Academic literature on the topic 'Virtual reality museum exhibition'

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Journal articles on the topic "Virtual reality museum exhibition"

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Petridis, Panagiotis, Ian Dunwell, Fotis Liarokapis, et al. "The Herbert Virtual Museum." Journal of Electrical and Computer Engineering 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/487970.

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In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.
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Sagasti Mota, Diego, Sara Sillaurren, and José Daniel Gómez de Segura. "Gestión integral de un Proyecto de Reconstrucción Virtual para una exposición en un Museo." Virtual Archaeology Review 1, no. 2 (2010): 171. http://dx.doi.org/10.4995/var.2010.4724.

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<p>In the work of historical reconstruction, the accuracy, fidelity and historic accuracy of what is shown are essential elements. Increasingly, virtual reconstruction is taking a relevance position in exhibitions and archaeology museums. The experts in virtual reconstruction are gaining in importance in the exhibitions designing. But they still need a permanent feedback on the part of the archaeologists to be sure that reconstruction is adjusted to the reality and is worthy of being presented in a museum. We present our project for creation of a virtual exhibition for the archaeological museum of Vitoria (Spain).We use different types of audiovisual material to rebuild and tell the story of the humans who inhabited the north of the Iberian peninsula since the 300,000 b.C until today.</p>
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Kersten, T. P., F. Tschirschwitz, and S. Deggim. "DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 361–67. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-361-2017.

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In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.
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Vasileva, Sofia, and Tina Petrova. "Virtual Reality Development and the Socialization of Bulgarian Cultural Heritage." Journal of International Cooperation and Development 2, no. 1 (2019): 34. http://dx.doi.org/10.36941/jicd-2019-0005.

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The aim of the paper is to show to what extent so far the virtual reality has entered the exhibition concepts of museums in Bulgaria. Two aspects have been emphasized: the integration of information technologies in education in the sphere of cultural heritage and the digital presentation of museum displays. This article presents part of the activities and results on research Project Models of Socialization of Cultural Heritage in a ‘smart city’ ДН05/3, 14.12.2016, supported by the National Science Fund at the Bulgarian Ministry of Education and Science. Descriptive qualitative method was employed in this study. The data were obtained through direct observations of museum institutions in Bulgaria in terms of the degree of online access to museum expositions, the degree of digitization of museum collections and the degree of digital representation of museum expositions. Some of the basic problems of museums in Bulgaria have been systematized. Results are used to improve the quality of education in the field of cultural heritage, to promote the exchange of scientific and practical experience among university tutors, museum specialists and experts. It is expected that the results find application in the programs for informing and training for raising the capacity of local communities in the sphere of cultural tourism.
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Vasileva, Sofia, and Tina Petrova. "Virtual Reality Development and the Socialization of Bulgarian Cultural Heritage." Journal of International Cooperation and Development 2, no. 2 (2019): 1. http://dx.doi.org/10.36941/jicd-2019-0008.

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The aim of the paper is to show to what extent so far the virtual reality has entered the exhibition concepts of museums in Bulgaria. Two aspects have been emphasized: the integration of information technologies in education in the sphere of cultural heritage and the digital presentation of museum displays. This article presents part of the activities and results on research Project Models of Socialization of Cultural Heritage in a ‘smart city’ ДН05/3, 14.12.2016, supported by the National Science Fund at the Bulgarian Ministry of Education and Science. Descriptive qualitative method was employed in this study. The data were obtained through direct observations of museum institutions in Bulgaria in terms of the degree of online access to museum expositions, the degree of digitization of museum collections and the degree of digital representation of museum expositions. Some of the basic problems of museums in Bulgaria have been systematized. Results are used to improve the quality of education in the field of cultural heritage, to promote the exchange of scientific and practical experience among university tutors, museum specialists and experts. It is expected that the results find application in the programs for informing and training for raising the capacity of local communities in the sphere of cultural tourism.
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Yulie, Wang, Sun Yujie, and Zhou Chongwu. "Research on the development and application of museum cultural Resources display based on virtual reality technology." E3S Web of Conferences 236 (2021): 01048. http://dx.doi.org/10.1051/e3sconf/202123601048.

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The development of museum cultural industry, as the key content of the development of national cultural industry, affects the inheritance of national culture and history. Due to the constant update of hightech, new media and other technologies, the display of cultural resources in museums is becoming more and more diversified. The application of virtual reality technology, digital interaction technology, new media and other technologies brings new vitality to the display design of modern museums. Under the background of this era, the exhibition of museum cultural resources is researched and explored. At present, virtual reality technology is gradually applied in the display and dissemination of cultural resources. This paper discusses how to realize the application of this technology in the display of cultural resources in museums.
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Poce, Antonella, Alessio Caccamo, Francesca Amenduni, Maria Rosaria Re, Carlo De Medio, and Mara Valente. "A Virtual Reality Etruscan Museum Exhibition – Preliminary Results Of The Participants’ Experience." EDEN Conference Proceedings, no. 1 (October 21, 2020): 40–49. http://dx.doi.org/10.38069/edenconf-2020-rw-0005.

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The current global health emergency has posed the need to reflect upon how to guarantee high standard of quality in 100% virtual exhibition. In this case study, we present one of the possible solutions to design a VR museum exhibition for educational purposes. The Centre for Museum Studies designed “The E-Trouria App”, a VR exhibition which is aimed at providing participants with personalised learning path based on an Etruscan museum collection in Rome. The App was designed by combining different pedagogical methods such as Digital Storytelling and Reflective Questioning. The goals of the research were to understand visitors' evaluation of their experience. 20 postgraduate students (F = 17; M = 3; Average age = 36 years) in Museum Education took part in the pre-pilot experimentation. Participants expressed very positive evaluation on the visit and their features (narratives, soundtrack and multimodality). Participants were emotionally engaged during the visit and the most reported emotions were “pleasure” and “wondering”. Future research steps are illustrated.
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Izzo, Filomena. "Museum Customer Experience and Virtual Reality: H.BOSCH Exhibition Case Study." Modern Economy 08, no. 04 (2017): 531–36. http://dx.doi.org/10.4236/me.2017.84040.

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Jiang, Kai, and Shan Hong Zhu. "Online Virtual Exhibition Hall Design Based on Augmented Reality." Applied Mechanics and Materials 513-517 (February 2014): 1135–38. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.1135.

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Augmented reality (AR) technology is one of the hot issues in the field of computer vision, There are many technologies for the development of online virtual display, Such as Flash, Java and Web3D technology. Web3D technology is an emerging network3D technology, in which VRML and Cult3D technologies are commonly used. This paper chooses a convenient interactive technologyCult3D, Cult3D Designer platform is given in a 3D virtual scene and product display of the implementation process, through a set of instructions to achieve user interactions with the product and the virtual museum roaming.
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Gobira, Pablo, and Emanuelle de Oliveira Silva. "About reality: Relations between museums and virtual reality1." Virtual Creativity 9, no. 1 (2019): 63–72. http://dx.doi.org/10.1386/vcr_00005_1.

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Abstract In this article we discuss how museums, as knowledge institutions, enable the public to use virtual reality (VR) as an instrument for exhibitions. Most current research is about integrating VR into the traditional frame of a museum to enable a deeper and more meaningful understanding of the displayed artworks. This happens because of a narrow view of the concept of 'reality'. To start this discussion we are going to broaden the concept of 'reality', and go beyond the most commonly used terms of real and virtual. We will study some case applications of VR in museums and the way it is understood, to then bring about the range of possibilities it has beyond the common use. We will work with the most widely accepted theories on museums and based on Roy Ascott's works we will present a deeper discussion on the topic of realities.
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Dissertations / Theses on the topic "Virtual reality museum exhibition"

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Lundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.

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Museum Anna Nordlander is a part of Skelleftea Museum and focuses on the artist Anna Nordlander. ˚ The goal of the project was to develop a VR Experience centered around Anna Nordlander and one of her paintings. The content for the experience was provided and recorded by the people at Museum Anna Nordlander. The purpose was to create a playable demo with features like audio playback, interactable objects, and a modular approach to the code which would allow future additions to the project. This paper investigates how some of the design choices affects the user experience. Specifically, how our choices affect the users physically, how prevalent certain symptoms common in VR are in the product. To gather the necessary data both the Oculus GO and the Oculs Qust were tested. The user tests showed that room scale tracking is an important feature to reduce user discomfort and nausea, and teleportation style movement is not a good solution while using the Oculus GO. The end result is a playable demo containing all the content provided to the developers and all the requested features. The demo is also intended to be modular and easy to expand upon in the future.<br>Museum Anna Nordlander är en del av Skellefteå Museum och är inriktat på konstnären Anna Nordlander. Målet med projektet var att utveckla en VR upplevelse centrerad kring Anna Nordlander och en av hennes konstverk. Innehållet i upplevelsen spelades in och skickades till utvecklarna från Museum Anna Nordlander. Syftet var att skapa ett spelbart demo med funktioner som ljuduppspelning, interagerbara objekt, och en modulärt tillvägagångssätt vilket skule tillåta framtida tillskott till projektet. Denna artikel använder sig också av användartester för att undersöka hur några av designvalen påverkar användarupplevelsen. Specifikt sett hur våra val påverkar användarna fysikt, hur prevalent vanliga VR-symptom är i produkten. För att samla in den nödvändiga datan gjordes tester med både Oculus GO och Oculus Quest. Användartesterna visade att room-scale tracking är en viktig function för att minska obehag och illamående bland användarna, och att rörelse genom teleportering inte är en bra lösning för Oculus GO. Resultatet är ett spelbart demo som innehåller allt innehåll som utvecklarna fick samt alla funktioner som efterfrågades. Projektet är också tänkt att vara modulärt och lätt att fortsätta arbeta på i framtiden.
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Pendlebury, Matthew. "3D virtual reality reconstruction on the Internet using VRML /." [S.l. : s.n.], 1996. http://www.doc.mmu.ac.uk/RESEARCH/virtual-museum/Menna/report.pdf.

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Punako, Ronald Jr. "Computer-Supported Collaborative Learning Using Augmented and Virtual Reality in Museum Education." Thesis, Nova Southeastern University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10841922.

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<p> Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which AR and VR learners work together toward shared learning goals. </p><p> The museum education industry possesses unique and inherent characteristics that position it as a strong candidate for the development and deployment of CSCL-ARVR products. Tourism locations, such as museums, provide an exemplary environment for advanced learning technology experimentation in which information technology infrastructure and programs of instruction are often already in place and in which many tourists already possess smartphones and or tablets that may be used to mediate location-based educational experiences. </p><p> The goal was to conduct formative research to develop a tentative instructional design theory that can be used to guide the creation of CSCL-ARVR instructional products. Instructional design theory and software engineering practices were applied to guide the design of a CSCL-ARVR instructional product prototype to support museum education. The prototype, named Co-Tour, was designed and developed to enable remotely-located VR participants to collaborate with AR participants located within a tourism location to jointly navigate the location, examine exhibits and answer questions about exhibits related to a problem-based learning instance. Formative data were collected and analyzed, and the results were used to develop a tentative instructional design theory. </p><p> Mixed Reality Museum Co-Visit Theory is proposed to inform the design and development of CSCL-ARVR co-visitation experiences for museums. A theoretical framework was developed and was informed by CSCL, game-based learning, social constructivist theory, flow theory, and the construct of camaraderie. Five values supporting the goal were elaborated to guide theory methods production including fostering of collaboration, leveraging of informal learning activities, incorporation of motivational elements, favoring of loose organization, and provision an effective user interface. Future research should focus upon replication towards validation and generalizability of results and upon the broader museum going population.</p><p>
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Kommineni, Rishyak Chowdhary. "Virtually Interactive DAAP." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin162317005355842.

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Enros, Max. "Development of an Interactive VR Experience for an Art Museum." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79463.

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In this project, a prototype for a virtual reality museum experience was developed. The virtual environment contains paintings and birds that the user can interact with to display information. A text panel or an image is displayed next to the object the user interacted with. The text or image displayed contains information about the object. A narration of the information can be played for some of the images and text panels. This enhances the experience of the museum compared to looking at an object in the real world. The virtual reality experience allows the museum to be more interactive and fun for the visitors. A few user tests were performed to test the usability of the experience. The tests found a few usability problems that have to be fixed before this experience could be part of a real museum.<br>I detta projekt utvecklades en prototyp för ett virtual reality museum. Den virtuella miljön innehåller tavlor och fåglar som användaren kan interagera med för att visa information. En textpanel eller en bild visas bredvid objektet som användaren interagerade med. Texten eller bilden som visas innehåller information om objektet. En inspelning av informationen kan spelas upp för några av bilderna och textpanelerna. Detta förbättrar museets upplevelse jämfört med att titta på ett objekt i den verkliga världen. Virtual reality-upplevelsen gör att museet kan vara mer interaktivt och roligt för besökarna. Några användartester genomfördes för att testa upplevelsens användbarhet. Testerna hittade några användbarhetsproblem som måste åtgärdas innan denna upplevelse kan vara en del av ett verkligt museum.
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Terheide, Sarah E. "Restorative Exhibition Practices: Foregrounding the Cultural and Archaeological Destruction of 19th Century Pothunting through a Web-Based Virtual Exhibit of Three-Dimensional Models of Southeastern Ceramics within a NAGPRA Remediation Project." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1595849396122411.

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Pissini, Jessica M. "Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1594831377515567.

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Jahn, Alena Rizi Marmo. "O museu que nunca fecha: a exposição virtual como um programa de ação educativa." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27160/tde-15032017-152042/.

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Esta tese de doutorado consiste na remontagem virtual da exposição A casa tomada (de Julio Cortázar) por desenhos que não deram certo. Desenhos de 1978/80. Apogeu do Claro-escuro Pós-Caravaggio, do artista joinvilense Luiz Henrique Schwanke, realizada no Museu Nacional de Belas Artes, do Rio de Janeiro (RJ), em 1980. Tal remontagem é ancorada na curadoria educativa, entendida no contexto desta pesquisa como uma forma de desenhar exposições pensadas para todos os tipos de público, por meio da qual a arte se coloca em articulação com o indivíduo e com a sociedade, de maneira a ser ativada como um instrumento de ação cultural. Essa exposição acontece no Museu de Arte Contemporânea Luiz Henrique Schwanke Virtual (MAC Schwanke Virtual), localizado no website do museu, que ainda não possui sede física, mas que já atua enquanto tal mediante seus programas e suas ações. Defende-se a existência do museu no ambiente virtual em rede, assim como a utilização desse espaço pela exploração de suas especificidades, ou seja, como um meio de ampliar as ações do museu e de pôr o seu acervo constantemente em ativação, para deleite, pesquisa e estudo, sem reproduzir os recursos utilizados na realidade física. Portanto, a versão virtual da exposição promovida está alicerçada na exploração da natureza não linear e hipermidiática no ciberespaço, e não na tentativa de reprodução do espaço e da lógica de exposições existentes na realidade física, o que aqui, conforme já dito, ocorreu por intermédio da curadoria educativa.<br>This PhD thesis consists on the virtual reinstallation of A Casa Tomada exhibition (by Julio Cortázar) with drawings that did not work. Drawings from 1978/1980. The prime of post-Caravaggio chiaroscuro, by Joinville-born artist Luiz Henrique Schwanke, at the National Fine Arts Museum, of Rio de Janeiro, in 1980. Such reinstallation is anchored on educational curating, understood in the context of this research as a way to plan exhibitions for all kinds of public, through the means of which art is articulated with the individual and with society, so that it is activated as an instrument of cultural action. This exhibition is at Schwanke Virtual Museum of Contemporary Art, located in the website of the museum, which does not have a physical headquarters yet, but is already active through its programs and actions. We defend the existence of the museum in the virtual network environment, just as utilizing this space from the exploration of its specificities, that is, as a means to enlarge the actions of the museum and activate its collection, for delight, research and studies, without reproducing the resources of the physical reality. Thus, the virtual version of the exhibition is based on the exploration of non-linear and hypermediatic nature of cyberspace, and not in the attempt to reproduce the space and the logic of exhibitions that exist in physical reality, which, as said, was achieved by the means of educational curating.
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Agronius, Rebecca, and Sundquist Dennis Börjesson. "Att träna elever i historical thinking genom museibesök." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-35552.

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The primary purpose of this research overview is to look into previous research on how teachers use physical or virtual visits to museums in order to stimulate learners’ historical thinking skills. In this paper we use Peter Seixas and Tom Morton’s (2013) definition of the framework historical thinking. The paper is based on the research question: What does previous research say about how history teachers can stimulate learners in historical thinking in a physical or virtual museum environment? In order to find the research for this overview several databases were used, such as ERC, ERIC, Swepub and the search engine Libsearch. To meet the requirements there were several inclusion and exclusion criteria applied in the search for relevant articles. The researchers agree that there is potential to stimulate learner’s historical thinking skills during physical or virtual museum visits, and they also call for the need of preparation and cooperation between schools and museums. The results of this paper may be used by teachers to assess whether a trip to a museum or exploring a virtual reality museum is worth all the relevant preparations.
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Bernardes, Marianna Cordeiro. "Cinema para paisagens: o espaço-tempo da exibição audiovisual como dimensão estética e criativa." Universidade do Estado do Rio de Janeiro, 2011. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=8213.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>A busca do homem pela reprodução do movimento através das imagens é antiga. Tão antiga que é difícil fixar uma data para marcar a invenção do cinema. Para a indústria cinematográfica comercial, no entanto, esse marco costuma ser definitivo: o dia 28 de dezembro de 1895, por ocasião da primeira exibição pública paga de filmes dos Irmãos Lumiére com seu cinematógrafo. Mas o que parece ser inaugurado aí não é simplesmente uma técnica ilusória de reprodução do movimento, e sim um conceito de espetáculo que se sedimentou durante os dez ou vinte anos seguintes. Graças a interesses econômicos e ideológicos, o cinema passou de um exercício de escrita do movimento com a luz, para uma gramática muito bem sedimentada e padronizada. Junto com esse modelo de narrativa, determinou-se também a situação-cinema. Nela, o público é submetido a uma arquitetura de espectação estanque, que favorece a inatividade motora e a concentração na obra em detrimento da interação social e de uma postura participativa do espectador. Desde o surgimento da televisão e da videografia, porém, essa situação-cinema vem sendo contestada. Com essas novas tecnologias, seguidas pelo advento dos aparatos digitais, o audiovisual deixou de estar confinado às salas escuras, poltronas confortáveis e telas brancas. Todo e qualquer ambiente passou a ser uma paisagem de exibição audiovisual em potencial. Essa ruptura, por suas características estéticas, sociais, culturais, acabou encontrando na arte um campo de expansão. Ao longo dos últimos sessenta anos, a quantidade de aparelhos audiovisuais em circulação, portáteis, interativos só cresce. O resultado é que o audiovisual se tornou nosso principal meio para trocas de informações de toda ordem textual, visual, sonora etc. No seu dia-a-dia, o ser humano transita velozmente entre espaço físico e ciberespaço sem qualquer constrangimento. A materialidade é sempre um estímulo para acessar a virtualidade e vice-versa. Diante desse contexto cultural contemporâneo, de onipresença do audiovisual e de permanente troca entre essas duas janelas, é que este trabalho se posiciona. A busca aqui é por desvendar o ponto em que as duas dimensões de espaço e tempo se tangenciam e se mesclam. Deixam de ser ou para se tornar e. O pano de fundo para esse mergulho é justamente um exercício de exploração da potencialidade estética e criativa da exibição audiovisual entre todos os seus elementos constitutivos, incluindo aí o espectador participador. Assim se criam os cinemas para paisagens<br>The human quest for the reproduction of movement through images is old. It is so old that it is difficult to establish a date to herald the 'invention' of cinema. For the commercial film industry, however, this landmark is quite definitive: the 28th December 1895, which marks the first paid public exhibition of Lumiere Brothers' movies. What seemed to be inaugurated at that time is not simply an illusory technique to reproduce movement, but also a spectacle concept which was paved during the following ten or twenty years. As a result of economical and ideological issues, cinema migrated from being a practice of 'writing movement with light' to become a well established and standardised medium. Along with this narrative, a "cinema situation" was also born. Using this model, the audience is subjected to a fixed screening architecture, which favours motor inactivity and focus on the screen rather than on the social interaction of the spectators and their active role. Since the beginning of television and videography, this cinema situation has been contested. With those technologies as well as digital devices, audiovisual was no longer restricted to dark rooms, comfortable seats and white screens. Any and every environment became a potential audiovisual exhibition environment. This breakthrough found in the arts a promising field due to its aesthetic, social, cultural appeals. Throughout the last 60 years, the amount of audiovisual gadgets that are portable and interactive has increased. As a result, audiovisual has become the most used medium to exchange information of all sorts textual, visual, audio etc. On a daily basis, human beings move fast and comfortably between material life and cyberspace. Material reality is always an incentive to reach virtual reality and vice-versa. This work is based on this contemporary cultural context, one of audiovisual omnipresence and permanent exchange between these two windows. The search is to unveil the point where these two ways of experiencing space and time touch each other and mix together; how they evolve from being excludent to become complementar. The background for this quest explores the use of the aesthetic and creative potentialities in audiovisual exhibitions and all its inner elements, which includes an active spectator. This is how cinemas for environments are created
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Books on the topic "Virtual reality museum exhibition"

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editor, Franken-Wendelstorf Regina, Lindinger Elisabeth editor, and Sieck Jürgen editor, eds. Kultur und Informatik: Reality and virtuality. VWH, Verlag Werner Hülsbusch, Fachverlag für Medientechnik und -wirtschaft, 2014.

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ACM Symposium on Virtual Reality Software and Technology (2000 Seoul, Korea). VRST2000: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, Oct. 22nd-25th, 2000, Seoul Metropolitan Museum, Seoul, Korea. Association for Computing Machinery, 2000.

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ACM Symposium on Virtual Reality Software and Technology (2000 Seoul, Korea). VRST2000: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, Oct. 22nd-25th, 2000, Seoul Metropolital Museum, Seoul, Korea : Korea Information Science Society, Korea Association for Virtual Reality. Association of Computing Machinery, 2000.

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Workshop on Digital Media and its Application in Museum & Heritage (2nd 2007 Chongqing, China). Second Workshop on Digital Media and its Application in Museum & Heritage: Proceedings : DMAMH 2007 : Chongqing, China, December 10-12, 2007. Edited by Pan Zhigeng 1965-, Jia Jinyuan, and IEEE Computer Society. IEEE Computer Society, 2007.

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Atherton, Kevin. Four rooms and a toilet: A virtual exhibition : presented at Museum of Contemporary Art Chiacgo 1997, Museum of Modern Art Stockholm 1998, Skulpturens Hus Stockholm 1999. Chelsea College of Art and Design, 1999.

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Von Rom nach Las Vegas: Rekonstruktionen antiker römischer Architektur 1800 bis heute. Reimer, 2012.

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Stephanie, Wiles, Kraemer Ruth S, and Pierpont Morgan Library, eds. Fantasy and reality: Drawings from the Sunny Crawford von Bülow collection. Pierpont Morgan Library, 1995.

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Bauer, Dominique, and Camilla Murgia, eds. Ephemeral Spectacles, Exhibition Spaces and Museums. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463720908.

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This book examines ephemeral exhibitions from 1750 to 1918. In an era of acceleration and elusiveness, these transient spaces functioned as microcosms in which reality was shown, simulated, staged, imagined, experienced and known. They therefore had a dimension of spectacle to them, as the volume demonstrates. Against this backdrop, the different chapters deal with a plethora of spaces and spatial installations: the Wunderkammer, the spectacle garden, cosmoramas and panoramas, the literary space, the temporary museum, and the alternative exhibition space.
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Wright, Christopher. Masterpieces of reality: French 17th century painting : a loan exhibition from public and private collections in Britain and Ireland : the Leicestershire Museum and Art Gallery, New Walk, Leicester, 23 October 1985-2 February 1986. The Museum, 1985.

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Pennsylvania State University. Museum of Art. and University of Pennsylvania. Institute of Contemporary Art., eds. Rodney Alan Greenblat's reality and imagination: Two taste treats in one : an installation and exhibition at the Museum of Art, the Pennsylvania State University, March 15-May 24, 1987, Institute of Contemporary Art, University of Pennsylvania, March 11-April 24, 1988. The Museum, 1987.

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Book chapters on the topic "Virtual reality museum exhibition"

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Narumi, Takuji, Oribe Hayashi, Kazuhiro Kasada, Mitsuhiko Yamazaki, Tomohiro Tanikawa, and Michitaka Hirose. "Digital Diorama: AR Exhibition System to Convey Background Information for Museums." In Virtual and Mixed Reality - New Trends. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22021-0_10.

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Gao, Xue, Xinyue Wang, Benzhi Yang, and Yue Liu. "Design of a Computer-Aided-Design System for Museum Exhibition Based on Virtual Reality." In Communications in Computer and Information Science. Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-7389-2_16.

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Woolley, Sandra, James Mitchell, Tim Collins, et al. "Virtual Museum ‘Takeouts’ and DIY Exhibitions–Augmented Reality Apps for Scholarship, Citizen Science and Public Engagement." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73043-7_27.

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Ahmady, Youmna, and Yamuna Kaluarachchi. "The Influence of Lighting Settings on Museum’s Brand Image and Human Satisfaction in Exhibition Halls Using Virtual Reality." In Human Interaction, Emerging Technologies and Future Applications III. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-55307-4_16.

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Schanda, Janos, and Cecilia Sik Lanyi. "Colour Correct Digital Museum on the Internet." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_77.

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Zhu, Tonglin, Yan Zhou, Hock Soon Seah, Feng Tian, and Xiaolong Yan. "Plant Modeling and Its Application in Digital Agriculture Museum." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_81.

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Choi, Hee-soo, and Dong-suk Yi. "Mixed Reality in Museum Exhibition Design." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35521-9_40.

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Chen, Linqiang, Gengdai Liu, Zhigeng Pan, and Zhi Li. "Design of Water Transportation Story for Grand Canal Museum Based on Multi-projection Screens." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_67.

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Neuburger, Larissa, and Roman Egger. "Augmented Reality: Providing a Different Dimension for Museum Visitors." In Augmented Reality and Virtual Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_5.

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Pan, Zhigeng, and Ruwei Yun. "Digital Olympic Museum and Sports Simulation." In Virtual Reality & Augmented Reality in Industry. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17376-9_7.

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Conference papers on the topic "Virtual reality museum exhibition"

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Spadoni, Elena, Marina Carulli, and Monica Bordegoni. "Virtual Reality to Improve the User Experience of Traditional Museums." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22413.

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Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.
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Wojciechowski, Rafal, Krzysztof Walczak, Martin White, and Wojciech Cellary. "Building Virtual and Augmented Reality museum exhibitions." In the ninth international conference. ACM Press, 2004. http://dx.doi.org/10.1145/985040.985060.

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Conti, Alessandro, Grazia Tucci, Valentina Bonora, and Lidia Fiorini. "HOW WERE THE TAPESTRIES IN THE SALA DI SATURNO OF PITTI PALACE ARRANGED? GEOMATICS AND VIRTUAL REALITY FOR ART CURATORS." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12175.

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Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.
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Chai, Chunlai. "X3D-Based Virtual Reality Experiences in Water Museum Exhibitions." In 2009 International Conference on Signal Processing Systems. IEEE, 2009. http://dx.doi.org/10.1109/icsps.2009.76.

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Anastasovitis, Eleftherios, and Manos Roumeliotis. "Virtual Museum for the Antikythera Mechanism: Designing an Immersive Cultural Exhibition." In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2018. http://dx.doi.org/10.1109/ismar-adjunct.2018.00092.

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"Design and development virtual exhibition system for museum based on Augmented Reality." In 2017 the 7th International Workshop on Computer Science and Engineering. WCSE, 2017. http://dx.doi.org/10.18178/wcse.2017.06.073.

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Smith, Will, Andrew D. Couch, Robert B. Pickering, and J. C. Diaz. "Virtual Reality Tour of the “Focus of Favorites” Exhibition at the Gilcrease Museum." In Electronic Visualisation and the Arts. BCS Learning & Development, 2016. http://dx.doi.org/10.14236/ewic/eva2016.36.

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Güner, Atiye, and İsmail Erim Gülaçtı. "The relationship between social roles of contemporary art museums and digitalization." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p77.

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This paper was adapted from the author’s PhD dissertation named “The Effects of Digitalization on Contemporary Art Museums and Galleries”. The digital age has started with the digitalization of information and information communication. The digitalization processes that accelerated with the rapid developments in information and communication technologies have deeply affected museums. Museums are information-based organizations, their primary functions are to protect and spread information. Digitalized information and information communication have obligated contemporary art museums to follow digitalization processes. In this process, technological convergence is another factor that accelerates digitalization of contemporary art museums. ICOM has defined a contemporary museum as a polyphonic platform including participatory, inclusive and democratizing elements. When all these concepts are considered, the importance of communication between museum-community becomes apparent. Today, contemporary art museums have taken communication to their focal points. Museum-society communication is experienced in contemporary art museums through artistic activities as well as institution's communication-oriented strategies. Contemporary art activities using digital technologies and multimedia technologies generally require audience participation. Global access and various digital platforms provide the society with equal access to museums and art events, as well as making the arts of various countries and identities more visible. In the field of education, contemporary art museums develop projects by cooperating with various institutions. The effective use of digital platforms and institutional pages serves as a catalyst in the realization of these roles that museums undertake. Innovations in information and communication technologies accelerate the digitalization processes and serve as a mediator in maintaining the social roles of museums. For example, it can be said that technological convergence increases the number of museum visitors, therefore, it is the mediator of the social roles of museums. Technologies such as virtual reality, augmented reality and artificial intelligence, which are used in exhibition design in museums, require audience interaction. Digital art based on digital technology takes its place in contemporary art museums. In this study, it was aimed to reveal that social roles undertaken by contemporary art museums, such as participatory, inclusive, democratizing and polyphonic roles, are closely related to the digitalization of institutions and that digitalization acts as a catalyst for these roles.
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Melchor, Jose Manuel, Jose Martinez, Carlos Bonafe, and Alicia Cabrera. "LA VIRTUALIZACIÓN EN EL MUSEO ARQUEOLÓGICO DE BURRIANA (CASTELLÓN – ESPAÑA)." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3036.

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The Municipal Archaeological Museum of Burriana began the virtualization of parts and elements of cultural heritage and historic buildings in the early years of this century. Tangible results showed up from 2010. Regarding to archaeological artifacts two basic lines of action have been explored; on the one hand, literal documentation of pieces for later exhibition in augmented reality displays. Secondly, the research in the virtual recreation of missing elements or in the reconstruction of pieces. About the issue of cultural heritage we are currently in the documentation of buildings and archaeological excavations for augmented reality or didactic stage. We will also briefly discuss the prospects in the current virtualization works.
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Lin, Yi-Ching, Ko-Chiu Wu, and Saiau-Yue Tsau. "Effect of Virtual Reality at Exhibitions on Visitor Experiences Underpinned by Museum Studies: “Seeing The Past Through The Present - The Virtual Reality Of The Taipei West District Beimen VR Tour”." In 2019 IEEE 2nd International Conference on Knowledge Innovation and Invention (ICKII). IEEE, 2019. http://dx.doi.org/10.1109/ickii46306.2019.9042706.

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Reports on the topic "Virtual reality museum exhibition"

1

Butyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.

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The research is devoted to the study of the phenomenon of mediatization of art on the example of virtual museums. Main objective of the study is to give communication characteristics of the mediatized socio-cultural institutions. The subject of the research is forms, directions and communication features of virtual museums. Methodology. In the process of study, the method of communication analysis, which allowed to identify and characterize the main factors of the museum’s functioning as a communication system, was used. Among them, special emphasis is put on receptive and metalinguistic functions. Results / findings and conclusions. The need to be competitive in the information space determines the gradual transformation of socio-cultural institutions into mass media, which is reflected in the content and forms of dialogue with recipients. When cultural institutions begin to function as media, they take on the features of media structures that create a communication environment localized by the functions of communicators and audience expectations. Museums function in such a way that along with the real art space they form a virtual space, which puts the recipients into the reality of the exhibitions based on the principle of immersion. Mediaization of art on the example of virtual museum institutions allows us to talk about: expanding of the perceptual capabilities of the audience; improvement of the exposition function of mediatized museums with the help of Internet technologies; interactivity of museum expositions; providing broad contextual background knowledge necessary for a deep understanding of the content of works of art; the possibility to have a delayed viewing of works of art; absence of thematic, time and space restrictions; possibility of communication between visitors; a huge target audience. Significance. The study of the mediatized forms of communication between museums and visitors as well as the directions of their transformation into media are certainly of interest to the scientific field of “Social Communications”.
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