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1.
There is a current trend to make museum collections widely accessible by digitising cultural heritage collections for the Internet. The present study takes a user perspective and explores the characteristics of online museum visitors' web search behaviour. A combination of quantitative and qualitative methods was deployed in a case study at a National Museum of Military History. Quantitatively, data from a web questionnaire survey and a user study of interactive searching behaviour were collected and analysed. Qualitatively, observation protocols were coded and analysed based on inductive content analysis. It was found that metadata elements on factual object related information, provenience, and historic context was indicated to be relevant by the majority of the respondents, characterising the group of special interest museum visitors as information hungry. Further, four main characteristics of online museum visitors' searching behaviour were identified: (a) searching behaviour has a strong visual aspect, (b) topical searching is predominantly exploratory, (c) users apply broad known item searches, and (d) meaning making is central to the search process.  相似文献   

2.
Digital technologies and their uses within museum collections have until recently been explored primarily from a technical viewpoint. Increasingly, museum professionals are moving beyond technologically‐driven reasoning to entertain new ways of conceptualizing both collections and information. This is leading to knowledge models beyond those already imagined. This paper considers the synergy between theoretical ideas in the academy and the computer ontologies that have been brought to bear on collections information. Drawing on user research findings from the Themescaping Virtual Collections project and the work of leading literary and media theorists, the paper examines how user needs and digital technologies are reformulating our understanding of museum collections and the relationships between museums and audiences.  相似文献   

3.
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   

4.
Abstract This article addresses problems associated with museum education collections. Museum education collections are used to provide visitors with opportunities to handle museum objects. These collections are primarily composed of objects that are damaged, lack provenance, or do not fit the scope of the collection. Sometimes, these collections are displayed haphazardly and their interpretation may lack thematic context. Some museum education collections are not being utilized to their fullest educational capacity. The application of cognitive, exhibition, and collections management theories can alleviate some problems with museum education collections. A critique of the education collection at the Lubbock Lake Landmark is presented as a case study of these problems and some of the potential solutions to them. The study can be used as a template by other museums to solve similar problems in their education collections.  相似文献   

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张龙飞  梁孟华 《山西档案》2020,(2):151-158,91
博物馆藏品档案是博物馆藏品的重要组成部分,对藏品档案的开发利用已经引起了社会的关注。研究藏品档案用户需求行为有利于展现藏品档案独特的历史记忆,发挥博物馆文化服务平台的作用。以用户需求行为角度出发,采用定量分析的方法,对藏品档案用户需求行为进行研究分析,通过数据分析发现现如今博物馆藏品档案服务与时代发展脱钩,不能满足用户日益增长的多元需求,并从深化服务理念、建设数字化管理、加强先进技术使用三方面给出服务改进建议。  相似文献   

7.
The contemporary directions of art galleries worldwide are changing as social patterns and demands, as well as visitor expectations of their experiences at art galleries, change. New programs and strategies are being developed in galleries to make these institutions more appealing to people who would not normally visit them, and one such strategy is the staging of special events. However, because galleries are staging an increasing number of special events, the factors motivating visitors to attend these institutions are changing. Visitors hope to have different experiences and encounters in the gallery during special events. This paper presents the findings from a study in Australia about visitors’ motivations to attend special events in galleries. It highlights the different factors that motivate visitors to attend the gallery specifically for a special event in comparison to visiting the gallery's permanent collections.  相似文献   

8.
This article examines two exhibition installations that integrate high‐resolution digital archeological datasets (photography and 3D architectural models) with immersive, interactive display systems. These analogous installations, Pure Land: Inside the Mogao Grottoes at Dunhuang and Pure Land: Augmented Reality Edition, allow visitors to engage in different ways with a full‐scale augmented digital facsimile of Cave 220 from the UNESCO World Heritage site, the Mogao Grottoes, Gansu Province, northwestern China. The peerless treasuries of paintings and sculptures at Dunhuang are extremely vulnerable. Comprehensive digitization has become a primary method of preservation at the site. The digital facsimiles of this cultural paragon can be transformed, providing formative personal experiences for museum visitors. The Pure Land projects contribute to new strategies for rendering cultural content and heritage landscapes. Interpreting these installations through the lens of phenomenology and panoramic immersion helps situate them at the forefront of virtual heritage today.  相似文献   

9.
Abstract This paper explores the beneficial outcomes that visitors seek and obtain from a museum visit, in terms that are not related to learning outcomes. It uses a deductive qualitative approach to investigate the meaning and value of a museum visit from the visitors' perspective. Three different levels of the meaning of the experience are considered: the attributes of the setting that visitors value; the experiences they engage in; and the benefits they derive. The findings confirm the importance of the “satisfying experiences” framework for understanding visitor experiences in museums, and extend this understanding in relation to the beneficial outcomes these experiences produce. The study also highlights the importance of “restoration” as an outcome of a museum visit. It is argued that the concept of the museum as a restorative environment, which enables visitors to relax and recover from the stresses of life, is worthy of further research attention. These insights will enable museum practitioners to better understand and meet their visitors' multiple needs and expectations.  相似文献   

10.
Information communications technology provides a way on the World Wide Web for national museums to represent the cultural artefacts they house. Framed by the notion of cybercolonization, a colonizing of cultures and cultural institutions by computing ideas, this on-site case study of the State Hermitage Museum, St. Petersburg, Russia examines computing ideas shaping information communications technology developments within the museum and, particularly, its current IBM sponsored website 〈http://www.hermitagemuseum.org/〉. The paper will illuminate subtle cybercolonizing influences by Global IBM evident in the website structure, design, targeting, esthetic choices, cultural content realignment, IBM corporate e-business underlay, and American English branding. The notion of cyberglocalization, an adapting of global cyber processes to local circumstances, is offered as an avenue to address colonization present in the Hermitage-IBM website. The case study offers museum professionals an illustration of the underlying assumptions about information communications technology (ICT) ideas, interaction, and appearance in the development of museum websites.  相似文献   

11.
The first natural history collections opened to the public were inspired by a sense of curiosity and wonder about the products of nature. They were ‘cabinets of curiosities’ that offered a first-hand interaction between owner and visitors. Nowadays, these two facets of the museum experience—dialogue and wonder—have been lost, in part, due to the information overload coming via the media and the impersonal nature of the museum visit. This paper offers some reflections on the evolution of the museum visit, suggests some ways to rediscover this ‘sense of wonder’ and provides ideas on how to promote two-way communication with museum visitors. Two examples of exhibitions are offered as illustrations of the points discussed.  相似文献   

12.
This article presents results from 21 semi-structured interviews with museum information professionals who were asked about their experiences working with information resources, tools, and technologies. These interviews were analyzed to develop profiles of four types of information professionals working in museums. The article presents these profiles, focusing on the responsibilities of today's museum information professionals and their role in meeting user needs in the modern museum, thereby improving understanding of the evolving role of museum information professionals.  相似文献   

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Biomimetic is proposed as an existing or potential future technology that motivates conservation of biodiversity and environment in existing literature. However, empirical analysis is absent. To identify the public perception and expectations of biomimetics technology, questionnaire survey of museum visitors was conducted in the National Museum of Nature and Science in Japan, where the exhibition of biomimetics was held. This research identified that expectations of biomimetics were high generally for the medical applications. The expectation varies with age groups and the age over thirties tended to expect higher in the field related to environmental protection. The expectations of biomimetics were higher for all the age groups after visiting the exhibitions for both commercial use and drivers for life style changes. The results of this study provide basis of expectations and trends with different age groups which will serve as basis to understand and explore implementation of biomimetic related technology for sustainable society.  相似文献   

15.
我国博物馆数量最大的观众群体是青少年学生。加强对这一群体的调查研究,有利于博物馆承担社会教育职能,促进博物馆教育与学校教育的有效衔接,是探索构建具有均等性、广覆盖的博物馆青少年教育项目长效发展良性机制的前提。本文通过随机调查问卷的方法,对青少年学生、教师、家长进行博物馆教育需求调查,并根据统计结果分析了博物馆青少年教育项目开发的必要性以及博物馆在馆校结合开发青少年教育项目过程中具有的积极作用。  相似文献   

16.
Museums, art galleries, botanical gardens, national parks, science centers, zoos, aquaria and historic sites are important public learning institutions. The free‐choice learning offered in these settings is closely linked to visitors' intrinsic motivation, making it important to understand the motivational factors that impact on visitors' experiences. This paper presents data from a questionnaire administered to visitors at three sites: a museum, an art gallery, and an aquarium. Similarities and differences among the sites are reported in relation to visitors' expectations, perceptions of learning opportunities, engagement in motivated learning behaviors, and perceptions of the learning experience. The importance of learning to museum visitors and the unique opportunities and challenges of the museum in relation to other educational leisure settings are discussed. The authors argue that the study of motivational factors might contribute to the development of a common theoretical foundation for interpretation in museums and other informal learning settings.  相似文献   

17.
Abstract

In library user experience (UX) literature, physical and digital spaces are often studied separately. In academic libraries, different stakeholders often control and operate the logistics of each set of spaces. Additionally, library UX studies seldom consider the physical experiences of users beyond the borders of library websites or buildings. Our survey of 37?U.S. academic library websites found that 97% had some kind of digital representations of physical spaces – predominantly floor plans. A content analysis of those floor plans found that many were poorly designed, and identified two specific themes: non-accessible content and a lack of comprehensive information to facilitate the user journey. This paper offers several recommendations for building more accessible digital representations of physical spaces for the library website. These trends and recommendations are intended to be instructive for managers of library websites and elucidate larger themes about academic libraries.  相似文献   

18.
The paper describes the electronic guide HIPS that can be used duringthe process of a visit in a museum, i.e., for preparation, execution andevaluation. Users can access the system via the Web to prepare a visitby receiving information about the content and organization of anexhibition and practical issues like location and opening hours. Thevisitor can also prepare a tour for the actual visit or define hotspotswith important exhibits. The system should remind the user when on site.Once the user is in the museum he or she has two specific options to usethe system: the visitor can walk around in the museum and remainstanding where he or she finds an item of interest. The current locationin the room identified by infrared emitters at all exhibits triggers anindicator for the information presentation. Or, the visitor can select atour prepared by a curator, prepared by the user in advance (at home) orgenerated by the user ad hoc. In the museum, the information access isprovided via wireless technologies. This allows the user to accessinformation by moving in the physical space and navigating in theinformation space concurrently. The Web-based server approach allows foradaptive information selection and presentation based on a user modelevaluating the history of the usage of the system. The user canaccelerate the adaptation by specifying interests and preferences in theuser model. Before the visit the user can define tours and hotspots andenter annotations that will be presented or activated by the system inthe appropriate physical environment. After a visit in the museum theuser can evaluate the experience at home for further own inquiries orfor communication with other interested people. Thebefore-during-after-the-visit-support of visitors via nomadicinformation system has been designed based on evidence from ourquestionnaire pre-study, which showed that visitors actually useinformation available in or about museums before and also after avisit.  相似文献   

19.
学科核心网站综合评价指标体系和测评方法初探   总被引:2,自引:0,他引:2  
分析了文献计量学方法以及核心期刊评价指标对学科核心网站评价指标选择的借鉴意义,探讨了由重要搜索引擎被索度、评价平台链接点被访量、专家智能评价、网上用户评价指标构成的、定量与定性相结合的学科核心网站综合评价指标体系及测评方法,提出了建立学科核心网站评价平台(网页)的构思,对于开展学科核心网站评价具有重要的方法论意义。  相似文献   

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