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Auswahl der wissenschaftlichen Literatur zum Thema „Virtuellt museum“
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Zeitschriftenartikel zum Thema "Virtuellt museum"
Klinkhammer, Daniel, und Harald Reiterer. „Blended Museum – Perspektiven für eine vielfältige Besuchererfahrung (Enhancing Visitor Experience through Information Design and Interaction)“. i-com 7, Nr. 2/2008 (September 2008): 4–10. http://dx.doi.org/10.1524/icom.2008.0016.
Der volle Inhalt der QuelleSchweibenz, Werner. „Wer sind die Besucher des virtuellen Museums und welche Interessen haben sie? (Who are the Visitors of the Virtual Museum and What are they Interested in?)“. i-com 7, Nr. 2/2008 (September 2008): 11–17. http://dx.doi.org/10.1524/icom.2008.0017.
Der volle Inhalt der QuelleGöbel, Stefan, und Jens Geelhaar. „Digitale Museumsanwendungen (Digital Museum Appliances)“. i-com 7, Nr. 2/2008 (September 2008): 26–31. http://dx.doi.org/10.1524/icom.2008.0019.
Der volle Inhalt der QuelleLampe, Karl Heinz, Klaus Riede und Sigfrid Ingrisch. „Repatriation of knowledge about insects and types through the DORSA virtual museum (Digital Orthoptera Specimen Access).“ Beiträge zur Entomologie = Contributions to Entomology 55, Nr. 2 (27.12.2005): 477–84. http://dx.doi.org/10.21248/contrib.entomol.55.2.477-484.
Der volle Inhalt der QuelleEliş, Ali. „Lebendiger Lernort“. Sozialwirtschaft 29, Nr. 5 (2019): 14–15. http://dx.doi.org/10.5771/1613-0707-2019-5-14.
Der volle Inhalt der QuelleKloepfer, Thorsten, und Oliver Kauselmann. „Information – Erleben. Ein virtuelles Museum für Afghanistan“. i-com 2, Nr. 3/2003 (01.03.2003): 46–48. http://dx.doi.org/10.1524/icom.2.3.46.28227.
Der volle Inhalt der QuelleDickenson, Victoria. „Canadian Content: The Authorized Version“. Canadian Journal of Communication 27, Nr. 4 (01.04.2002). http://dx.doi.org/10.22230/cjc.2002v27n4a1321.
Der volle Inhalt der QuelleDissertationen zum Thema "Virtuellt museum"
Beitter, Gerhard. „Das virtuelle Museum“. [S.l. : s.n.], 2003. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11675587.
Der volle Inhalt der QuelleSchweibenz, Werner. „Vom traditionellen zum virtuellen Museum : die Erweiterung des Museums in den digitalen Raum des Internets /“. Frankfurt am Main : DGI, 2008. http://bvbm1.bib-bvb.de/webclient/DeliveryManager?pid=497402&custom_att_2=simple_viewer.
Der volle Inhalt der QuelleAlf, Christoffer. „Erfarande av museiutställningar med hjälp av virtuell verklighet“. Thesis, KTH, Skolan för teknikvetenskaplig kommunikation och lärande (ECE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-212724.
Der volle Inhalt der QuelleThis master thesis investigates the museum exhibition Royal Wedding Dresses at the Stockholm castle. This exhibition was temporary and closed in April 2017. The overall purpose is to map what can be done in order to raise interest and create meaning in a broader audience including younger people to take part in the exhibition, and create meaning of it after it has been closed down. An additional purpose is to investigate how, why, and whom the museum exhibition Royal Wedding Dresses can interest using virtual reality (VR), after the end of the exhibition. In this survey, a literature study, interviews and observations are performed regarding the exhibition Royal Wedding Dresses. This is the basis for developing a VR application prototype where major parts of the exhibition are included. Finally, the application is evaluated for technical interaction and how the virtual visit has been evaluated, to assess whether VR can create interest in, and develop, the exhibition for a wider audience. The result indicates that the application has good technical interaction, but the original exhibition does not encourage the visitor to experience it, and the application is unable to develop it in this regard. The application will not be more interesting for a younger audience than its content. With the help of aspects of serious gaming and social interaction, as well as future studies on the subject with more respondents and an expanded perspective, it may be possible to overcome these limitations. If technical interaction and social interaction can be integrated, the experience can also be developed and be put in a meaningful context that encourages experience and better retention of the virtual visit.
Falk, Faye Fannie, und Galina Lundberg. „Cool grotta! : En fallstudie om användarupplevelse i webbaserade virtuella turer“. Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104925.
Der volle Inhalt der QuelleNowadays, more and more organizations within the cultural context have been exploring new ways of presenting their content to the audience. One such way is web-based virtual tours that create opportunities for the interested public to discover unique places, obtain new knowledge in an interactive way or try an entertaining way to visit a museum or a historical place. To attract visitors and be a complement to regular museums and places of heritage, these tours need to create a virtual environment where users experience a seamless flow and feel a strong sense of immersion, engagement, and presence in the virtual place. The synergy between these factors is considered to be an important one for user experience in web-based virtual tours. Therefore, the interest of this study lies in exploring how a sense of presence, immersion, and engagement influence user experience in these tours. By analyzing these elements, the study’s goal was to develop guidelines that would help achieve a good user experience and enhance the value of web-based virtual tours. To answer the research questions, the study applied qualitative and quantitative methods. Data collection was based on a specific web-based virtual tour of the World's largest cave, Son Doong. Qualitative methods of the study, user tests, and semi-structured interviews, included ten individuals. System Usability Scale (SUS), the quantitative method of the study, completed the empirical material with information regarding the usability of the tested virtual tour. While the result of SUS demonstrated a good level of usability of the studied tour, the collected results from the user tests and interviews revealed in what way and how the sense of presence, immersion, and engagement influence the user experience. The study results indicate that a good user experience in web-based virtual tours could be achieved by good navigation, compelling storytelling, variation in presenting the content, opportunities to interact with the virtual environment, customization of own experience, and broad functionality. These insights from the study results have been summarized in several guidelines that suggest what a web-based virtual tour should include to create a good user experience.
Khundam, Chaowanan. „Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique“. Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI017/document.
Der volle Inhalt der QuelleDigital heritage applications have been widely developed through Virtual Reality (VR) technologies as known as Virtual Museum (VM). Devices and digital contents are significantly increasing which support interaction system to immerse users into VM. In order to develop interactive application, interaction is always defined before creating application up to selected platform. It depends on a given content and devices which is limited when considering switching devices. Nowadays VR technologies is rapid changing, a platform to develop application should support devices changing and also to optimize interaction system to be used in VM. However, both devices organization and contents structure on a platform is still lacking efficient management to support alternative interaction in general.We proposed a novel method for developing a VM application providing digital storytelling template to create interactive content and adaptive interaction system where an application is exportable into any device. We provide flexible editing tools for developer to manage the content structure. The interaction usage will be interpreted into a high-level abstraction and run on a low-level hardware device where interactions have been adapted. Storytelling will specify interaction behavior which can drive interaction in a virtual scene even device may be switched. Our adaptive interaction system supports to identify devices capabilities and storytelling expectation which could be selected for efficiency learning system and improve level of immersion. This implementation is useful to deploy not only for the development of digital heritage applications, but also for industrial engineering where interactive content and collaborative working are required
Sjödin, Linda. „Användningen av datorgrafik i visualisering av historiska miljöer och föremål - en nulägesanalys“. Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12119.
Der volle Inhalt der QuelleShtieba, Nora. „Den virtuella verkligheten av Wallmarksgården : En studie av ett digitaliserat kulturarv som 3D representation“. Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-179474.
Der volle Inhalt der QuelleMartin, Johansson, und Friberg Oscar. „Virtual reality som hjälpmedel vid planering av utställningar på museer“. Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146218.
Der volle Inhalt der QuelleOften the process of planning takes place in a two-dimensional environment, where you lose both depth and sense of presence. It is therefore interesting to investigate whether the ability to effectively navigate in a three-dimensional environment using virtual reality technology has a value to the planning process, where the curators at museums are the target audience. To examine this virtual rooms were modeled, scripts created for deployment, removal and selection of objects, which was integrated with a game engine and Oculus Rift, so that the user could "step into" a virtual environment presented in three dimensions that responds to head movements, keyboard and mouse. Questionnaires were used to estimate the level of presence in the models and the test subjects’ immersive tendencies. Semi-structured interviews were implemented to evaluate the model. The results show that the test participants are positive to the use of virtual reality in their process of planning, though generally they would rather use it to navigate around in an already finished environment than arranging objects in real time “from within the environment”. The results show that virtual reality could very well be implemented in a work process where planning is at the center. This could also create a better dialogue between the people involved in the process, especially since everyone involved does not always have the same skill set and may find it difficult to explain their visions or voice their desires for change.
Saad, Samar. „Den digitala slöjan : En kvalitativ intervjustudie om Facebook som scen för den svensk-muslimska tjejens framträdande“. Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-6017.
Der volle Inhalt der QuelleTallig, Anke. „Grenzgänger“. Universitätsbibliothek Chemnitz, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-98417.
Der volle Inhalt der QuelleBücher zum Thema "Virtuellt museum"
Hünnekens, Annette. Expanded museum: Kulturelle Erinnerung und virtuelle Realitäten. Bielefeld: Transcript, 2002.
Den vollen Inhalt der Quelle findenLe musée virtuel: Vers une éthique des nouvelles images. Paris: Presses universitaires de France, 2001.
Den vollen Inhalt der Quelle findenDu musée virtuel au musée médiathèque: Le patrimoine à l'ère du document numérique. Paris: L'Harmattan, 2001.
Den vollen Inhalt der Quelle findenPeter, Noelke, Hrsg. Archäologische Museen und Stätten der römischen Antike: Auf dem Wege vom Schatzhaus zum Erlebnispark und virtuellen Informationszentrum? ; Referate des 2. Internationalen Colloquiums zur Vermittlungsarbeit in Museen, Köln, 3.-6. Mai 1999, veranstaltet vom Museumsdienst Köln und dem Römisch-Germanischen Museum Köln. Köln: Stadt Köln in Kommission bei Habelt, 2001.
Den vollen Inhalt der Quelle findenOntario. Esquisse de cours 12e année: Le droit canadien et international cln4u cours préuniversitaire. Vanier, Ont: CFORP, 2002.
Den vollen Inhalt der Quelle findenOntario. Esquisse de cours 12e année: Étude de l'alimentation et de la nutrition hfa4m cours préuniversitaire. Vanier, Ont: CFORP, 2002.
Den vollen Inhalt der Quelle findenOntario. Esquisse de cours 12e année: Atelier d'écriture fae4o cours ouvert. Vanier, Ont: CFORP, 2002.
Den vollen Inhalt der Quelle findenOntario. Esquisse de cours 12e année: Histoire de l'Occident et du monde chy4u. Vanier, Ont: CFORP, 2002.
Den vollen Inhalt der Quelle findenOntario. Esquisse de cours 12e année: Géométrie et mathématiques discrètes mga4u cours préuniversitaire. Vanier, Ont: CFORP, 2002.
Den vollen Inhalt der Quelle findenOntario. Esquisse de cours 12e année: Français des affaires faf4o. Vanier, Ont: CFORP, 2002.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Virtuellt museum"
Schweibenz, Werner. „Virtuelle Museen“. In Handbuch Museum, 198–200. Stuttgart: J.B. Metzler, 2016. http://dx.doi.org/10.1007/978-3-476-05184-4_45.
Der volle Inhalt der QuelleNiewerth, Dennis. „Virtuelle Museen“. In Handbuch Virtualität, 1–12. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-16358-7_28-1.
Der volle Inhalt der QuelleNiewerth, Dennis. „Virtuelle Museen“. In Handbuch Virtualität, 521–32. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-16342-6_28.
Der volle Inhalt der QuelleSchwan, Stephan. „Das Virtuelle im Raum und der Raum im Virtuellen“. In Lernwelt Museum, 49–58. De Gruyter, 2021. http://dx.doi.org/10.1515/9783110703054-005.
Der volle Inhalt der Quelle„III. Kulturgeschichtliche und mediale Aspekte konzeptueller Vorstufen zu virtuellen Museen“. In Expanded Museum, 109–50. transcript-Verlag, 2002. http://dx.doi.org/10.14361/9783839400890-004.
Der volle Inhalt der QuelleTHOMAS, Aline, Arnaud ANSART, Christophe BOU, Jean-Bernard HUCHET, Véronique LABORDE, Samuel MERIGEAUD und Éloïse QUETEL. „Redécouvrir les momies humaines : données inédites sur la momie chachapoya exposée au Musée de l’Homme“. In Les collections naturalistes dans la science du XXIe siècle, 43–67. ISTE Group, 2021. http://dx.doi.org/10.51926/iste.9049.ch4.
Der volle Inhalt der Quelle„7.3 Virtuelle Museen als Amateurprojekte“. In Dinge - Nutzer - Netze: Von der Virtualisierung des Musealen zur Musealisierung des Virtuellen, 359–71. transcript-Verlag, 2018. http://dx.doi.org/10.14361/9783839442326-031.
Der volle Inhalt der Quelle„6.5 Die Dispositive des virtuellen Museums“. In Dinge - Nutzer - Netze: Von der Virtualisierung des Musealen zur Musealisierung des Virtuellen, 299–316. transcript-Verlag, 2018. http://dx.doi.org/10.14361/9783839442326-028.
Der volle Inhalt der Quelle„3.1 Zum Begriff des ›virtuellen Museums‹“. In Dinge - Nutzer - Netze: Von der Virtualisierung des Musealen zur Musealisierung des Virtuellen, 123–27. transcript-Verlag, 2018. http://dx.doi.org/10.14361/9783839442326-011.
Der volle Inhalt der QuelleFinken, Bernd. „Das Virtuelle Museum der verlorenen Heimat. Heimat digital bewahren“. In Jahrbuch für Kulturpolitik 2019/20, 297–302. transcript Verlag, 2020. http://dx.doi.org/10.14361/9783839444917-041.
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