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1.
数字博物馆不同于传统的实体博物馆,随着新媒体技术的发展与应用,博物馆中展品展示对于视觉上的要求更加多元化,视觉设计在数字博物馆的建设中成为尤为重要的一个环节。文章阐述了视觉设计在数字博物馆中的价值、功能及作用,从数字博物馆网站用户界面、展品展示、互动娱乐三方面分析了视觉设计的应用价值,并提出了数字博物馆视觉设计中应该注意的问题。  相似文献   

2.
文章以科学与艺术数字博物馆为侧,对信息技术在数字博物馆的应用进行讨论。文章主要从用户界面设计、多媒体制作、基于Web标准的页面制作对科学与艺术数字博物馆(DMSA)建设中信息技术的使用进行讨论,然后对DMSA的未来进行探讨。  相似文献   

3.
博物馆陈列语言是沟通观众和展览的重要媒介。如何合理利用陈列语言,将实物与多媒体互动设备、情境再现、活态演示等非语言表达方式联动起来,向观众有效传递信息,是博物馆进行陈列语言设计的重要思考点。本文以认知负荷理论为基础,阐明不合理的陈列语言设计会引起观众内在和外在认知负荷的增加,导致其学习效果下降。对此提出陈列语言设计要利用逐步呈现信息、展品样例、整合的信息源、多通道、嵌入支架的展示方法,降低观众的内在和外在认知负荷,有效地增加相关认知负荷,从而减轻观众参观过程中所需的认知努力,提升展览传播效果,促进观众学习。  相似文献   

4.
In a time with a heightened focus on how museum architecture and exhibition design shapes the museum visit, the entrance space of museums, the museum lobby, is remarkably absent from the museum literature and research. Still, the museum lobby is the first encounter visitors have with the museum and the last impression that they take home and share with others. This article analyzes museum lobbies as communication spaces in order to identify the different functions afforded by such spaces. In an explorative study of five Danish museum lobbies, we offer a preliminary categorization of these functions that can be compared at a general level. Concrete examples will be used to discuss general issues such as the adaptive borders of lobby spaces and the counteracting effects of design. We suggest that the preliminary categorization provided here can form a foundation for further studies resulting in practical suggestions for design improvements.  相似文献   

5.
This paper describes the goals and preliminary work of Project Math-Muse, an interdisciplinary team of university and public school educators working with children's museums to design and evaluate interactive mathematics exhibits for young children. Authors discuss the rationale for the development of small, interactive mathematics exhibits for young children, based on the goal of matching (a) reform-based views of mathematics, which emphasize children's active, hands-on engagement in meaningful activities, with (b) the principles that guide children's museums. Observations of children and adults interacting with two exhibit prototypes developed at a local children's museum are presented along with discussions of some of the issues that have arisen in this work so far. The paper concludes with directions for continued work.  相似文献   

6.
Many museums offer specialized programs for young people during out‐of‐school time, yet the consequences of such programs are not well documented. This article explores the potential utility of borrowing a conceptual framework from the youth development literature as a tool for assessment. The authors map findings from three studies of museum youth programs onto the youth development framework as an exercise in understanding the extent to which this model may be useful in developing museum youth programs. Results from this preliminary analysis demonstrate that the framework could serve as a viable tool for program design, and could offer a clear, grounded framework with common language for articulating program impacts often known intuitively and/or anecdotally but not formalized.  相似文献   

7.
The quality of content is a key attribute for assessing the globalquality of a museum application. Unfortunately, producing good content,especially in multimedia digital form, is expensive and time-consuming.One way to reduce the costs without sacrificing quality is to exploitthe concept of information reuse. The idea is to use (portions of) thesame multimedia material in different applications, possibly adapting itfor different contexts, for different categories of users, and fordifferent delivery channels (e.g., on-line and off-line). Informationreuse does not come free. To be effective, it requires a well-organizedenvironment in which information can be easily stored, inspected,retrieved, and adapted for different purposes. This paper describes theapproach adopted in the project ``The Virtual Museum of Italian ComputerScience History', funded by the Italian National Council of Research(CNR). In this project, all the digital material (documents, images,video interviews, etc.) is stored in a digital archive based on amultimedia database with a WWW front-end. The archive is designed forspecialists only: members of the editorial board of the project;researchers in the history of science; application developers (whoare looking for interesting content to include in their CD-ROMs or Websites). Each research group involved in the project extracted andadapted from the digital archive the multimedia material needed to builda different hypermedia application in two ``versions' – WWW andCD-ROM. These applications, both on-line and off-line, strongly reuse(portions of) the digital archive content, but organize and present itwith a totally different style, to address the needs of non-specialists(e.g., people who have some interest, or curiosity, in the history ofItalian computer science).  相似文献   

8.
通过移动端推送博物馆展览是博物馆信息化的重要内容,但不少博物馆面临数字化应用无法实现服务质量和用户体验的预期,导致下载量和使用量较低的处境。本文以“故宫展览”数字化项目为例,通过对开发数字产品观念意识、展示设计能力的分析,总结出在设计数字产品中结合博物馆需求与观众需求,结合观众心理习惯与博物馆特色,构建以“物”为核心的展示内容,兼顾知识性与趣味性的展示形式,应用分众化传播策略等方法,探讨借助移动端数字应用对博物馆以教育为目标的传播属性起到的积极作用。  相似文献   

9.
The Talking Difference Portable Studio from the Immigration Museum in Melbourne, Australia provides a unique example of an installation that facilitates intercultural dialogue beyond the walls of the museum. The Studio is a custom‐designed digital interactive that tours public libraries, schools, and community centers, encouraging participants to engage with one another's ideas about racism and cultural diversity by creating and responding to video questions. This essay applies a theoretical framework informed by dialogic theory and contemporary intercultural and museum studies to examine digital content produced in the Studio. The analysis indicates that there is a high degree of thematic consistency in content produced across a diverse range of touring locations. While responses vary in the extent to which they demonstrate critical engagement, the project affords participants a sense of ownership over their representations, and their responses generally support a broadly conceived openness to cultural difference. On this basis, the project furthers a promising form of intercultural dialogue.  相似文献   

10.
How can art museums use interpretive technology to engage visitors actively in new kinds of experiences with works of art? What are the best strategies for integrating technology into the visitor experience? In 2012, the Cleveland Museum of Art responded with Gallery One, an interactive art gallery that opened to stakeholders on December 12, and went through a six‐week testing period before its public opening on January 21, 2013. Gallery One drew from extensive audience research and was part of a major building and renovation project in which CMA reinstalled and reinterpreted the entire permanent collection in new and renovated gallery spaces. The end result was an innovative and robust blend of art, technology, design, and a unique user experience that emerged through the collaboration of staff across the museum and with outside consultants.  相似文献   

11.
This paper details findings from a collaborative research project that studied children learning to 3D print in a museum, and provides an overview of the study design to improve related future programs. We assessed young visitors’ capacity to grasp the technical specificities of 3D printing, as well as their engagement with the cultural history of shoemaking through the museum's collection. Combining the museum's existing pedagogical resources with hands‐on technology experiences designed by Semaphore researchers, this study enabled both researchers and museum education staff to evaluate the use of 3D‐driven curriculum and engagement materials designed for children visiting cultural heritage museums. This study raises critical questions regarding the practicality of deploying 3D media to engage young learners in museums, and this paper illuminates the challenges in developing models for children to put historical and contextual information into practice.  相似文献   

12.
基于XML技术的数字博物馆系统*   总被引:4,自引:0,他引:4  
首先简要地介绍了XML技术的特点,并在分析现有的数字博物馆系统的缺点及其新需求的同时,结合XML以及SVG、VoiceXML等相关技术的特点,阐述了建立在XML技术基础上的数字博物馆系统需要考虑的诸如系统平台的选择、馆藏内容的数字化、系统的多媒体内容检索及资源共享等方面的内容;本文提出的系统设计方法也可用于数字图书馆和档案馆系统在信息组织、存储、检索、显示等方面的设计。  相似文献   

13.
王建一  郝冰  欧剑 《新闻界》2007,(6):172-174
本文借助金上京虚拟博物馆可行性预研项目的设计和技术实施,来认识现实虚拟博物馆的技术种类、体验虚拟化文化遗产的审美特征,探索虚拟博物馆的各种功能,判断和总结虚拟博物馆对现代人类社会所能够产生的各种影响等。  相似文献   

14.
博物馆APP是新媒体时代博物馆教育的新载体,具有广阔应用前景,但其设计规律尚有待探讨。本文通过对故宫博物院《皇帝的一天》APP中沉浸元素、扮演元素、任务元素、动作元素、益智元素等游戏元素的分析,总结出博物馆APP设计中情境导入、角色扮演、任务驱动、激发动机、问题导向等方法的应用,提出游戏元素与教育学、传播学方法相结合的设计思路,为博物馆开发科普APP提供借鉴。  相似文献   

15.
Abstract Interactive museum exhibits are ubiquitous in science centers, and are becoming increasingly popular in art, history and cultural museums. At an interactive exhibit, visitors can act on the exhibit and the exhibit reacts. While there is much theoretical and empirical support for the idea that interactive features promote science learning, we believe that serious design problems can arise if an uncritical “more is better” approach is taken to interactivity. This article describes five common pitfalls of designing exhibits with high levels of interactivity or multiple interactive features: 1) multiple options with equal salience, 2) features allowing multiple users to interfere with one another, 3) options that encourage users to disrupt the phenomenon being displayed, 4) features that make the critical phenomenon difficult to find, and 5) secondary features that obscure the primary feature. Examples of each of the five problems are presented, and possible design solutions are offered.  相似文献   

16.
Abstract The increasing use of interactivity obliges museums to make decisions about the most appropriate interpretive strategies for exhibitions and experiences. Interpretive strategies have immediately apparent costs for an institution, as well as other less obvious implications. Interactive exhibits generally cost significantly more to develop, design, fabricate, and operate. There also are other, non‐quantifiable costs. For instance, environments might be very appealing to some visitors but less appealing to others. Some activities may inhibit social interaction among visitors. There is a danger that broken interpretive exhibits may convey a perception of low confidence in the museum, or that obsolete technologies may suggest inadequacy (especially in a science presentation). Finally, interactive exhibits that don't function optimally may create internal and public uncertainty about the core mission of the museum.  相似文献   

17.
18.
Since the 1980s, governments throughout the western industrialized world have required greater emphasis on fiscal and public accountability within the public sector. As a result, museum value has been constructed in response to economic rationalism and government policies without sufficient input from the museum sector itself. This paper asserts that any discussion of the role of museums, the contribution they make to societies and appropriate ways of evaluating their impact requires the perspectives and contributions of all stakeholders. It examines preliminary findings from a study that asked about the impact of museums from the perspective of museum professionals and end‐users. It reports significant areas of agreement between public and professional cohorts regarding the role museums play and the contribution they make both to individuals and to the social and economic development.  相似文献   

19.
西班牙国家科技博物馆(阿尔科文达斯馆)在常设展览的设计中,致力于在经典科学实验的器材等“科学遗产”与现代科学中心互动展品之间建立起双向联系,使参观者通过两者的相似性,领悟互动展品对人类科学探索历程的刻画与诠释。本文通过对西班牙国家科技博物馆历史沿革的追溯,及阿尔科文达斯馆展览架构和展品设置的分析,尝试探讨该科学博物馆在展览设计方面的独创性,融合科学工业博物馆与科学中心特点的设计思路,以及它对国内科学博物馆展览设计的借鉴意义。  相似文献   

20.
Abstract The museum landscape has changed dramatically over the last 20 years. Technology has made possible new kinds of interactions, visitor expectations have broadened, competition for time and resources has become increasingly intense, and the buildings serve ever‐more‐complex roles. As a result, interactive designers, including those of us at Second Story, have evolved our skills and approaches to keep pace. This article summarizes many of our observations while sharing some of the best practices that we have evolved to create engaging interactive installations, websites, and experiences. Despite changes in technology and user behavior, a core focus on great storytelling should drive interactive design and serve as the critical element for museums communication and connecting with their visitors.  相似文献   

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