語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Museum Experience Design = Crowds, E...
~
Sabiescu, Amalia.
Museum Experience Design = Crowds, Ecosystems and Novel Technologies /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Museum Experience Design/ edited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu.
其他題名:
Crowds, Ecosystems and Novel Technologies /
其他作者:
Vermeeren, Arnold.
面頁冊數:
XIII, 345 p. 86 illus., 77 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
User interfaces (Computer systems). -
電子資源:
https://doi.org/10.1007/978-3-319-58550-5
ISBN:
9783319585505
Museum Experience Design = Crowds, Ecosystems and Novel Technologies /
Museum Experience Design
Crowds, Ecosystems and Novel Technologies /[electronic resource] :edited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu. - 1st ed. 2018. - XIII, 345 p. 86 illus., 77 illus. in color.online resource. - Springer Series on Cultural Computing,2195-9056. - Springer Series on Cultural Computing,.
Foreword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.- BrainChain App: A Fully Crowdsourced Design Process For Museums.- Fostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.- PART 3. OPPORTUNITIES THROUGH TECHNOLOGY.- Augmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.- Mobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.- Using Mobile Technologies to Capture the Visitor Experience.- A Critical Reflection on Three Paradigms in Museum Technology and Experience Design.- PART 4. MUSEUMS AS PART OF AN ECOSYSTEM.- Becoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.- Designing Trajectories of Experiences: in Museums, around Museums or Including Museums.- The Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum.
This state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences – including participatory exhibits, crowd sourcing and crowd mining – that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums.
ISBN: 9783319585505
Standard No.: 10.1007/978-3-319-58550-5doiSubjects--Topical Terms:
1253526
User interfaces (Computer systems).
LC Class. No.: QA76.9.U83
Dewey Class. No.: 005.437
Museum Experience Design = Crowds, Ecosystems and Novel Technologies /
LDR
:04841nam a22004335i 4500
001
987795
003
DE-He213
005
20200702145414.0
007
cr nn 008mamaa
008
201225s2018 gw | s |||| 0|eng d
020
$a
9783319585505
$9
978-3-319-58550-5
024
7
$a
10.1007/978-3-319-58550-5
$2
doi
035
$a
978-3-319-58550-5
050
4
$a
QA76.9.U83
050
4
$a
QA76.9.H85
072
7
$a
UYZG
$2
bicssc
072
7
$a
COM070000
$2
bisacsh
072
7
$a
UYZG
$2
thema
082
0 4
$a
005.437
$2
23
082
0 4
$a
4.019
$2
23
245
1 0
$a
Museum Experience Design
$h
[electronic resource] :
$b
Crowds, Ecosystems and Novel Technologies /
$c
edited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu.
250
$a
1st ed. 2018.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2018.
300
$a
XIII, 345 p. 86 illus., 77 illus. in color.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
490
1
$a
Springer Series on Cultural Computing,
$x
2195-9056
505
0
$a
Foreword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.- BrainChain App: A Fully Crowdsourced Design Process For Museums.- Fostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.- PART 3. OPPORTUNITIES THROUGH TECHNOLOGY.- Augmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.- Mobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.- Using Mobile Technologies to Capture the Visitor Experience.- A Critical Reflection on Three Paradigms in Museum Technology and Experience Design.- PART 4. MUSEUMS AS PART OF AN ECOSYSTEM.- Becoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.- Designing Trajectories of Experiences: in Museums, around Museums or Including Museums.- The Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum.
520
$a
This state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences – including participatory exhibits, crowd sourcing and crowd mining – that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums.
650
0
$a
User interfaces (Computer systems).
$3
1253526
650
0
$a
Graphic design.
$3
596365
650
0
$a
Cultural heritage.
$3
1203579
650
0
$a
Application software.
$3
528147
650
1 4
$a
User Interfaces and Human Computer Interaction.
$3
669793
650
2 4
$a
Interaction Design.
$3
670089
650
2 4
$a
Cultural Heritage.
$3
678513
650
2 4
$a
Computer Appl. in Arts and Humanities.
$3
669937
700
1
$a
Vermeeren, Arnold.
$e
editor.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1280202
700
1
$a
Calvi, Licia.
$e
editor.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1280203
700
1
$a
Sabiescu, Amalia.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1205080
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783319585499
776
0 8
$i
Printed edition:
$z
9783319585512
776
0 8
$i
Printed edition:
$z
9783319864266
830
0
$a
Springer Series on Cultural Computing,
$x
2195-9056
$3
1254263
856
4 0
$u
https://doi.org/10.1007/978-3-319-58550-5
912
$a
ZDB-2-SCS
912
$a
ZDB-2-SXCS
950
$a
Computer Science (SpringerNature-11645)
950
$a
Computer Science (R0) (SpringerNature-43710)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入