161 research outputs found

    A Survey of Data Mining Techniques for Smart Museum Applications

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    This research aims to find out what data mining techniques are effectively implemented in museums and what application trends are currently being used to improve museum performance towards modern museums based on intelligent system technology. The review was carried out on a number of articles found in journals and proceedings in the 2004-2020 period. It is found that the majority of data mining techniques are implemented in museum virtual guide applications, recommender systems, collection clustering and classification system, and   visitor behaviour prediction application. Data classification, clustering, and prediction technique commonly used for museum application.  Collections with historical and artistic value  contain a lot of knowledge making data mining an important technique to be included in various applications in museums so that they can have an impact on the achievement of museum goals not only in the fields of education and culture but also economics and business

    Determining Views on the Effectivity of Augmented Reality Applications in Museums

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    In recent years, visitor-centred approaches have been adopted in museums, which are seen as some of the most important cultural establishments in forming modern culture. Therefore, it is aimed to increase visitor interest towards the collections and to portray the information about the collections more clearly. Digital technology is used to make collections exhibited in museums more interactive and augmented reality applications are used for this. The aim of this study is to determine the views of students on using augmented reality in museums. The research was conducted with the mixed method. The data in the quantitative dimension were collected with a student view questionnaire and the qualitative data were collected using a semi-structured interview form. The findings indicate that students believe they can learn information more permanently if augmented reality is used in museums and that the simpler the technology is, the easier it will be to learn how to use it. According to the results of this research, students stated that they can have more realistic experiences in museums that use augmented reality technology and that they can feel as if they are viewing the exhibitions in a more realistic setting. Students also believed that the historical animation of the exhibitions will result in more motivating and rich content. Additionally, they believe that the augmented reality applications and set up used in museums would positively affect learning.</p

    March 20, 2007

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    March 20, 2007

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    DESIGN OF THE NEW NATIONAL MUSEUM, LAGOS STATE, NIGERIA USING UNIVERSAL DESIGN APPROACH

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    Museums in recent times have faced the challenge of maintaining economic viability and social relevance. This is because the low patronage of members of the society due to a lack of interest in culture and history which stems from the improper dissemination of information and the digital age which had posed a threat to old forms of information inquiry. In addition, it has been observed that the Museums facilities are not up to date, lacking attractive features that should draw tourism and imbue the people with ethnic pride. Other recreational and outing venues like shopping malls, cinemas and parks have successfully attracted the attention of the public and are now competing with museums as places for social interaction and public visits. An open and visitor centred user-friendly approach in design, planning and operation. One important way to achieve this is by adopting a design that is inclusive of all members of the public as possible. This is the Universal Design Approach. The aim of this research is to propose the redesign of the National Museum in Lagos State, Nigeria to upgrade the existing building to one that is accessible and usable by all categories of persons regardless of age, size ability or disability. To achieve this, the study has used existing literature and information from case studies to; examine the historical and current trends in the planning and design of museums; identify the universal design principles, their applications in museums and the positive implications; investigating the extent to which the principles of universal design are applied in existing museums. Findings from the research showed that most museums in Nigeria are not universally designed and are underutilized as agents of sustainable economic, social and tourism development. In response to these issues, The Lagos State government has taken the initiative to revamp the fallen status of the museum in Lagos. In support of the Governor’s initiative, This thesis has made an architectural design proposal of a museum that embodies universal design and other elements that engender greater patronage by all categories of visitors in the 21st century

    User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study

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    This paper explores the User Experience (UX) of Augmented Reality applications in museums. UX as a concept is vital to effective visual communication and interpretation in museums, and to enhance usability during a museum tour. In the project ‘MuseumEye’, the augmentations generated were localized based on a hybrid system that combines of (SLAM) markerless tracking technology and the indoor Beacons or Bluetooth Low Energy (BLE). These augmentations include a combination of multimedia content and different levels of visual information that required for museum visitors. Using mobile devices to pilot this application, we developed a UX design model that has the ability to evaluate the user experience and usability of the application. This paper focuses on the multidisciplinary outcomes of the project from both a technical and museological perspective based on public responses. A field evaluation of the AR system was conducted after the UX model considered. Twenty-six participants were recruited in Leeds museum and another twenty participants in the Egyptian museum in Cairo. Results showed positive responses on experiencing the system after adopting the UX design model. This study contributes on synthesizing a UX design model for AR applications to reach the optimum levels of user interaction required that reflects ultimately on the entire museum experience

    Trendswatch 2013: Back to the Future

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    TrendsWatch 2013 highlights six trends that CFM's staff and advisors believe are highly significant to museums and their communities, based on our scanning and analysis over the past year. For each trend, we provide a brief summary, list examples of how the trend is playing out in the world, comment on the trend's significance to society and to museums specifically, and suggest ways that museums might respond. We also provide links to additional readings. TrendsWatch provides valuable background and context for your museum's planning and implementation

    Library influence on museum information work

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    Contemporary literature on the divergence of libraries, archives, and museums over the course of the twentieth century credits the rise of distinct professional practices required to handle different physical forms. This paper explores the extent that librarianship influenced museum information practices in a predigital era. Instead of divergence, I find examples where museums adapted library methods to fit their needs instead of developing their own set of professional practices. Because museum professionalization placed an emphasis on discipline-based university training, information work in museums has been incorporated into nonuniversity technical education and on-the-job training programs. That this divergence of information work from academic preparation has fallen along gender lines requires additional attention.published or submitted for publicationOpe

    Image and Video Processing for Cultural Heritage

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    Charvillat V., Tonazzini A., Van Gool L., Nikolaidis N., ''Editorial: Image and video processing for cultural heritage'', EURASIP journal on image and video processing, vol. 2009, Article ID 163064, 3 pp., 2010.status: publishe

    Ten years of Immersive VR Installations - Past, Present, and Future

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    Virtual Reality (VR) has found application in many fields including art history, education, research, and smart industry. Immersive 3D screens, large-scale displays, and CAVE systems are time-tested VR installations in research and scientific visualization. In this paper, we present learnings and insights from ten years of operating and maintaining a visualization center with large-scale immersive displays and installations. Our report focuses on the installations themselves as well as the various developments of the center over time. In addition, we discuss the advantages, challenges, and future development of a location-based VR center
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