Dissertations / Theses on the topic 'Online museum'
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Bontempo, Melissa A. "Online communities : possibilities for museum education /." Connect to resource, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1160068576.
Full textLincoln, 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/.
Full textFERNANDEZ, 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.
Full textD’, 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/.
Full textGrieshammer, 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.
Full textDoyon, 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.
Full textBuffington, 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.
Full textSreenan, 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/.
Full textBashore, 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.
Full textRobinson, Stuart. "The Other White Cube: Finding Museums Among Us." Diss., The University of Arizona, 2014. http://hdl.handle.net/10150/317041.
Full textDe, 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.
Full textBuffington, 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.
Full textPreusse, 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/.
Full textKowitz-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.
Full textВороніна, Єлизавета Сергіївна. "Віртуальний музей у сучасному світі." Thesis, Національний авіаційний університет, 2021. https://er.nau.edu.ua/handle/NAU/50131.
Full textThe 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.
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.
Full textCone, Heather. "Differential Reinforcement in the Online Radicalization of Western Muslim Women Converts." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2962.
Full textBartolini, Chiara <1991>. "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.
Full textEarle, 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/.
Full textLewis, 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/.
Full textEl-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/.
Full textHamed, 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.
Full textSteinebach, 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.
Full textNeumann, 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.
Full textSaad, 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.
Full textThomas, 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.
Full textOsterman, 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.
Full text"Philharmonie im Museum / Museums-Matinée, Blaue Stunde." Dresdner Philharmonie, 2013. https://slub.qucosa.de/id/qucosa%3A3360.
Full textFerreira, 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.
Full textAo 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.
Coelho, Catarina Gonzaga. "Maping customer experience tips: insights from online museum reviews." Master's thesis, 2021. http://hdl.handle.net/10400.1/17439.
Full textO 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.
"Philharmonie im Museum / Kammermusik." Dresdner Philharmonie, 2013. https://slub.qucosa.de/id/qucosa%3A4073.
Full text"Philharmonie im Museum / Dresdner Abend." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-119410.
Full textCorvin, 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.
Full textHarris, 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.
Full textMay 2017
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.
Full textPastore, 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.
Full textTitle from PDF title page (viewed on Dec. 2, 2008) Available through UMI ProQuest Digital Dissertations. Includes bibliographical references.
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.
Full text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.
Ferreira, Ana Paula Gonçalves. "In2Museum: nova plataforma multimédia para o Museu das Comunicações." Master's thesis, 2013. http://hdl.handle.net/10071/7786.
Full textIn 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.
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.
Full text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.
"Philharmonie im Museum / Dresdner Abend." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144620.
Full text"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.
Full textAfonso, Cátia Alexandra da C. Rolo. "A utilização de plataformas de social media pelos museus." Master's thesis, 2014. http://hdl.handle.net/10071/9446.
Full textWeb 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
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.
Full text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.
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.
Full text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.
"Philharmonie im Museum / Dresdner Abende: Hommage an Stefan Frenkel, 08. Februar 2012." Dresdner Philharmonie, 2020. https://slub.qucosa.de/id/qucosa%3A38741.
Full textChia-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.
Full text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.
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.
Full text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
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.
Full textOf 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.
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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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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