27,011 research outputs found

    The Role of Sculpture in Communicating Archaeology in Museums

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    In this article I discuss an innovative museum strategy that aims to create a more evocative and engaging visitor experience. I argue that the inclusion of contemporary art, and specifically sculpture in exhibition design, activates visitor agency, empowering the public to take part in interpreting the human past. I explore the unique sensory engagement sculpture provides and the important role this can play for the public presentation of archaeology. I also examine an existing project that has called upon sculpture as an interpretive resource at the National Museum of Scotland, discussing its impact on visitors and its contribution to the discipline. I conclude with a discussion of a selection of living sculptors including Rachel Whiteread and Antony Gormley whose work, I argue, signals exciting opportunities for future artist-curator collaboration. By considering both current examples and future possibilities, this article builds a case for sculpture as an important and dynamic tool for the public understanding of archaeology in museums

    Museums as disseminators of niche knowledge: Universality in accessibility for all

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    Accessibility has faced several challenges within audiovisual translation Studies and gained great opportunities for its establishment as a methodologically and theoretically well-founded discipline. Initially conceived as a set of services and practices that provides access to audiovisual media content for persons with sensory impairment, today accessibility can be viewed as a concept involving more and more universality thanks to its contribution to the dissemination of audiovisual products on the topic of marginalisation. Against this theoretical backdrop, accessibility is scrutinised from the perspective of aesthetics of migration and minorities within the field of the visual arts in museum settings. These aesthetic narrative forms act as modalities that encourage the diffusion of ‘niche’ knowledge, where processes of translation and interpretation provide access to all knowledge as counter discourse. Within this framework, the ways in which language is used can be considered the beginning of a type of local grammar in English as lingua franca for interlingual translation and subtitling, both of which ensure access to knowledge for all citizens as a human rights principle and regardless of cultural and social differences. Accessibility is thus gaining momentum as an agent for the democratisation and transparency of information against media discourse distortions and oversimplifications

    A toolkit for interactive exhibitions for the partially sighted and blind

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    Exhibitions in museums, art galleries and other cultural centres are generally designed for normally sighted visitors and are therefore not easily accessible for partially sighted or blind persons. To make exhibitions more suitable for the visually impaired, interactive installations should be offered which take the special human factors requirements of the visually impaired into consideration and enable them to examine exhibits without assistance. To keep installation costs low, it is desirable to have a single system that can be used for different exhibitions. The project described here aimed to address and solve these problems, firstly through the design of various interactivity scenarios, which take into account the capabilities and disabilities of visually impaired people, and secondly through the development of a flexible and reusable installation kit for providing the interactivities. The functionality of the tool-kit prototype was proven by successfully testing an exemplary installation for a photographer who was looking for new ways of presenting his documentary photographs about blindness to partially sighted and sighted audiences. The installation kit has the advantage of being made up of commercially available components and therefore low-cost; it can be used for any kind of interactive installation and is beneficial for visually impaired as well as normally sighted people

    Understanding Visual Arts Experiences of Blind People

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    Visual arts play an important role in cultural life and provide access to social heritage and self-enrichment, but most visual arts are inaccessible to blind people. Researchers have explored different ways to enhance blind people’s access to visual arts (e.g., audio descriptions, tactile graphics). However, how blind people adopt these methods remains unknown. We conducted semi-structured interviews with 15 blind visual arts patrons to understand how they engage with visual artwork and the factors that influence their adoption of visual arts access methods. We further examined interview insights in a follow-up survey (N=220). We present: 1) current practices and challenges of accessing visual artwork in-person and online (e.g., Zoom tour), 2) motivation and cognition of perceiving visual arts (e.g., imagination), and 3) implications for designing visual arts access methods. Overall, our findings provide a roadmap for technology-based support for blind people’s visual arts experiences. Skip Supplemental Material Sectio

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Museums and New Media Art

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    Investigates the relationship between new media art and museums

    Tourist product in experience economy

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    Przełom XX i XXI w. to rozwoju tzw. gospodarki doznań, w której podstawowym towarem stają się nie konkretne produkty, ale emocje, przeżycia i doświadczenia klientów. Turystyka była i jest swoistym "przemysłem wakacyjnych doświadczeń". W ostatnich latach jednak jeszcze wyraźniej niż do tej pory kładzie się nacisk na świadome kreowanie produktów turystycznych silnie nasyconych emocjami. Usilnie dąży się do multiplikowania oraz intensyfikacji wrażeń turystów. Do najważniejszych działań w tym zakresie zaliczono: przekształcanie infrastruktury turystycznej w unikatowe atrakcje turystyczne, wzbogacanie tradycyjnych usług/pakietów usług o dodatkowe elementy zapewniające dodatkowe doznania i satysfakcje, wykorzystanie nowoczesnych technologii wzbogacania realnej przestrzeni turystycznej o wirtualne byty (rozszerzona rzeczywistość), a także wygodnego zapisywania doświadczeń turystycznych oraz dzielenia się wrażeniami z masową publicznością.The turn of the 20th and 21st c. was marked by the development of experience economy, in which the basic commodities are not specific products, but the customers' emotions, impressions and experiences. Tourism has always been a particular "holiday experience industry". In recent years, however, the importance of the conscious creation of emotional tourist products has become even greater, we may observe continuous efforts to multiply and intensify tourism experience. The key activities to achieve this goal include transforming tourism infrastructure into unique tourism attractions, enlarging traditional services/service packages by elements providing additional emotions and satisfaction, using modern technologies in order to add virtual entities to real tourism space (augmented reality), as well as to conveniently record tourism experience and share it with the public

    Wise stones: an interactive accessible circuit designed to enhance the experiences of visitors with disabilities

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    Museums, now more than ever before, are committed to the inclusion of all members of society, aiming to promote similar visitor experiences for their various patrons. With the challenging mission of exhibiting and communicating humanity's common heritage, while also preserving it, the creation of an inclusive museum experience is a complex task with multiple dimensions. This article aims to contribute to the field of accessibility in museums by discussing the three main stages of designing the Wise Stones Accessible Circuit, a five-year project which aimed to enhance access at the MM Gerdau Museum in Brazil by creating an interactive tactile exhibit displaying original artifacts from the museum's collection. A participatory methodology was adopted throughout the project in which 37 professionals from multidisciplinary fields at various institutions, and 151 visitors, who performed a formal evaluation of the digital interactives, were involved. Conclusions and implications of designing accessible digital interactives, with feedback from as wide range a of visitors as possible, are presented. Although the project's main goal was to enhance the museum experience for persons with disabilities, it ended up benefitting all visitors.info:eu-repo/semantics/publishedVersio
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