Littérature scientifique sur le sujet « Online museum »

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Articles de revues sur le sujet "Online museum"

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Sizova, Irina A. "Museum as an Active Participant in Continuing Education." Vestnik Tomskogo gosudarstvennogo universiteta, no. 464 (2021): 225–31. http://dx.doi.org/10.17223/15617793/464/25.

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The article presents a qualitative analysis of museum educational products. These products have been studied in terms of the possibility of their use in formal, non-formal and informal education. Thus, the role of the museum as an actor of continuing education has been determined. The role of continuing education in the educational process is becoming more obvious for most participants, and informal education plays a huge role in this process. It is urgent now to develop high-quality educational environment. Due to museums and their offline and online educational products, it is possible to ge
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Sizova, Irina A. "Monetizing online museum products: Mechanisms, strategies, and examples." Issues of Museology 13, no. 1 (2022): 140–48. http://dx.doi.org/10.21638/spbu27.2022.110.

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The quarantine and post-quarantine restrictions have forced museums to pay close attention to digital content. Initially, this was done to maintain their audience and public interest, and after that, they began to think about monetizing these products. Monetizing digital content can help them recover lost revenue. Monetization of online museum products refers to the process of converting free or paid online products and services developed by museums themselves or in collaboration with developers. In this article, the author identifies mechanisms and strategies for monetizing museum online prod
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Santos, Edmea, Frieda Marti, and Rosemary dos Santos. "O MUSEU COMO ESPAÇO MULTIRREFERENCIAL DE APRENDIZAGEM: RASTROS DE APRENDIZAGENS UBÍQUAS NA CIBERCULTURA." Revista Observatório 5, no. 1 (2019): 182–201. http://dx.doi.org/10.20873/uft.2447-4266.2019v5n1p182.

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As novas relações que se estabelecem entre a técnica e a vida social geram novas formas de comunicação, de produção cultural e fenômenos sociotécnicos, desenvolvendo uma nova cultura contemporânea, a cibercultura. Diante desse novo contexto sociotécnico, os museus passaram a fazer uso das tecnologias digitais em rede e móveis, visando potencializar a experiência comunicacional e educacional de/com seus visitantes. Este artigo tem como objetivo discutir o espaço museal na cibercultura, apresentando-o como rede educativa e espaço multirreferencial de aprendizagem, e mostrar exemplos de usos das
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ZHAO, J., and O. YEZHOVA. "STRATEGY OF DESIGN ONLINE MUSEUM EXHIBITION CONTENTS FROM THE PERSPECTIVE OF ARTIFICIAL INTELLIGENCE." Art and Design, no. 2 (August 8, 2024): 80–89. http://dx.doi.org/10.30857/2617-0272.2024.2.8.

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Purpose: analyzes the use of artificial intelligence to improve artistic design in online museum exhibitions. Methodology. The work combines a literature review with an analysis of design examples of online museums using artificial intelligence technologies. In particular, the following online museum cases were analyzed: the British Museum (England), the Louvre (France), the Shanghai Museum (China), the Vatican Museum (Vatican), as well as the Mei Lanfang digital project. The results. As a result of the analysis, it was found that artificial intelligence has a profound effect on the artistic c
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ZHAO, J., and O. YEZHOVA. "IMPACT OF DIGITAL ART ON DESIGN OF ONLINE MUSEUM: USER-CENTERED DESIGN, NARRATIVE DESIGN, AND INTEGRATION OF TECHNOLOGY." Art and Design, no. 3 (November 11, 2023): 92–100. http://dx.doi.org/10.30857/2617-0272.2023.3.8.

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This research aims to explore the means by which digital art presented in online museum exhibitions will contribute to an improved visitor experience of the museum exhibition. Theoretical and practical research methods are used, namely, analysis of scientific and professional literature on the impact of digital culture on museum exhibits, analysis of design analogs of online museums. Based on the research analysis, the influence of digital culture on art museums was established, which allowed them to go beyond physical spaces, display digital art and implement virtual reality technologies. The
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ZHAO, J., and O. YEZHOVA. "DESIGN OF APPLICATIONS FOR ACCESS TO DIGITAL ART WORKS IN ONLINE MUSEUMS." Art and Design, no. 1 (April 1, 2024): 68–77. http://dx.doi.org/10.30857/2617-0272.2024.1.6.

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The purpose. The research aims to explore the integration of digital art with online exhibitions in museums, focusing on the design of application interfaces and museum exhibitions. Methodology. The study uses a mixed approach that combines theoretical research, analysis of scientific research with analysis of practical examples. Results. It has been found that the use of digital art has a significant impact on museum online exhibitions, contributing to more interactive, immersive, and inclusive visitor access. The integration of ICT into the museum sector, while primarily focused on digitizat
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Milutinović, Jovana, and Kristinka Selaković. "Pedagogical Potential of Online Museum Learning Resources." Revija za elementarno izobraževanje 15, Spec. Iss. (2022): 131–45. http://dx.doi.org/10.18690/rei.15.spec.iss.131-145.2022.

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The COVID-19 era has changed the way most institutions operate, including museums and their educational activities. The aim of this paper is to investigate the types of online learning resources represented on museum websites, as well as to analyse their pedagogical features. Mixed research was applied, while the sample consists of museums included in the relevant portals that provide visibility for cultural institutions in Serbia. The analysis of the research results made it possible to determine the current level of development of pedagogical features of online museum learning resources and
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Jin, Mei Zi, and Ja Joon Koo. "The Impact of Online VR Museum Experience Characteristics on Visitor Satisfaction : A Case Study of Chinese Cultural Heritage Museums." Korea Institute of Design Research Society 9, no. 4 (2024): 654–67. https://doi.org/10.46248/kidrs.2024.4.654.

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This study aims to analyze the impact of the experiential characteristics of Chinese cultural heritage online VR museums on visitor satisfaction. With the advancement of digital technology, online museums have emerged as an innovative way to provide cultural experiences beyond the constraints of time and space. The study identifies four key characteristics of online VR museum experiences: realism, immersion, interactivity, and ease of use. Based on these dimensions, three online VR museum cases from China were examined. Additionally, empirical analysis was conducted using multiple regression a
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Gordin, Valery E., and Irina A. Sizova. "Museum Educational Online Products: Creation Prerequisites and Development Prospects." Observatory of Culture 18, no. 1 (2021): 80–92. http://dx.doi.org/10.25281/2072-3156-2021-18-1-80-92.

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This article examines online educational products developed by museums both independently and in cooperation with educational institutions. The analysis revealed a pool of museum online products, including mass open online courses (MOOCs), specialized professional online courses (SPOCs), educational games, mobile apps, and podcasts. The authors identify advantages and features of each type of the museum online products (MOPs) and determine the prospects for their inclusion in the educational process.The study aims to reveal the activity of different kinds of museums and museum communities in t
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Cao, Kai. "Development and Design Case Function Comparison of Panoramic Roaming System of Virtual Museum Based on Pano2VR." Mobile Information Systems 2022 (July 5, 2022): 1–11. http://dx.doi.org/10.1155/2022/7363221.

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The development of modern information technology gives birth to virtual museums. The exhibition of physical museums is evolving into online virtual exhibition, allowing users to have an immersive experience of museums without leaving home. Through content analysis, this study analyzes the status quo of online virtual museums in China and discovers two major problems: the exhibits are mainly brief introductory graphs and texts, and the exhibition module is independent of the panoramic roaming module. To solve the problems, Pano2VR was used to develop and design a virtual museum panorama roaming
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Thèses sur le sujet "Online museum"

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Bontempo, Melissa A. "Online communities : possibilities for museum education /." Connect to resource, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1160068576.

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Lincoln, Margaret L. "The Online and the Onsite Holocaust Museum Exhibition as an Informational Resource." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5407/.

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Museums today provide learning-rich experiences and quality informational resources through both physical and virtual environments. This study examined a Holocaust Museum traveling exhibition, Life in Shadows: Hidden Children and the Holocaust that was on display at the Art Center of Battle Creek, Michigan in fall 2005. The purpose of this mixed methods study was to assess the informational value of a Holocaust Museum exhibition in its onsite vs. online format by converging quantitative and qualitative data. Participants in the study included six eighth grade language arts classes who viewed v
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FERNANDEZ, BLANCO MONTSERRAT. "Museum without walls: per una tipologia dei progetti online di musei." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2015. http://hdl.handle.net/10281/96106.

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The research has addressed the issue of digitization in museums. The goal of the work is to create a framework of various types of online projects that serve as guidelines for museum workers. In particular, through the analysis of primary and secondary literature, interviews with key informant, online research and case studies (projects) was rebuilt the current phase of 'normalization' in museum practice.
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D’, Alba Adriana. "Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115062/.

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The main purpose of this mixed methods research was to explore and analyze visitors’ overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared this knowledge acquired between a virtual museum versus a real one, employing a series of questionnaires, unobtrusive observations, surveys, personal and group interviews related to the exhibition and the artist. A group of twenty-seven undergraduate s
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Grieshammer, Natalie. "Engaging Millennial Philanthropy in Art Museums Through an Online Platform." University of Akron / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=akron1564742946031821.

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Doyon, Malin, and Sofia Borg. "Engagerad ”online” – konsument ”offline”? : En explorativ studie om konsumtion och kundengagemang i Livrustkammarens online brand community." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-35571.

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Studien undersöker olika dimensioner av det omdiskuterade begreppet kundengagemang i ett online brand community på Facebook, i förhållande till tidigare konsumtion och köpintention “offline”. Webbaserade enkäter användes som metod för att undersöka vilka dimensioner av kundengagemang som förekommer i det studerade online brand communityt på Livrustkammarens Facebooksida. Vidare användes en korrelationsanalys för att se om det fanns ett samband mellan de olika dimensionerna av kundengagemang i förhållande till tidigare konsumtion samt köpintention. Slutligen användes logistisk regressionsanalys
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Buffington, Melanie L. "Using the Internet to develop students' critical thinking skills and build online communities of teachers: A review of research with implications for museum education." The Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=osu1092187119.

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Sreenan, Patrick N. "Perspectives on Cultural Context: The Use of an Online Participatory Learning Environment as an Expansion of the Museum Visit." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc31548/.

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Technology offers opportunities for museums to expand the ways in which cultural perspectives relevant to objects on display can be exchanged and understood. Multimedia content offered online in an environment with user input capabilities can encourage dialogue and enrich visitor experiences of museums. This action research project using narrative analysis was an effort to develop the use of web technology in museum education practice, with an emphasis on constructivist learning. Concepts including the visitor-centered museum and multiple narratives led the researcher to collaborate with a pre
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Bashore, Elizabeth Mary, and Elizabeth Mary Bashore. "Diverse directions: A case study on the construction of an online instructional resource in a photographic museum setting." Thesis, The University of Arizona, 2000. http://hdl.handle.net/10150/625874.

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Robinson, Stuart. "The Other White Cube: Finding Museums Among Us." Diss., The University of Arizona, 2014. http://hdl.handle.net/10150/317041.

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Since hitting mass markets in the 1920s, refrigerators have occupied a lovable corner not just in American kitchens but also in American culture. The story of humankind has always been the story of food, around which we congregate, negotiate power, and explore methods of control. As the U.S. transitioned to industrial, mechanical convenience in the twentieth century, refrigerators replaced hearths as household communication centers, and it has become commonplace to decorate refrigerator surfaces with photographs, keepsakes, lists, and other items of visual culture. As meaningful, expressive ar
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Livres sur le sujet "Online museum"

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Axelsson, Bodil, Fiona R. Cameron, Katherine Hauptman, and Sheenagh Pietrobruno. Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0.

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Crow, William B. All together now: Museums and online collaborative learning. AAM Press, 2011.

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author, Hirx John W., Los Angeles County Museum of Art, and Online Scholarly Catalogue Initiative, eds. Southeast Asian art: An online scholarly catalogue at LACMA. [Los Angeles County Museum of Art], 2013.

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Bailey, Gerald. Handbook on developing online curriculum materials for teachers: Lessons from museum education partnerships. Information Age Pub., 2010.

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Gerald, Bailey, ed. Handbook on developing online curriculum materials for teachers: Lessons from museum education partnerships. IAP - Information Age Pub., 2010.

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Gerald, Bailey, ed. Handbook on developing online curriculum materials for teachers: Lessons from museum education partnerships. IAP - Information Age Pub., 2010.

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Donaldson, Mindi. Virtual destinations and student learning in middle school: A case study of a biology museum online. Cambria Press, 2006.

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1968-, Din Herminia, ed. Unbound by place or time: Museums and online learning. American Association of Museums, 2009.

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Piela, Anna. Muslim women online: Faith and identity in virtual space. Routledge, 2012.

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Online Museum Communities- Challenges and Possibilities. VDM Verlag Dr. Mueller e.K., 2007.

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Chapitres de livres sur le sujet "Online museum"

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Müller, Katja. "Sammlungen online." In Edition Museum. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839457900-016.

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Katja Müller stellt die Unterschiede zwischer Erwartungshaltung an Digitalisierungen ethnografischer Sammlungen und den tatsächlichen Auswirkungen der Onlinestellung kulturellen Erbes dar. Anhand von Beispielen aus Indien und Europa zeigt sie, welche Faktoren eine Nutzung von Onlinearchiven befördern und wie wir Postkolonialisierung im Kontext ethnografischer Sammlungen neu rahmen sollten.
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Schien, Stefanie, and Tina A. Brüderlin. "Online im Museumsverbund." In Edition Museum. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839457900-006.

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Pietrobruno, Sheenagh. "Tales of the Viking Helmet: Narrative Shifts from Museum Exhibitions to Personalised Search Requests." In Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0_3.

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AbstractThe stories of museum objects on YouTube can counter and support those advanced by museums. How the narratives of the Viking helmet on YouTube reflect or differ from those put forward by the Swedish History Museum’s Viking exhibitions is approached through a previous methodological study that investigated the issue of location in the personalisation of historical narratives of museum objects on YouTube search engine result pages (SERPs) (Pietrobruno 2021). This revised method combining language with location brings together two media forms—actual museum exhibitions and personalised YouTube SERPs. The philosophy behind their interconnection is rooted in how the personalised content of SERPs produce meaning and museum exhibitions employ forms of individual customisation to generate meaning by enabling visitors to personalise their exhibition experience.
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Axelsson, Bodil, Fiona R. Cameron, Katherine Hauptman, and Sheenagh Pietrobruno. "Introduction." In Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0_1.

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AbstractCuratorial agency is situated in the introduction via an elaboration of the intersection between the mission of public museums to care for collections and their increased reliance on digital capitalism’s social, technical and material infrastructures for the circulation of digitisations, narratives and new research findings. We explain how this book approaches curatorial agency in four individually authored chapters, each taking its own approach to museum knowledge and curatorial agency in regard to the junction of humanistic interpretations and new materialist and posthuman frameworks. Moreover, we explain how each chapter acts as a case study that tracks objects from the Swedish History Museum’s Viking Age collection to distinct technological spheres: Swedish discussion forums, YouTube, Pinterest and the vast infrastructures and destructive processes of Technospheric curation.
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Rasmussen, Briley A., and Carissa DiCindio. "Gathering Online." In Museum Studies for a Post-Pandemic World. Routledge, 2024. http://dx.doi.org/10.4324/9781003393191-4.

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Axelsson, Bodil, Fiona R. Cameron, Katherine Hauptman, and Sheenagh Pietrobruno. "Conclusion." In Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0_6.

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AbstractIn this conclusion, we revisit some of the key findings of this book’s analytical/interpretative cuts into the online circulation of museum collections. The pedagogical challenges museums face when collection knowledge is appropriated by groups whose political aims threaten social solidarity and democratic values are discussed. Highlighted are the ways in which collection knowledge is both customised and open-ended when digitisations, narratives and research findings flow between multiple platforms and are transmitted through interfaces including home feeds or lists. We conclude that curatorial agency simultaneously becomes humanist and subjective; machinic and computational; and imbricated in more-than-human ontological formations that insert digitisations and museum knowledge in multi-scalar geographies and temporalities extending from deep geological time into unforeseen futures.
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Cameron, Fiona R. "Technospheric Curation and the Swedish Allah Ring: Refiguring Digitisations and Curatorial Agency as Ecological Compositions, and Eco-curating as Planetary Inhabitations." In Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0_5.

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AbstractIn this chapter I unravel human-centred understandings of digitisations working with the digitisation of a silver-alloy finger ring inscribed in Arabic Kufic writing with the words “il-la-lah” (“For/to Allah”) and re-theorise it through a novel ontological, new-materialisms, posthuman, ecological mode of thinking (Cameron, Fiona R. 2018. Posthuman Museum Practices. In The Posthuman Glossary, ed. Rosi Braidotti and Maria Hlavajova, 349–352. London / New York: Bloomsbury Academic; Cameron, Fiona R. 2019. Theorizing Digitisations in Global Computational Infrastructures. In The International Handbook of New Digital Practices in Galleries, Libraries, Archives, Museums and Heritage Sites, ed. Hannah Lewi, Wally Smith, Steve Cooke, and Dirk vom Lehn, 55–67. London: Routledge). The ring is significant as evidence of interactions between Viking and Islamic worlds and as an artefact directed to promoting intercultural respect during the Syrian refugee crisis and the rise of far-right anti-Muslim sentiments. Significantly, the ring digitisation also becomes planetary in reach and distribution as an unruly, more-than-digital ecological composition in which curatorial agency is refigured as radical, eco-systemic processes involving the action and vitality of many different coordinates in their unfolding (Cameron, Fiona R. 2021. The Future of Digital Data, Heritage and Curation in a More-Than-Human World. Abington: Routledge., 129).
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Grincheva, Natalia. "Online power of global brands." In Museum Diplomacy in the Digital Age. Routledge, 2020. http://dx.doi.org/10.4324/9781351251006-5.

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Hauptman, Katherine. "Curatorial Challenges: Discussion Forums and Fragmented Narratives." In Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0_2.

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AbstractThis chapter explores discussions surrounding research on the Swedish History Museum’s collection of Viking Age objects on Internet forums, blogs and digital news media during the period 2004–2020. It argues that there has been a clear escalation of questioning, confrontational and antagonistic reactions directed at research that brings into question issues of nationhood and stereotypes of gender roles and power. The discussions evolve around disagreements that focus on details rather than historical synthesis and quickly escalate into hostility, personal attacks and distrust in academic expertise. The debates cast light on the pedagogical challenges the museum face to synthesise and contextualise research to nuance conversations and fulfil its governmentally assigned task to promote knowledge and interest in history.
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Axelsson, Bodil. "Viking Jewellery on Pinterest: Drifting Digitisations and Shared Curatorial Agency." In Museum Digitisations and Emerging Curatorial Agencies Online. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-80646-0_4.

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AbstractThis chapter analyses the manifestations and operations of curatorial agency on the content-sharing platform Pinterest. While the manifestations of curatorial agency are explored through an analysis of the recontextualisations of museum digitisations of jewellery associated with the Viking Age in user-made collections, its operations are investigated through a long-term engagement with the platform’s employment of machine learning models to select and display images in line with its business model. On Pinterest, museum digitisations take on a transnational and dispersed life as inspiration for historical imagination and craft, as well as for contemporary fashion. Due to the complexity of machine learning models, the politics of curatorial agency becomes a delicate issue to locate as it morphs between human and machinic forms of intelligence.
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Actes de conférences sur le sujet "Online museum"

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Kounalakis, Manolis. "ONLINE 3D MUSEUM BUILDING AS A TOOL FOR TEACHING LOCAL HISTORY." In 19th International Technology, Education and Development Conference. IATED, 2025. https://doi.org/10.21125/inted.2025.0794.

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Duan, Yongjia, and Qiao Zhang. "Image Perception and Promotion of Chuancais Museum Based on Online Big Data." In 2024 4th International Conference on Big Data Engineering and Education (BDEE). IEEE, 2024. http://dx.doi.org/10.1109/bdee63226.2024.00011.

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Marshall, David, Laura Hobbs, Hannah Bird, and Charlotte Bird. "THE VIRTUAL NATURAL HISTORY MUSEUM: PLACING DIGITIZED COLLECTIONS BACK WITHIN A MUSEUM CONTEXT." In GSA 2020 Connects Online. Geological Society of America, 2020. http://dx.doi.org/10.1130/abs/2020am-351284.

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Zhang, Haitang. "Reinventing the Virtual Museum Post-Pandemic: An Audience-Centric Approach to Enhancing Virtual Exhibitions of Intangible Cultural Heritage." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004964.

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Virtual environments have been extensively utilized in museums. During the COVID-19 pandemic, museums in China, both primary and secondary, organized virtual exhibition halls and digital collection retrieval functions. These efforts played a crucial role in facilitating public engagement with traditional culture. However, post-pandemic, public interest in online museums has significantly waned, highlighting the limitations of virtual museums in representing intangible cultural heritage.This study introduces an audience-centered approach to virtual museum design, specifically tailored to the fe
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Nitu, Florentina. "UNIVERSITY MUSEUMS AND DIGITAL DATA. CASE STUDY: UNIVERSITY OF BUCHAREST MUSEUM." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-238.

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Museum of the University of Bucharest represents the cultural memory and the institutional identity in the specific field of higher education in Romania. But this mission needs to be adapted to the public nowadays, in cultural contexts that are different from those of the last century, when the museum was founded. The impact of an university museum in society is increasingly based on the diversification of communication paths, with the use of the new media, on the development of new audiences for whom the museum's message is relevant. Also, the university museum must investigate future develop
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Canto, Aylana, and Ana Helena da Silva Delfino. "The MASP online: the educational strategies from the museum in the pandemic." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.69.

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This article has the target sharing the current research of master degree circumscribed into the Program of Post-graduation in Museology from Federal University of Bahia (PPGMuseum/UFBA) oriented by Ph.d Ana Helena da S. Duarte. In our research we make inquiries into the action of cultural mediation proposed and done by the Museu de Arte de Sao Paolo – MASP during the COVID-19 pandemic. In such a way specially, though, on the Instagram Social Media this Museum interchanged and instigated your audience to learn, to interact and to produce with art objects from your collection. Therefore, throug
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Kugler, Ralph, Paul Mayer, and Patricia Coorough Burke. "UNLOCKING MUSEUM COLLECTIONS WITH 3D PHOTOGRAMMETRY AND VIRTUAL TOURS." In GSA 2020 Connects Online. Geological Society of America, 2020. http://dx.doi.org/10.1130/abs/2020am-356245.

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Filipski, Tatiana. "The valorization of students museum education within the school – museum – family – community interconnectivity during the pandemic crisis." In Condiții pedagogice de optimizare a învățării în post criză pandemică prin prisma dezvoltării gândirii științifice. "Ion Creanga" State Pedagogical University, 2021. http://dx.doi.org/10.46728/c.18-06-2021.p262-267.

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The article reflects on the pandemic crisis impact on museal education of students and touches the problem of collaboration of educational institution with museum, family and community in this period, which is difficult for the entire society. In this context were developed and signed multiple collaboration contracts in the view of museum education process optimisation and educational institution-museum-family-community interoperability, building an online oriented museum education methodology, in which were actively and sistematically involved pupils, students, proffesors, school managers, pr
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Cervinski, Luana, and Richard Perassi. "CONHECIMENTO DIGITAL DE ARTE E DESIGN DE INFORMAÇÃO NA MÍDIA ONLINE." In Congresso Internacional de Conhecimento e Inovação (ciKi). Congresso Internacional de Conhecimento e Inovação (ciKi), 2022. http://dx.doi.org/10.48090/ciki.v1i1.1050.

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Resumo: apresenta-se neste artigo um estudo sobre conhecimento digital de arte e design de informação do website institucional Van Gogh Museum. Assim, cumpre a função de acesso virtual e também suporta a interface gráfica do ambiente de apresentação do acervo do artista Van Gogh. Como parte de um interesse mais amplo sobre museus virtuais de Arte, foi realizada uma pesquisa qualitativo-descritiva, para atender ao objetivo de discutir as características do projeto de design de informação do website. Para tanto, foram teoricamente embasadas e propostas duas categorias de navegação digital: uma e
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Tan, Yu Kai, Andy (Dick Yee) Tan, Andy (Dick Yee) Tan, et al. "FRESHWATER MUSSELS IN NORTH AMERICA : MUSEUM COLLECTIONS AND PRE-INDUSTRIAL BIOGEOGRAPHY." In GSA 2020 Connects Online. Geological Society of America, 2020. http://dx.doi.org/10.1130/abs/2020am-356925.

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Rapports d'organisations sur le sujet "Online museum"

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Martin, Kathi, Nick Jushchyshyn, and Daniel Caulfield-Sriklad. 3D Interactive Panorama Jessie Franklin Turner Evening Gown c. 1932. Drexel Digital Museum, 2015. http://dx.doi.org/10.17918/9zd6-2x15.

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The 3D Interactive Panorama provides multiple views and zoom in details of a bias cut evening gown by Jessie Franklin Turner, an American woman designer in the 1930s. The gown is constructed from pink 100% silk charmeuse with piping along the bodice edges and design lines. It has soft tucks at the neckline and small of back, a unique strap detail in the back and a self belt. The Interactive is part of the Drexel Digital Museum, an online archive of fashion images. The original gown is part of the Fox Historic Costume, Drexel University, a Gift of Mrs. Lewis H. Pearson 64-59-7.
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Soler Humanes, Ana. La Gestión de la Comunicación Externa Online con los Visitantes en los Museos y Centros de Arte en Málaga / The Online External Communication Management with the Visiting Public in Museums and Art Centers in Malaga. Revista Internacional de Relaciones Públicas, 2013. http://dx.doi.org/10.5783/rirp-6-2013-11-197-216.

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Kist, Cassandra, Maria Economou, Chante St Clair Inglis, Pam Babes, Angus Kneale, and Hannah Norfolk. Surfacing the National Collections: adapting image cataloguing standards to transform access to National Museums Scotland's online collections. University of Glasgow and National Museums Scotland, 2023. http://dx.doi.org/10.36399/gla.pubs.302242.

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Brophy, Kenny, and Alison Sheridan, eds. Neolithic Scotland: ScARF Panel Report. Society of Antiquaries of Scotland, 2012. http://dx.doi.org/10.9750/scarf.06.2012.196.

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The main recommendations of the Panel report can be summarised as follows: The Overall Picture: more needs to be understood about the process of acculturation of indigenous communities; about the Atlantic, Breton strand of Neolithisation; about the ‘how and why’ of the spread of Grooved Ware use and its associated practices and traditions; and about reactions to Continental Beaker novelties which appeared from the 25th century. The Detailed Picture: Our understanding of developments in different parts of Scotland is very uneven, with Shetland and the north-west mainland being in particular nee
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