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Artigos de revistas sobre o assunto "Museum exhibits"

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Houltz, Anders. "Captives of Narrative: Scandinavian Museum Exhibits and Polar Ambitions". Culture Unbound 2, n.º 5 (17 de dezembro de 2010): 719–44. http://dx.doi.org/10.3384/cu.2000.1525.10239719.

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This article compares the histories of two museums of polar exploration, both founded in the 1930s but based on well-known expeditions dating back to the decades around 1900. The first is the Fram Museum in Oslo, centered around the famous Norwegian polar ship, the second is the Andrée Museum in Gränna, combining accounts of the ill-fated balloon expedition with a polar centre reflecting more recent polar research activities. The aim of the article is to analyze the relationship between museum and narrative. Museums are shapers of narrative but at the same time shaped by the narratives they relate. The article explores the symbolic and medialized dimensions of polar research, expressed in museums, as well as the way in which museums interrelate with national identities and self-images. What does it mean to be a modern polar nation? And how is such an identity expressed in cultural terms? In which ways can museum institutions and exhibitions be used as means for such expressions? And how do “the grand narratives” of Sweden and Norway relate to the epic representations of polar activities, presented by the museums?
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Chen, Yu-Lin, Ting-Sheng Lai, Takami Yasuda e Shigeki Yokoi. "A museum exhibits support system based on history and culture literacy". International Journal of Humanities and Arts Computing 6, n.º 1-2 (março de 2012): 148–59. http://dx.doi.org/10.3366/ijhac.2012.0045.

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Museums need an interactive data collection and visualisation tool for their artefacts. This paper describes a study in which we enable access to Chinese and Japanese cultural heritage information from two history museums, the National Palace Museum in Taiwan and the Tokugawa Art Museum in Japan. Results from these museum databases were used to develop a prototype system to demonstrate advanced cultural learning and historical timeline functionalities for foreigners. This system is based on temporal data from the museums’ databases, and provided the user with powerful data manipulation and graphical visualisation tools. It might become a basis of an interactive digital museum system for Chinese and Japanese heritages especially for foreign users.
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Chung, Beom Sun, Eun-mi Park, Sang-Hee Kim, Sook-kyoung Cho e Min Suk Chung. "Comic Strips to Accompany Science Museum Exhibits". Journal of Education and Learning 5, n.º 4 (22 de setembro de 2016): 141. http://dx.doi.org/10.5539/jel.v5n4p141.

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<p>Science museums make the effort to create exhibits with amusing explanations. However, existing explanation signs with lengthy text are not appealing, and as such, visitors do not pay attention to them. In contrast, conspicuous comic strips composed of simple drawings and humors can attract science museum visitors. This study attempted to reveal whether comic strips contribute to science exhibitions. More than 20 comic strips were chosen that were associated with exhibits in a science museum. The individual episodes were printed out and placed beside the corresponding exhibits. A questionnaire was administered to museum visitors to evaluate the effects of the comic strips. Most visitors responded that the comic strips were helpful in understanding the exhibits and in familiarizing themselves with the science. Participants also described the comic strips’ deficiencies which will be considered for future revisions. Comic strips are likely to enhance interest in and comprehension of science exhibitions. Furthermore, these strips are expected to enrich science museums in various ways such as establishing their uniqueness.</p>
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Kupriyanov, P. S. "Other worlds in the museum: exhibits as evocative objects". Etnograficheskoe obozrenie, n.º 6 (15 de dezembro de 2023): 77–91. http://dx.doi.org/10.31857/s0869541523060064.

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The article focuses on the evocative effect in the museum spaces: it examines the situations in which museum exhibits and their complexes operate (“work”) as evocative objects, evoking memories and emotions in visitors. The conditions and mechanisms that ensure such an effect are explored through the field observations and interviews with visitors and employees of museums, as well as reviews of expositions. I analyze the materials of three cases: The Museum-residence “Artkommunalka ‘Yerofeyev and others’” (Kolomna, Moscow region), the museum complex in the Uchma village (Yaroslavl region), and the mobile exhibition “To Trust the Dried-Up”. The analysis shows that the evocative effect in the museum spaces does not arise by itself; rather, it is provided by special efforts: in some cases, preliminary or synchronous discursive support, in others - sensory attunements.
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Serafini, Frank, e Danielle Rylak. "Representations of Museums and Museum Visits in Narrative Picturebooks". Libri et liberi 10, n.º 1 (31 de agosto de 2021): 45–62. http://dx.doi.org/10.21066/carcl.libri.10.1.3.

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Drawing on a range of theoretical frameworks to illuminate various aspects of visual and textual representations, this study analyses the ways museums, museum visits, and museum exhibits and activities are represented in contemporary narrative picturebooks featuring a child character going to a museum for a variety of reasons. Analysis of approximately fifty museum picturebooks using a multimodal content analysis tool led to the construction of findings in the following themes: representations of museums; representations of museum exhibits; museum visitors; reasons for museum visits; museum activities and events; children’s attitudes while visiting museums; and metaleptic transgressions in picturebook representations. The findings suggest the potential implications of these multimodal texts in the hands of teachers and young readers.
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Al-Taie, Inas, Paola Di Giuseppantonio Di Franco, Michael Tymkiw, Duncan Williams e Ian Daly. "Sonic enhancement of virtual exhibits". PLOS ONE 17, n.º 8 (24 de agosto de 2022): e0269370. http://dx.doi.org/10.1371/journal.pone.0269370.

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Museums have widely embraced virtual exhibits. However, relatively little attention is paid to how sound may create a more engaging experience for audiences. To begin addressing this lacuna, we conducted an online experiment to explore how sound influences the interest level, emotional response, and engagement of individuals who view objects within a virtual exhibit. As part of this experiment, we designed a set of different soundscapes, which we presented to participants who viewed museum objects virtually. We then asked participants to report their felt affect and level of engagement with the exhibits. Our results show that soundscapes customized to exhibited objects significantly enhance audience engagement. We also found that more engaged audience members were more likely to want to learn additional information about the object(s) they viewed and to continue viewing these objects for longer periods of time. Taken together, our findings suggest that virtual museum exhibits can improve visitor engagement through forms of customized soundscape design.
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Skalska-Cimer, Beata, e Andrzej Kadłuczka. "Virtual Museum. Museum of the Future?" Technical Transactions 2022 (2022): 1–6. http://dx.doi.org/10.37705/techtrans/e2022004.

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The following article discusses examples of museums that implement virtual reality in presentations of exhibits and museum objects. Trends that shape contemporary museums are discussed. The aim of the article is to familiarise the reader with the possibilities of modern applications in museum exhibition presentations.
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Williams, Joseph. "Day or Night at the Museum: A UX Analysis of Virtual Exhibits". Journal of Technical Writing and Communication 52, n.º 2 (14 de fevereiro de 2022): 166–81. http://dx.doi.org/10.1177/00472816221074101.

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The virtual museum tour has claimed new audiences during the pandemic, but not all virtual tours are created equal. First, this paper will explore the world of virtual museums and UX scholarship. Secondly, the paper will propose a viable set of options in determining effectiveness of virtual museums. Thirdly, the paper will discuss specific examples of UX design among museum virtual exhibits offered currently, specifically those that do not require any additional downloads or software. Finally, the paper intends to discuss the implications of high quality UX design within the realm of virtual museum tour.
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Lisnic, Angela. "Exponatele muzeistice ca surse istorice la orele de istorie în ciclul gimnazial". Revistă de Ştiinţe Socio-Umane = Journal of Social and Human Sciences 42, n.º 2 (abril de 2019): 79–86. http://dx.doi.org/10.46727/jshs.2019.v42.i2.p79-86.

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The Contemporary Museum offers information, exhibitions and educational activities on understanding and perceiving the past. At the same time, the museum and museum exhibits are important sources in contemporary historical education. The capitalization of museum exhibits as historical sources in history classes in contemporary didactic approach must be made in relation to the concrete historical age. Applying the chronological principle to work with museum sources creates prerequisites for the more nuanced reception and understanding of the past. The use of museum tools in history classes demonstrates the timeliness and timeliness of their application in the teaching process. Involvement of museum sources in history classes increases the interest in the past.
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Kellner, Alexander Wilhelm Armin. "Museus e a divulgação científica no campo da paleontologia". Anuário do Instituto de Geociências 28, n.º 1 (1 de junho de 2005): 116–30. http://dx.doi.org/10.11137/2005_1_116-130.

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Museums are generally regarded as having high potential for science communication. In Brazil, however, those institutions are still far away from accomplishing this mission, particularly regarding paleontology. Here we discuss several aspects regarding science communication and museums. The three main activities associated to museums are research, repositories of collections and exhibitions. The collections of the Brazilian museums and the exhibits tend to be poor when compared with similar European and North American institutions, causing a distance between museum and society. Among the attempts of changing this picture, the Museu Nacional/UFRJ, in collaboration with the Museu de Ciência da Terra (DNPM), has organized in 1999 the temporary exhibition THE TIME OF THE DINOSAURS, which turned out to be the most visited exposition regarding fossils organized in the country so far. Among the several benefits of this exhibit was to increase the interest of the population regarding paleontology. This experience has shown that the museum must interact more strongly with the society in order to fully develop its potential of science communication.
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Teses / dissertações sobre o assunto "Museum exhibits"

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Wade, Amanda E. "Balancing preservation and interaction in the museum setting". Greensboro, N.C. : University of North Carolina at Greensboro, 2007. http://libres.uncg.edu/edocs/etd/1509Wade/umi-uncg-1509.pdf.

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Thesis (M.S.)--University of North Carolina at Greensboro, 2007.
Title from PDF t.p. (viewed Feb. 28, 2008). Directed by Patrick Lee Lucas; submitted to the School of Human Environmental Sciences. Includes bibliographical references (p. 149-152).
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Edmundson, Jane, e University of Lethbridge Faculty of Fine Arts. "Dr. Soanes' Odditorium of Wonders : the 19th century dime museum in a contemporary context". Thesis, Lethbridge, Alta. : University of Lethbridge, Dept. of Arts, c2013, 2013. http://hdl.handle.net/10133/3426.

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19th century dime museums were a North American phenomenon that flourished in urban centres from the mid- to late-1800s. Named thusly due to their low admission cost, dime museums provided democratic entertainment that was promoted to all classes as affordable and respectable. The resulting facilities were crammed with art, artifacts, rarities, living human curiosities, theatre performances, menageries, and technological marvels. The exhibition Dr. Soanes’ Odditorium of Wonders strives to recapture the spirit and aesthetic of the dime museum to invoke wonder in the viewer and to combine art, artifacts, and oddities to provoke questions about the boundary between education and amusement. Both the academic and curatorial texts utilize a mix of methodological approaches appropriate to museology, art history and cultural history: theoretical research into historiographical issues concerning theories of display and spectacle; archival research and discourse analysis of historical documents, and material culture analysis (including the semiotics of display).
iv, 60 leaves : ill. ; 29 cm
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Bhusate, Arvind M. "Intelligent Communication Technologies for Interactive Museum Exhibits". Thesis, Imperial College London, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.519602.

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Dancu, Toni Nicole. "Designing Exhibits For Gender Equity". PDXScholar, 2010. https://pdxscholar.library.pdx.edu/open_access_etds/339.

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Gender equity has been a national and global aim for over half a century (Ceci & Williams, 2007; National Center for Education Statistics, 2003; National Science Board, 2008). While gains have been made, one area where inequity remains is spatial reasoning ability, where a large gender gap in favor of males has persisted over the years (Else-Quest, Linn, & Shibley Hyde, 2010; National Science Board, 2008; Ruble, Martin, & Berenbaum, 2006). This gender gap in spatial reasoning has had substantial societal impact on the career interests of females in areas of Science, Technology, Engineering, and Math (STEM), contributing to the larger societal need to engage non-dominant groups in these fields to reduce outsourcing (Ceci & Williams, 2007; Jaschik, 2007; Wai, Lubinski, & Benbow, 2009; White, 1992). Both spatial reasoning ability and STEM career interest have been related to science museum visits (Hamilton, Nussbaum, Kupermintz, Kerkhoven, & Snow, 1995; Salmi, 2001, 2002). However, researchers have also found a gender gap in favor of males in regard to science museum attendance and experiences once at the museum (Borun, 1999; Crowley, 2000). There are many suggestions for increasing female engagement at science museums and creating equitable experiences, but few have been systematically studied (Kekelis, Heber, & Countryman, 2005; Koke, 2005; Maher, 2005; Taylor, 2005). This research investigated gender equitable exhibit development by enhancing a geometry exhibit with several female-friendly design features and analyzing video data to determine the effects on girls' engagement and social interactions with their caregivers. The findings suggest that incorporating several female-friendly design features leads to significantly higher engagement for girls (evidenced by greater attraction and time spent). This study also looked for any unanticipated negative effects for boys after incorporating the female-friendly design features. It is encouraging that this study was unable to detect any unintended negative effects for boys; however, such non-significant results are inconclusive and should not dissuade future research and design teams from continuing to check for unanticipated ill effects of female-friendly design features for boys. While the positive effects for girls were significant, it is important to note that they were not significantly more positive for girls than for boys; further research is needed to determine whether the female-friendly design features create a more equitable experience for girls, or a more positive experience for everyone. This study did not identify any significant differences in parent-child verbal social interactions between the two versions of the exhibit; however, the pattern of results suggests that gender discrepant parent explanations, as found by Crowley, 2001 in a children's museum, may be less of a concern for girls in science centers, providing an interesting area for future study. This research presents evidence to support incorporating female-friendly design features in future science exhibit development projects, and indicates areas where future studies are still needed to gain a deeper understanding of their effects.
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Marsh, Hannah. "Memory in World War I American museum exhibits". Thesis, Kansas State University, 2014. http://hdl.handle.net/2097/18813.

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Master of Arts
Department of History
Sue Zschoche
As the world enters the centennial of World War I, interest in this war is reviving. Books, television shows, and movies are bringing the war into popular culture. Now that all the participants of the war have passed away a change is occurring in in American memory. The transition from living to non-living memory is clearly visible in museums, one of the main ways history is communicated to the public. Four museums are studied in this paper. Two exhibits built in the 1990s are in the 1st Infantry Division Museum at Fort Riley, Kansas, and the Chemical Corps Museum in Fort Leonard Wood, Missouri. The other two exhibits are newer and are the National World War I Museum in Kansas City, Missouri and the Cantigny 1st Infantry Division Museum in Wheaton, Illinois. Findings reveal that exhibits become more inclusive over time to civilian bodies, wounded bodies, and the specific image of “Americans killing Germans bodies.” However, even though there is change some things are turning into myths. The icon of the American soldier as a healthy and strong man willing to sacrifice his life for the country is still a major theme throughout all the exhibits. Finally, there are several myths that America has adopted from its allies. The icons of the bandages over the eyes from the chemical attacks and the horrors of the trenches are borrowed, to a certain extent, from America’s allies. The Americans were only in the war for a limited time and borrowed cultural memories to supplement their own. The examination of the four museums is important because this transition will happen again and soon. Museums must be conscious of the changes occurring during this transition in order to confront the challenges.
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Schneider, Amber N. Hafertepe Kenneth. "More than meets the eye the use of exhibitions as agents of propaganda during the inter-war period /". Waco, Tex. : Baylor University, 2009. http://hdl.handle.net/2104/5309.

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Redvale, Jolene Kay. "Interactive exhibits in museums: Definitions, methods and visitor experiences". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1371.

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Eliason, Clint B. "Evaluating the Effectiveness of Supplemental Labels in Museum Exhibits". DigitalCommons@USU, 2007. https://digitalcommons.usu.edu/etd/6124.

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The present study used an experimental design to investigate the efficacy of using short (12 words or less), prominently placed supplemental labels to increase the effectiveness of select extant labels in museum exhibits. The experimenter-developed supplemental labels were designed to leverage exogenous/bottom-up and endogenous/top-down sources of influence on selective attention. Measures of patron behavior, knowledge retention, and attitude found no significant differences between group means under control and treatment conditions. These outcomes were surprising and inconsistent with findings from similar research conducted by Hirschi and Screven. The supplemental labels in the present study might have failed to capture attention because they were not sufficiently visually stimulating, they did not sufficiently tap internal motivations, or perhaps patrons experienced innattentional blindness in regards to them.
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Benne, Marcie Rae. "Methods for assessing influences of the visual-spatial environment on museum display attraction". Diss., Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/30341.

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Zheng, Su. "Promoting children's creativity : a design method for interactive museum exhibits". Thesis, Coventry University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492365.

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This thesis concerns the development ofa design method for interactive museum exhibit with the aim ofpromoting children's creativity. Key to the originality of this research is the development of the Creativity Surprise Model (CSM): a conceptual cognitive framework for the design of interactive museum exhibits. The model is unique in the way it combines areas oftheoretical discourse from a range of perspectives: constructivist learning theory, the philosophy of interactivity and developmental psychology and associated cognitive theories of creativity and motivational drives, into a unified multidisciplinary design approach. This synthesis as a design method to support interactive exhibit design has not been previously explored or attempted. The usability and effectiveness ofthe CSM as a design method to support designers ofinteractive designs that stimulate children's creativity is evaluated by constructing and developing a novel interactive prototype. It . demonstrates how the CSM can be applied as a method in a real life design scenario. The model is further subjected to a practical validation through a process of iterative . design stages and tested in a series ofexperimental trials. Interactive exhibits in museums are providing exciting and dynamic learning experiences with significant potential to stimulate children's creativity. However, many interactive exhibit designs with incorporated new technologies can be distractive or misleading rather than supportive to creative learning. Moreover, sophisticated intuitive interfaces designed to deliver easily accessible information are not teaching children the fundamental skills necessarily to Joster genuine creative outcomes. Certainly, incorporating a diverse range ofcommunication tools is the future of museum interactive exhibit design, including the use ofnew technology. However, these tools should be selectively and appropriately applied for the right purpose to maximise the educational value as well as providing enjoyable interactive learning experiences. The key to communication success lies not merely in the ability to construct an educational experience or make things interactive per se, but in the creativity of designer applying a considered multidisciplinary approach. However, exhibit designers who are skilled in their own design practice are not necessarily experienced in other specialist fields. Therefore, this requires a method which draws on conceptual resources frolll multidisciplinary perspectives to assist these designers in developing and evaluating interactive exhibits to effectively stimulate creativity in the target group. Given these arguments, this research is located in the following interrelated . . theoretic~1 frameworks: constructivist learning theory, the philosophy of interactivity and developmental psychology and associate.d cognitive theories of creativity and motivational drives. Collectively, these perspectives support the developmentand construction of the Creativity Surprise Model (CSM): a cognitive framework that informs a ~esign method for the design of interactive museum exhibits to stimulate creativity in children. Findings reported from the evaluation of the prototype with 118 Primary school children, have validated the effectiveness ofthe CSM guided artefact in producing creative outcomes within a user defined group. The feedback from primary educators was genuinely supportive. Comme~ts from design professional and museum exhibit developer have been variously favourable with theconceptual framework being complimentary to their practice; moreover, it can be seen to formalize their aspirations providing clear insights into multidisciplinary practice. This practical value ofthe CSM model for designers lies in its identification of a motivational link between the emotion of surprise and the generation ofcreative thinking. It targets the user group at the concrete operational stage and directly addresses how to break down the rigid processing associated with this stage of cognitive development, thus it is likely to accelerate their transition to formal -operational thinking in a lasting and positive manner. As a result ofthis research and evaluation, a process ofhow to monitor the design process and assess the effectiveness ofthe artifact was developed from the key finding ofthe conceptual model - the dynamic relationship between creativity and surprise.
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Livros sobre o assunto "Museum exhibits"

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Żak, Justyna. W kręgu muzealnych przedmiotów. Warszawa: Wydawnictwa Uniwersytetu Warszawskiego, 2020.

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Thiemeyer, Thomas. Museen verstehen: Begriffe der Theorie und Praxis. Göttingen: Wallstein Verlag, 2015.

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Satomi, Chikayuki. Hakubutsukan tenji no riron to jissen. Tōkyō: Dōseisha, 2014.

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Frade, Juan Pablo Rodríguez. Manual de museografía: De la emoción al conocimiento. [Córdoba]: Almuzara, 2019.

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Pyŏng-hwa, Yun. Hagyesa rŭl wihan chŏnsi kihoek immun: Museum exhibition. 3a ed. Kyŏnggi-do P'aju-si: Yemunsa, 2014.

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Wolska-Pabian, Karolina. Muzeum i zmiana: Losy muzeów narracyjnych. Warszawa: Muzeum Powstania Warszawskiego, 2019.

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Lenzi, Lola. National Museum Of Singapore guide. Singapore: Editions Didier Millet and National Museum of Singapore, 2007.

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Hyophoe, Hanʼguk Pangmulgwan. 2005-2006-yŏndo Munhwa Kwan'gwangbu pokkwŏn kigŭm sarip pangmulgwan, misulgwan t'ŭkpyŏl chŏnsi p'ŭrogŭraem chiwŏn saŏp wŏk'ŭsyop charyojip. [Seoul]: sadan pŏbin Han'guk Pangmulgwan Hyŏphoe, 2006.

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Jercan, Ion. Contribuții la istoria muzeelor și expozițiilor prahovene: Până la 1948. Prahova: Muzeul Județean de Istorie și Arheologie Prahova, 1997.

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Kim, Hyŏng-suk. Misul, chŏnsi, misulgwan: Arts, exhibitions, museums. Sŏul: Yegyŏng, 2001.

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Capítulos de livros sobre o assunto "Museum exhibits"

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Müller, Ana, Michael Schiffmann, Anke Neumeister e Anja Richert. "Exploring Beyond the Exhibits". In Edition Museum, 273–86. Bielefeld, Germany: transcript Verlag, 2023. http://dx.doi.org/10.14361/9783839467107-026.

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Technological advancements are integrating social robots into public spaces. The scientific community has consequently become aware that relying on laboratory studies may not be the best approach to developing (social) robots, particularly when they are meant to interact with humans. Studies of human- robot interaction in real-world settings, such as museums, are deemed more beneficial in under- standing the complexities of these interactions (Sabanovic et al. 2006). Our goal in conducting this study was thus to better understand the requirements with respect to social robots in public spaces and to make them as representative of real-world conditions as possible by drawing on actual users, systems, and environments for real-world tasks. Our analysis of user utterances offers insights into identifying user expectations as well as system limitations and weaknesses that can be addressed through further development and training.
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Middleton, Margaret. "Making exhibits for young children". In Welcoming Young Children into the Museum, 91–108. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003055198-6.

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Tomaka, Agnieszka, Leszek Luchowski e Krzysztof Skabek. "From Museum Exhibits to 3D Models". In Man-Machine Interactions, 477–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-00563-3_50.

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Kiriyama, Takashi, e Masahiko Sato. "Aesthetic Design of Interactive Museum Exhibits". In Communications in Computer and Information Science, 5–11. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31479-7_2.

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Partarakis, N., M. Antona e C. Stephanidis. "Adaptable, Personalizable and Multi User Museum Exhibits". In Curating the Digital, 167–79. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28722-5_11.

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Kiriyama, Takashi, e Masahiko Sato. "Design and Analysis of Interactions with Museum Exhibits". In Lecture Notes in Computer Science, 182–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-25167-2_22.

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Runnel, Pille, Pille Pruulmann-Vengerfeldt e Krista Lepik. "Why is This Exhibit Digital? – Dimensions of Digital Exhibits in the Museum Space". In Emerging Technologies and the Digital Transformation of Museums and Heritage Sites, 47–60. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-83647-4_4.

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Ikei, Yasushi, Ken Ishigaki, Hirofumi Ota e Keisuke Yoshida. "Image Mnemonics for Cognitive Mapping of the Museum Exhibits". In Human Interface and the Management of Information: Applications and Services, 268–77. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40397-7_26.

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Neitscher, Eva, e Hae-Yon Weon-Kettenhofen. "Window to Nature: MuseobilBOX-Dioramas in the Museum Koenig". In Natural History Dioramas – Traditional Exhibits for Current Educational Themes, 37–51. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-00208-4_4.

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Rammos, Dimitris, e Tharrenos Bratitsis. "Museum Exhibits that Interact with Pupils’ Mobile Devices. The Case of Hellenic Maritime Museum". In Internet of Things, Infrastructures and Mobile Applications, 189–201. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49932-7_19.

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Trabalhos de conferências sobre o assunto "Museum exhibits"

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Yiannoutsou, Nikoleta, Ioanna Papadimitriou, Vassilis Komis e Nikolaos Avouris. ""Playing with" museum exhibits". In the 8th International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1551788.1551837.

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Basballe, Ditte Amund, e Kim Halskov. "Projections on museum exhibits". In the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1952222.1952240.

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Рябинин, Константин, Konstantin Ryabinin, Амир Ахтамзян, Amir Ahtamzyan, Мария Колесник, Mariya Kolesnik, Елена Сударикова e Elena Sudarikova. "Tangible Interfaces for the Virtual Reconstructions of Museum Exhibits". In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-1-87-92.

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In this paper we propose an approach to create cyber-physical museum exhibits based on the methods and means of scientific visualization, Internet of things, additive technologies and ontology engineering. Cyber-physical exhibit consists of tightly interconnected virtual and real parts. Scientific visualization is used as methodological and technological basis for presenting the virtual part, which can contain relevant digital content and 3D-reconstructions. Internet of things is a core technology to create tangible interfaces for the corresponding visualization software. Additive technologies allow creating virtual reconstructions and precise copies of museum exhibits. Ontology engineering provides adaptive mechanisms for seamless integration of new cyber-physical exhibits into the existing digital infrastructure of museums. The proposed approach is used in practice to create cyber-physical exhibits in State Darwin Museum (Moscow) and Museum of Permian Antiquities (Perm).
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Hemminger, Bradley M., Gerald Bolus e Doug Schiff. "Visiting virtual reality museum exhibits". In the 2004 joint ACM/IEEE conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/996350.996490.

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Johnson, Kyle D., J. C. Díaz e Robert B. Pickering. "Virtual Tours for Museum Exhibits". In Electronic Visualisation and the Arts (EVA 2012). BCS Learning & Development, 2012. http://dx.doi.org/10.14236/ewic/eva2012.18.

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Fosh, Lesley. "Performing Interpretations of Museum Exhibits in Groups". In MobileHCI '15: 17th International Conference on Human-Computer Interaction with Mobile Devices and Services. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2786567.2794346.

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Chen, Dalei. "Museum Exhibits Display the Artistic Expression Fully Reflecting the Exhibits Social Significance". In International Conference on Education, Language, Art and Intercultural Communication (ICELAIC-14). Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/icelaic-14.2014.134.

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Ando, Yuhei, Ruck Thawonmas e Frank Rinaldo. "Inference of Viewed Exhibits in a Metaverse Museum". In 2013 International Conference on Culture and Computing (Culture Computing). IEEE, 2013. http://dx.doi.org/10.1109/culturecomputing.2013.73.

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Wynn, Nathan, Kyle Johnsen e Nick Gonzalez. "Deepfake Portraits in Augmented Reality for Museum Exhibits". In 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2021. http://dx.doi.org/10.1109/ismar-adjunct54149.2021.00125.

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Long, Duri. "Conducting Remote Design Research on Embodied, Collaborative Museum Exhibits". In CHI '23: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3544549.3573842.

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Relatórios de organizações sobre o assunto "Museum exhibits"

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Shubinski, R. [Energy education exhibits for Insights El Paso Science Museum]. Office of Scientific and Technical Information (OSTI), maio de 1998. http://dx.doi.org/10.2172/639730.

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Peshkin, M. Scientific support of SciTech museum exhibits and outreach programs. Office of Scientific and Technical Information (OSTI), agosto de 1995. http://dx.doi.org/10.2172/166509.

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Marcketti, Sara B., e Janet E. Fitzpatrick. Exhibit Preparation and Promotion: Treasures of the Textiles and Clothing Museum. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-791.

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Ramos, Octavio. Station 8: Environmental & Engineering Tests Nuclear Weapons Exhibit for the Bradbury Science Museum. Office of Scientific and Technical Information (OSTI), abril de 2024. http://dx.doi.org/10.2172/2340851.

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Miller, Naomi J., e Jim Druzik. Demonstration of LED Retrofit Lamps at an Exhibit of 19th Century Photography at the Getty Museum. Office of Scientific and Technical Information (OSTI), março de 2012. http://dx.doi.org/10.2172/1105105.

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Miller, N. J., e J. R. Druzik. Demonstration Assessment of Light-Emitting Diode (LED) Retrofit Lamps at an Exhibit of 19th Century Photography at the Getty Museum. Office of Scientific and Technical Information (OSTI), março de 2012. http://dx.doi.org/10.2172/1220104.

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Radonić, Ljiljana. Genocide Remembrance Cultures in a European Comparison. Verlag der Österreichischen Akademie der Wissenschaften, janeiro de 2023. http://dx.doi.org/10.1553/0x003dfcbd.

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Much has been written about Holocaust museums and memorials. Ljiljana Radonić focuses in this text[1] to the way the Shoah is exhibited in national museums (especially in Central and Eastern Europe) yet devoted to other tragic events. But why? It is not so much a matter of repairing an omission as of evoking Jewish suffering as a model. In many cases, the message to be understood: “Our” victims suffered “like the Jews”.
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Hamilton, P. Wind power live! An interactive exhibit and related programs about wind generated energy at the Science Museum of Minnesota. Final performance report, February 1, 1995--September 30, 1996. Office of Scientific and Technical Information (OSTI), janeiro de 1997. http://dx.doi.org/10.2172/510607.

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Martin, Kathi, Nick Jushchyshyn e Claire King. James Galanos, Silk Chiffon Afternoon Dress c. Fall 1976. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/q3g5-n257.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This afternoon dress is from Galanos' Fall 1976 collection. It is made from pale pink silk chiffon and finished with hand stitching on the hems and edges of this dress, The dress was gifted to Drexel University as part of The James G. Galanos Archive at Drexel University in 2016. After it was imaged the gown was deemed too fragile to exhibit. By imaging it using high resolution GigaPan technology we are able to create an archival quality digital record of the dress and exhibit it virtually at life size in 3D panorama. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Nickerson, Claire. Smart Classroom User Manual. Fort Hays State University Scholars Repository, dezembro de 2022. http://dx.doi.org/10.58809/xsfs2092.

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In 2018, Fort Hays State University began building a prototype for a low-cost, portable smart classroom. This project was a collaboration between the library and the Institute for New Media Studies and was funded by the Institute of Museum and Library Services. This manual assumes that you are working with a smart classroom kit with components that have already been collected and set up, either by you or by an organization or consortium. If you are trying to create a smart classroom kit or set up the smart classroom screens, please consult the Smart Classroom Designs document. If you are trying to display content, create an exhibit, or teach a class in the smart classroom, this user manual is for you.
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