scholarly journals Portable technologies at the museum

1970 ◽  
pp. 135 ◽  
Author(s):  
Connie Svabo

A topic of interest in contemporary museum studies is how digital technologies contribute to museum visitor experiences. Building on insights from media and technology studies that new media should be understood for how they overlap with old media, the article reports an ethnographic study of the intersections between the exhibition at a modern museum of natural history and three portable technologies – one of which is digital. Mobile phone cameras, exercise pamphlets and dress-up costumes link visitors with an exhibition, but they simultaneously shape this relation in their own specific directions. This is shown by drawing on the concept of mediation as it is developed by philosopher Michel Serres and philosopher of technology Bruno Latour. The article is based on the Ph.D. thesis entitled “Portable Objects at the Museum”, defended at Roskilde University on 22 September 2010. 

Author(s):  
Seran Demiral

This paper refers to a selected fragment in an ethnographic study on children’s subjectivization processes through digital technologies concerning children’s interaction with the digital world and how their different cultural tendencies reflect virtual space. Children’s digital world experiences, and their new media preferences have become an important part of their peer culture. Studies on children’s peer cultures and on the effects of technological devices on human beings commenced in the 1990s within various disciplines, for example, Aarsand studied children’s interest in computer games, while Turkle focused on human-machine relations. During the 2000s, virtual space changed the trajectories of those studies into other fields. However, studies focusing on people’s interaction with technology have rarely been directly related to children’s agency, or the sociology of childhood. Therefore, this research presents a new approach to childhood studies by using traditional concepts with changing perspectives. The main purpose of this study is to reveal how children’s peer cultures and also individual agencies have been shaped through digital technologies including online activities. For this whole study, various techniques were used to analyse children’s interactions with the virtual world by focusing on their opinions regarding technological development in the world. The parts selected for this paper are based on several clips of interviews, the topics of which are: freedom in virtual space in a comparison with real – virtual worlds on the basis of their limit(less)ness; the possible relations between humans and machines; the possibilities of surviving on ‘internetlessness’; children’s relations with online games according to social media preferences, and interaction with virtual spaces in general.


2020 ◽  
Vol 15 (4) ◽  
pp. 233-241
Author(s):  
Ayşe Kahraman

With combining new media and technology, there has emerged a different field. So, it has been made hard to determine the definition and scope of the new media. Constant change and development of technological opportunities also affect communication processes. Besides, the origin of the new media is computer-based; it has become desktop publishing programs, smart tablets, and manipulations on photos. The merging of photography and new media art has become one of the most popular areas via technology and the internet. This article gives information about the formation, development, and technologies of photography in smartphones in the new media age. The study aims to provide information about what is photography, photography as a form of art, the art of new media, technological migration from the camera to the mobile phone, photographs on smartphones from new media tools, advances in science and technology, and how photography is continuously increasing. It is thought that the study may contribute to the field literature to be under a single roof.


Author(s):  
Crispin Thurlow

This chapter focuses on sex/uality in the context of so-called new media and, specifically, digital discourse: technologically mediated linguistic or communicative practices, and mediatized representations of these practices. To help think through the relationship among sex, discourse, and (new) media, the discussion focuses on sexting and two instances of sexting “scandals” in the news. Against this backdrop, the chapter sets out four persistent binaries that typically shape public and academic writing about sex/uality and especially digital sex/uality: new-old, mediation-mediatization, private/real-public/fake, and personal-political. These either-or approaches are problematic, because they no longer account for the practical realities and lived experiences of both sex and media. Scholars interested in digital sex/uality are advised to adopt a “both-and” approach in which media (i.e., digital technologies and The Media) both create pleasurable, potentially liberating opportunities to use our bodies (sexually or otherwise) and simultaneously thwart us, shame us, or shut us down. In this sense, there is nothing that is really “new” after all.


Author(s):  
Erica L. Tucker

This chapter describes and discusses the major qualitative research methods used to study museums. These methods include analyses of visual displays and reconstructions; interviews with museum visitors, professionals, and stakeholders; as well as ethnographic fieldwork in museum settings. The chapter explores how these methods can be adapted to the study of exhibits, galleries, programs, and museums as knowledge-generating institutions from a range of case studies conducted by museum practitioners, anthropologists, historians, and other museum studies scholars at a variety of museums. Case studies are drawn from works that examine ethnographic, natural history, art and community museums as well as historic sites. Approaches to research design, data analyses, and writing up are also examined.


2019 ◽  
Vol 6 ◽  
pp. 215-234
Author(s):  
Federica Matelli

A partir del concepto de traducción y de comunidad de humanos y no – humanos de Bruno Latour, y retomando algunos conceptos estéticos centrales en la OOO (Ontología Orientada a los Objetos), este articulo expone un tipo de traducción post-humana estrechamente relacionada con la situación global del capitalismo computacional. En este orden extremo del capitalismo global, que está gobernado por algoritmos y condicionado por techno - políticas, la difusión transnacional de las tecnologías digitales instaura un lenguaje sensorial único que traduce, uniformándolas, culturas distintas y al mismo tiempo garantiza el control sobre el presente y el futuro por medio del Big Data, así como nos advierte Armen Avanessian. Su máximo agente es el design de objetos tecnológicos y servicios. A partir de esta constatación se aporta el ejemplo de un proyecto artístico que, trabajando con la traducción de datos por medio de un diseño alternativo, desvela este estado de la cultura digital actual, traduciendo y explicitando las funciones ocultas de algunos objetos digitales de uso cotidiano –como el teléfono móvil– en una instalación con objetos tecnológicos y mapas de datos. Based on the Bruno Latour’s concept of translation and community of humans and non - humans, and retaking some central aesthetic concepts in the OOO (Object Oriented Ontology), this article exposes a type of post-human translation closely related to the global situation of computational capitalism. In this extreme order of global capitalism, which is governed by algorithms and conditioned by techno - policies, the transnational diffusion of digital technologies establishes a unique sensory language that translates, unifying them, different cultures and at the same time guarantees control over the present and the future through Big Data, as Armen Avanessian warns us. Its maximum agent is the design of technological objects and services. From this finding, the example of an artistic project is provided that, working with the translation of data through an alternative design, reveals this state of the current digital culture, translating and explaining the hidden functions of some digital objects for everyday use –Like the mobile phone– in an installation with technological objects and data maps.


2020 ◽  
Vol 9 (3) ◽  
pp. 317-323
Author(s):  
Anggie Bagoes Kurniawan ◽  
Rusly Hidayah

Salah satu keterampilan abad-21 adalah information media and technology skills. Dalam penerapankurikulum 2013 ini mengacu pada Permendikbud nomor 22 tahun 2016 tentang standar proses pendidikandasar dan menengah. Salah satu prinsipnya adalah menggunakan teknologi informasi dan komunikasiuntuk meningkatkan efisiensi serta efektivitas pembelajaran. Media pembelajaran berbasis androidmerupakan salah satu penerapan gaya belajar abad ke-21. Implementasi mobile phone di sekolah dapatmenguntungkan sebab perangkat tersebut telah dikenal secara umum oleh peserta didik. Permainan terdiridari sekumpulan peraturan yang membangun situasi bersaing dari dua hingga beberapa orang maupunkelompok dengan memilih strategi yang dibangun untuk memaksimalkan kemenangan. Pembelajaranmenggunakan permainan pasti memiliki manfaat juga. Kepraktisan suatu media memililiki kualitaskepraktisan yang tinggi jika pengguna mempertimbangkan media tersebut dapat digunakan dan realitanyamudah untuk menggunakannya. Penelitian ini menggunakan model R&D (Research and Development)Borg dan Gall hanya sampai tahap uji coba awal (preliminary field testing. Sasaran penelitian iniadalah peserta didik SMA Negeri 3 Sidoarjo sebanyak 33 orang dengan jenjang kelas XI MIPA. Mediapermainan zuper abase dapat dikatakan praktis yang ditunjukkan dengan perolehan skor respon pesertadidik yang telah menggunakan media permainan yakni sebesar 78,3670%.Kata kunci: kepraktisan, permainan zuper abase, android, respon peserta didik.


Author(s):  
Monika Stern

Since the year 2000, Port-Vila, the capital of Vanuatu, has experienced considerable development in digital technologies. This has strongly influenced young people’s musical behaviour.The mobile phone market expanded rapidly with the arrival of the Digicel company, launched in June 2008. Statistics show that in 2009, more than 50 percent of the population had access to mobile telephony. The possibilities for digital storage have made the mobile phone an indispensable tool for young musicians.In August 2012 the country joined WIPO (World Intellectual Property Organization). However, IP (intellectual property) law cannot be practically implemented, because no formal organization to enforce IP has been established by the Vanuatu Government. Musical exchanges are engrained in the archipelago’s traditional culture and, alongside the old circulation systems of musical knowledge, the Internet and mobile phones have created new networks for the circulation of musical culture.While copyright can be seen as important for the development of the local music industry, its implementation faces challenges, given that the circulation of local music occurs largely outside of the formal market system.


Author(s):  
Kriss Ravetto-Biagioli

This chapter examines ghostly gestures that we cannot consciously experience, but only perceive through digital technologies. Internationally recognized as a leading video artist, Viola’s work focuses on the intersections of new media and experiences like death, consciousness, spirituality, and emotion. Many of his recent installations manipulate our sense of time by using a special high-speed camera. Uncanny gestures (those that are embodied but unreadable) emerge as the film is transferred to digital video and slowed down. The emergence of gestures that we can recognize once visualized through digital media as our own, but we cannot recall – that is, we cannot reenact or remember – points to something uncanny about gesture and its relation to affect. Rather than offering us a new understanding of human interiority or an opportunity to make sense of the uncanny, Viola’s work leaves us only with uncertainty as a visceral affect.


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