Structuring Values in the Museum Experience

2021 ◽  
Vol 24 (2) ◽  
pp. 3-28
Author(s):  
WoongJo Chang ◽  
Jeongmin Ko ◽  
Euna Cho
Keyword(s):  
Author(s):  
Roberta Garibaldi ◽  
Andrea Pozzi

In recent years, food museums have turned into popular attractions for tourists. Scholars and practitioners have emphasized their role as agents of preservation, education and cultural heritage interpretation, but devoted little attention to tourism related issues. To fill the gap, this paper investigates Italian food museums in order to assess their characteristics, tasks, audience and modes of engagement. Findings suggest that community engagement is an important task along with safeguarding and promoting food heritage. Creating or improving external relationships is crucial for public museums to get recognized for their role and value. For museums operated by private companies, engaging with local stakeholders and residents serves not just a branding purpose, but also in awakening their interest in past and present issues concerning the product (nutrition, safety, taste, cultural and social values). The majority of Italian food museums mainly appeal to domestic travelers, which indicates the potential to reach a larger, international audience. Visibility and language issues remain crucial to reach international tourists but reframing the museum experience is also essential to meet new visitors’ needs. Exploiting traditional exhibitions of food-related objects with multimedia technology and practical activities such as classes, workshops, cooking shows can help in engaging the audiences.


Author(s):  
Xi Wang ◽  
Danny Crookes ◽  
Sue-Ann Harding ◽  
David Johnston

AbstractThis paper proposes a new approach to universal access based on the premise that humans have the universal capacity to engage emotionally with a story, whatever their ability. Our approach is to present the “story” of museum resources and knowledge as a journey, and then represent this journey physically as a smart map. The key research question is to assess the extent to which our “story” to journey to smart map’ (SJSM) approach provides emotional engagement as part of the museum experience. This approach is applied through the creation of a smart map for blind and partially sighted (BPS) visitors. Made in partnership with Titanic Belfast, a world-leading tourist attraction, the interactive map tells the story of Titanic’s maiden voyage. The smart map uses low-cost technologies such as laser-cut map features and software-controlled multi-function buttons for the audio description (AD). The AD is enhanced with background effects, dramatized personal stories and the ship’s last messages. The results of a reception study show that the approach enabled BPS participants to experience significant emotional engagement with museum resources. The smart model also gave BPS users a level of control over the AD which gave them a greater sense of empowerment and independence, which is particularly important for BPS visitors with varying sight conditions. We conclude that our SJSM approach has considerable potential as an approach to universal access, and to increase emotional engagement with museum collections. We also propose several developments which could further extend the approach and its implementation.


Heritage ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 239-253 ◽  
Author(s):  
Vassilis Poulopoulos ◽  
Costas Vassilakis ◽  
Angeliki Antoniou ◽  
George Lepouras ◽  
Anastasios Theodoropoulos ◽  
...  

Social media usage is affecting peoples’ views through opinion sharing, a fact that has started to attract cultural institutions, as it is possible that this procedure can possibly be a part of a museum experience. As the main goal of a cultural institution is the maximization of senses stimulation, the device that is offered to the visitors’ hands everyday and every moment, becomes an important tool for the art spaces. In this notion we perform research on issues that can be of great importance for the museum’s online presence and attraction. We focus on establishing the personality of influencers related to culture, as well as the characteristics of qualitative discussions on the social media. Crosscult Project is an EU funded project, that aims to spur a change in the way European citizens appraise History, and sets that basis of our research as the experiments are conducted within its scope of. Through the experimental procedure, we collect information in order to define the character of the influencer and the substances of a “serious” conversation. “Serious” conversations are regarded the ones in which a cultural organization can participate actively and benefit from the participation. We present the results of our experimental evaluation and analyze how cultural institutions can benefit from the outcomes of our research.


2021 ◽  
Vol 11 (16) ◽  
pp. 7420
Author(s):  
Yeo-Gyeong Noh ◽  
Jin-Hyuk Hong

The increased availability of chatbots has drawn attention and interest to the study of what answers they provide and how they provide them. Chatbots have become a common sight in museums but are limited to answering only simple and basic questions. Based on the observed potential of chatbots for history education in museums, we investigate how chatbots impact history education and improve the overall experience according to their appearance and language style. For this, we built three models, designed by factors on embodiment and reflection, and 60 sets of answer–questions, designed for the National Museum of Korea. We conducted a study with a total of 34 participants and carried out a variety of analyses covering individual learning styles, museum experience scales, gaze data, in-depth interviews and observations from researchers. We present various results and lessons regarding the effect of embodiment and reflection on the museum experience. Our findings show how people with different learning styles connect with chatbot models and how visitors’ behavior in the museum changes depending on the chatbot model. Specifically, the chatbot model equipped with embodiment and reflection shows its superiority in enhancing the museum experience, in general.


Author(s):  
M. Ballarin ◽  
C. Balletti ◽  
P. Vernier

3D printing has seen a recent massive diffusion for several applications, not least the field of Cultural Heritage. Being used for different purposes, such as study, analysis, conservation or access in museum exhibitions, 3D printed replicas need to undergo a process of validation also in terms of metrical precision and accuracy.<br> The Laboratory of Photogrammetry of Iuav University of Venice has started several collaborations with Italian museum institutions firstly for the digital acquisition and then for the physical reproduction of objects of historical and artistic interest. The aim of the research is to analyse the metric characteristics of the printed model in relation to the original data, and to optimize the process that from the survey leads to the physical representation of an object. In fact, this could be acquired through different methodologies that have different precisions (multi-image photogrammetry, TOF laser scanner, triangulation based laser scanner), and it always involves a long processing phase. It should not be forgotten that the digital data have to undergo a series of simplifications, which, on one hand, eliminate the noise introduced by the acquisition process, but on the other one, they can lead to discrepancies between the physical copy and the original geometry. In this paper we will show the results obtained on a small archaeological find that was acquired and reproduced for a museum exhibition intended for blind and partially sighted people.


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