers for its provision of primary sources; and the third related to how pre-service teachers viewed the current state of technology and context as problematic for technology integration. Accordingly, four findings were revealed. First, the pre-service teachers in the study demonstrated a limited understanding of the application of foundational theories central to their field of study; second, there were instances of deeper appreciation of the potential of OPSR, indicating that pre-service teachers’ theoretical understanding is ix nascent and may deepen overtime; third, the full potential of technologies such as OPSR was not recognized; and fourth, the pre-service teachers’ perceptions of school and educational system conditions tended to negatively influence their views toward the integration of technology into their teaching practices. Implications indicate that first, foundational pedagogical theories are critical with regard to technology integration in education and as such teacher preparation programs must not assume what is taught is what is learned; second, instances of deeper understanding among pre-service teachers only appeared during the application of their theoretical understandings; third, context is critical in how OPSR would be used in classrooms and such contextual issues must not be ignored by teacher preparation programs; and fourth, teachers’ technological pedagogical content knowledge (PCK/TPCK) is critical in the integration of technology in education.
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50

Angélico, João Nuno Lopes. "Os jogos online nos serviços educativos de museus : Um estudo para o museu regional de arqueologia D. Diogo de Sousa." Master's thesis, 2010. http://hdl.handle.net/10216/58055.

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