virtual museum
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Author(s):  
Ricard Huerta

Museari is an online museum dedicated to upholding human rights and sexual diversity through art, history, and education. Museari was born in 2015 and since then more than 70 exhibitions have been presented. This paper analyzes Museari's interest in teacher training, something that has been especially positive during the Covid-19 pandemic. The objective of the research is to reflect on the opportunity to use a virtual museum to address issues of art and education. For data collection, we used assessment instruments specific to the case study, such as diagnoses, discussions, focus groups, and participant observation. We highlight museum’s positive reception by the students, particularly the role it plays in overcoming stereotypes and conventional taboos to achieve inclusive environments.


2021 ◽  
Vol 18 (24) ◽  
pp. 1405
Author(s):  
Chaowanan Khundam ◽  
Frédéric Nöel

Virtual Museum (VM) is an application of Virtual Reality (VR) technology generating realistic visualization and sensation to convince museum visitors to interact with digital content. There are many immersive VR devices that support interactive VM applications. We investigate appropriate devices for interaction within VM. We proposed a Storytelling platform to achieve device organization without modification, the story and interaction were self-adapted to the selected device. Three types of interactive content were designed on our Storytelling platform to be applied on different interaction systems: a 2D standard display, a 3D stereoscopic display and a full immersive CAVE. The results showed different performances of each system supporting VM developers to select an appropriate interaction system. The evaluation contributes to the design of content and interaction of VM development with more efficiency based on user requirements. HIGHLIGHTS Three types of interactive content were designed on our Storytelling platform to be applied on different interaction systems: A 2D standard display, a 3D stereoscopic display, and a full immersive CAVE The 2D Powerwall system with a wide range of views provides immersion. However, with two-dimensional displays, users lack depth perception Users spent more time in selection and manipulation in the 3D stereoscopic system because depth perception is added The CAVE system has user attraction or holding power, users spent more interacting time GRAPHICAL ABSTRACT


InterConf ◽  
2021 ◽  
pp. 307-318
Author(s):  
Tetiana Ilchuk

The development of information technology has entailed an active rethinking of the concept of cultural memory, the transposition of the actual formats, methods of interpretation and presentation to the audience, in particular through online technologies and museum activities. Museums, which are formed exclusively on the basis of online technology, become a qualitatively new cultural form of activity, which terms and conceptual nomenclature were built spontaneously, empirically in the process of practical activity. The purpose of this research is to analyze the concept and peculiar features of an online (virtual) museum as a multidimensional phenomenon of an interdisciplinary nature, and to propose their classification based on best practices of Ukrainian and international museums.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kun-Hung Cheng

PurposeThis study proposed a research model for verifying the structural relationships among users' perceived spatial presence (VR affordance), situational interest (affective factor) and behavioral attitudes (outcome) toward online virtual museum navigation. What role of situational interest plays in the relationships between spatial presence and outcomes was further examined.Design/methodology/approachThere were 141 adults invited to participate in the research trials on the navigation of the online virtual museum which was established by 3D space capture techniques. This study conducted a series of PLS-SEM to analyze the participants' quantitative responses to the surveys of spatial presence, situational interest and attitudes.FindingsThe testing of reliability and validity for the measurement model of this study was satisfied. The significance of users' perceived situational interest: attention demand, instant enjoyment and exploration intention when navigating the online virtual museum with perceptions of spatial presence were identified. The mediation of situational interest in the relationships between spatial presence and behavioral attitudes were also verified.Practical implicationsFor the practical design of desktop-based online virtual museums, it is suggested that more engaging strategies such as narrative storytelling and gamified interaction could be integrated to enhance users' situational interest including attention demand, instant enjoyment and exploration intention.Originality/valueThrough the examination of situational interest from multiple constructs, the research model of this study advanced the conceptual framework for understanding the consequences of VR affordance in online virtual museum navigation. The theoretical contribution to verifying the mediated role of situational interest was made.


2021 ◽  
Vol 13 (22) ◽  
pp. 12581
Author(s):  
Cecile Meier ◽  
Isabel Sanchez Berriel ◽  
Fernando Pérez Nava

Museums have been the main centers for the dissemination of cultural heritage throughout history. In recent years, they have been increasingly digitizing their content, so that it is now common for each museum to have free digital content available on the Web. This can be photographs of the works with detailed information or even objects created in three dimensions. It is also common to find virtual museums, which might be a representation of an existing museum that has been digitized or a museum created only in digital format. This paper describes the creation of a virtual museum of Spanish clothing from the 16th century, one that exists only in digital format, accessible from a computer or digital tablet. In order to create the museum, various documentation and drawings or pictures of the clothing of that time were studied. The costumes were then created in a specialized 3D costume-modeling program called Marvelous Designer. A 3D model of the exhibition hall was created in Blender, and finally, everything was assembled in the Unity videogame engine, where the interactive part was also added, allowing the virtual visitors to walk through the hall as if they were visiting a real museum.


MODUL ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 111-119
Author(s):  
Bramasta Putra Redyantanu ◽  
Rully Damayanti
Keyword(s):  

Kondisi pandemi corona membuat sebagian besar dari kita beradaptasi dengan kebiasaan baru. Keterbatasan untuk menuju berbagai tempat wisata secara fisik, membuat alternatif objek wisata bermunculan. Salah satunya adalah wisata virtual, sebuah media digital yang diatur sedemikian rupa agar dapat memberikan pengalaman maupun sensasi akan sebuah ruang wisata. Salah satu objek yang paling banyak dikonversi ke dalam media digital adalah museum. Media yang digunakan juga beragam, tidak hanya sebatas foto foto tidak bergerak, namun ada video, bahkan tur virtual yang interaktif. Tur interaktif ini dinavigasikan oleh perangkat digital, sehingga pengunjung bisa merasakan sensasi ruang berjalan jalan layaknya berada pada bangunan fisik. Studi ini ingin mempelajari apakah tur virtual bisa menggantikan keseluruhan sensasi indera manusia, walaupun sebenarnya yang dominan adalah indera penglihatan. Ada anggapan bahwa sensasi kadang terbentuk dari memori dan persepsi yang sudah dimiliki oleh masing masing orang sebelumnya, tidak hanya sebatas rangsangan langsung pada masing masing indera.


2021 ◽  
Vol 13 (4) ◽  
pp. 980-993
Author(s):  
Laura Umralieva ◽  
Medeubek Tanirbergenov ◽  
Kuandyk Yeralin ◽  
Dauletkhan Bolysbaev ◽  
Dzhakipbekova Makhabbat ◽  
...  

The aim of this research is to evaluate creative drama studies in virtual museums with teacher opinions in order to ensure the revival of national cultural values through art. Qualitative research method was used in the study. The data were collected by the semi-structured interview form prepared by the researcher. The study involved 25 elementary school classroom teachers working in various primary schools in Nur-Sultan, Kazakhstan, in the 2020-2021 academic year. As a result of the research, it was revealed that teachers found themselves inadequate in virtual museums and creative drama, but considered the use of these applications in education extremely positive. In-service training programs to be prepared for teachers to gain competence in the field of creative drama in the virtual museum will enable them to use this method more effectively in education, which they find effective in learning. Keywords: Creative drama, national cultural values, teacher opinion, virtual museum.  


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