7,816 research outputs found

    Assessment of plastics in the National Trust: a case study at Mr Straw's House

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    The National Trust is a charity that cares for over 300 publically accessible historic buildings and their contents across England, Wales and Northern Ireland. There have been few previous studies on preservation of plastics within National Trust collections, which form a significant part of the more modern collections of objects. This paper describes the design of an assessment system which was successfully trialled at Mr Straws House, a National Trust property in Worksop, UK. This system can now be used for future plastic surveys at other National Trust properties. In addition, the survey gave valuable information about the state of the collection, demonstrating that the plastics that are deteriorating are those that are known to be vulnerable, namely cellulose nitrate/acetate, PVC and rubber. Verifying this knowledge of the most vulnerable plastics enables us to recommend to properties across National Trust that these types should be seen as a priority for correct storage and in-depth recording

    Simple identification tools in FishBase

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    Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further development. It explores the possibility of a holistic and integrated computeraided strategy

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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    Fautrier\u27s Fortunes: A Paradox of Success and Failure

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    The eLuna mixed-reality visual language for co-design of narrative game-based learning trails

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    Increased focus on out-of-school learning has led to extended use of Science Centers as learning arenas for junior and high school students in formal learning situations. The creation of learning trails, semantic collections of science center exhibits based on formal learning plans for interdisciplinary STEAM education, has become an area of focus. Previous design research has resulted in the definition of story-driven learning trails that foster flow and engagement in learners. In science centers, equal emphasis is placed on the physical real-world domain, represented by the exhibits themselves, as the virtual components, represented as collaborative positions-based portables carried between exhibits, linking the exhibits into virtual storylines using sensors and control assignments. This defines science center learning trails as mixed reality systems; holistic systems that integrate real and virtual elements, existing on the axis between real and virtual poles on the reality–virtuality continuum. Research has shown that a set of characteristics of narrative game-based learning has positive effects on engagement, motivation, and learning. The eLuna Framework comprises a co-design method and a visual language that emphasizes these characteristics, and that supports educators and game developers to co-specify blueprints of screen-based narrative learning game experiences. Applying thematic analysis and heuristic usability methods to interview data from two design studies completed by six science center educators based on a STEAM enabled exhibit cluster at the Bergen Science Centre VilVite, this research extends the eLuna Visual Language to distinguish between real and virtual elements for the eLuna Framework to achieve its full potential to co-design and co-specify science center mixed reality narrative game-based learning trails. The resulting extension can be plugged into the eLuna method and applied in future co-design and co-specification of mixed-reality narrative game-based learning trails which promote flow in learners, and affords positive effects on engagement, motivation, and learning.publishedVersio

    Emerging Technologies: Bringing the North Atlantic Right Whale to Life at the New England Aquarium

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    There are approximately 500 North Atlantic right whales alive today, and human actions continue to threaten their population. The goal of our project was to identify and analyze emerging technologies that could be used at the New England Aquarium to educate the public on the dangers facing the North Atlantic right whale. We researched how five emerging technologies could be implemented at the New England Aquarium through an analysis of nine example exhibit ideas. These exhibit ideas were evaluated on their ability to attract, hold the attention of, and communicate a message to visitors. We concluded that virtual reality, augmented reality, mixed reality, touch screens, and projection mapping are viable mediums for educating visitors in an aquarium setting in place of live animals

    Unintentional Secrets of a Museum: Exploring Possibilities of an Underutilized Museum Collection

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    The Peruvian South Coast collection at the Milwaukee Public is currently an underutilized collection. Through iconographic analysis, surveys, and literary review this thesis will explore the potential of the collection and potential uses of the collection focusing on middle school education. This thesis explores current challenges of this collection and possible way in which awareness may be raised about this collection

    Innovation in museums: an analysis to the Portuguese museums

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    Since the first decade of the 21st century, European countries have stopped being primarily concerned with securing funding for museums. In addition, we are currently living in a “fast-paced world” where people are looking for virtual and immediate experiences. Such paradigm contributes to making it increasingly difficult to bring public to museums. How can museums survive in the present context? Any Western society recognizes the importance of culture, however, the policies implemented by the states, mainly by the Portuguese, do not translate this idea. This dissertation intends to analyze a group that contributes to the Portuguese culture, in this case, the museums. In addition to the latter, this research aims to focus on the themes of innovation (within the museological scope) and the economic sustainability of the above-mentioned institutions. In terms of analysis, the research in question is devoted to the study of innovative practices and conceptions that are present in four case studies. The museums elected are the Communications Museum, the Ílhavo Maritime Museum, the National Press Museum and the PortimĂŁo Museum. This project will conclude that a Museum innovates and its innovative policies contribute to its economic sustainability. This dissertation has the ambition of stimulating a reflection on these themes within the national community, which may arouse the interest of both non-governmental organizations and governmental agents.Desde a primeira dĂ©cada do sĂ©culo XXI que os paĂ­ses europeus nĂŁo se encontram preocupados em garantir o financiamento de museus. Adicionalmente, vivemos num “mundo acelerado” em que as pessoas procuram experiĂȘncias virtuais e imediatas. Tal paradigma contribui para que seja cada vez mais difĂ­cil levar o pĂșblico a museus. Como Ă© que os museus conseguem sobreviver no contexto presente? Qualquer sociedade ocidental reconhece a importĂąncia da cultura, no entanto, as polĂ­ticas implementadas pelos Estados, principalmente pelo portuguĂȘs, nĂŁo traduzem essa ideia. Esta dissertação pretende analisar um nĂșcleo que contribui para a cultura em Portugal, neste caso, os museus. Para alĂ©m dos Ășltimos, o trabalho em questĂŁo pretende focar-se nas temĂĄticas da inovação (em sede do Ăąmbito museolĂłgico) e da sustentabilidade econĂłmica das instituiçÔes acima referidas. Em termos de anĂĄlise, a investigação em causa Ă© dedicada ao estudo das prĂĄticas e conceçÔes inovadoras que se encontram presentes em quatro casos de estudo. Os quatro museus eleitos sĂŁo o Museu das ComunicaçÔes, o Museu MarĂ­timo de Ílhavo, o Museu Nacional da Imprensa e o Museu de PortimĂŁo. Conduzir este projeto e verificar que o Museu inova e que essa contribui para a sustentabilidade econĂłmica Ă© tambĂ©m uma forma de impulsionar uma reflexĂŁo a propĂłsito destes temas no seio da comunidade nacional, o que poderĂĄ despertar o interesse tanto de organizaçÔes nĂŁo-governamentais como de agentes governamentais
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