51,537 research outputs found

    Практика використання інтерактивних мультимедіа інсталяцій у сфері музейної справи

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    The purpose of the study is to analyze modern interactive multimedia installations that function in the museum environment in the process of working on artistic interactive and educational media projects. The research is devoted to the theoretical and methodological principles of use of interactive multimedia installations in the activities of museum institutions. Methodology. The selection of the actual material was based on the general scientific methods of visualization, analysis and synthesis, comparison and generalization; methods of system analysis, comprehensiveness, objectivity and retrospective were used precisely, when studying innovative systems that function within museum institutions. In the process of presenting the main provisions of the article system-structural and statistical- analytical, comparative and descriptive methods were used. Scientific novelty. For a thorough research of the modern activity of the museum industry through the prism of introduction of interactive installations, the authors have studied the conceptual approaches to hardware and software design of interactive multimedia projects in museums. They have developed their own interactive and educational multimedia project "The Pantheon of Prominent Ukrainians". Conclusions. The factors of using innovative multimedia installations were determined. The importance of information technologies for the development of modern museum expositions wasemphasized.Целью исследования является анализ современных интерактивных мультимедийных инсталляций, функционирующих в музейной среде в процессе работы над художественными интерактивно-образовательным медиа проектами. Исследование посвящено теоретико-методологическим основам использования интерактив-ных мультимедийных инсталляций в деятельности музейных учреждений. Методология исследования. Отбор фактического материала основывался на общенаучных методах визуализации анализа и синтеза, сравнения и обобщения; метод системного анализа, всесторонности, объективности и ретроспективы, были использованы именно при изучении инновационных систем, функционирующих в сфере музейных учреждений. В процессе из-ложения основных положений статьи использовались системно-структурный, статистическо-аналитический, сра-внительный и описательный методы. Научная новизна. Для исследования современной деятельности музейной отрасли сквозь призму введения интерактивных инсталляций были изучены концептуальные подходы к аппарат-но-программному оформления интерактивных мультимедиа проектов в музеях. Разработан собственный интера-ктивно-образовательный мультимедиа проект "Пантеон выдающихся украинцев". Выводы. Определены факторы использования инновационных мультимедийных инсталляций. Подчеркнуто значение информационных тех-нологий для развития современных музейных экспозицийМетою дослідження є аналіз сучасних інтерактивних мультимедійних інсталяцій, що функціонують у музейному середовищі у процесі роботи над художніми інтерактивно-освітніми медіа-проектами. Дослідження присвячено теоретико-методологічним засадам використання інтерактивних мультимедійних інсталяцій в діяльності музейних установ. Методологія дослідження. Добір фактичного матеріалу ґрунтувався на основі загальнонаукових методів візуалізації, аналізу і синтезу, порівняння та узагальнення ; метод системного аналізу, всебічності, об’єктивності та ретроспективи, було використано саме під час вивчення інноваційних систем, що функціонують в середовищі музейних установ. У процесі викладу основних положень статті використовувалися системно-структурний, статистично-аналітичний, порівняльний та описовий методи. Наукова новизна. Для ґрунтовного дослідження сучасної діяльності музейної галузі через призму запровадження інтерактивних інсталяцій були вивчені концептуальні підходи до апаратно-програмного оформлення інтерактивних мультимедіа проектів в музеях. Розроблено власний інтерактивно-освітній мультимедіа проект "Пантеон визначних українців ". Висновки. Визна-чено фактори використання інноваційних мультимедійних інсталяцій. Підкреслено значення інформаційних тех-нологій для розвитку сучасних музейних експозицій

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    Designing Sugaropolis:digital games as a medium for conveying transnational narratives

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    In this paper, the authors present a case study of ‘Sugaropolis’: a two-year practice-based project that involved interdisciplinary co-design and stakeholder evaluation of two digital game prototypes. Drawing on the diverse expertise of the research team (game design and development, human geography, and transnational narratives), the paper aims to contribute to debates about the use of digital games as a medium for representing the past. With an emphasis on design-as-research, we consider how digital games can be (co-)designed to communicate complex histories and geographies in which people, objects, and resources are connected through space and time

    Entry and access : how shareability comes about

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    Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research

    Usability evaluation of a virtual museum interface

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    The Augmented Representation of Cultural Objects (ARCO) system provides software and interface tools to museum curators to develop virtual museum exhibitions, as well as a virtual environment for museum visitors over the World Wide Web or in informative kiosks. The main purpose of the system is to offer an enhanced educative and entertaining experience to virtual museum visitors. In order to assess the usability of the system, two approaches have been employed: a questionnaire based survey and a Cognitive Walkthrough session. Both approaches employed expert evaluators, such as domain experts and usability experts. The result of this study shows a fair performance of the followed approach, as regards the consumed time, financial and other resources, as a great deal of usability problems has been uncovered and many aspects of the system have been investigated. The knowledge gathered aims at creating a conceptual framework for diagnose usability problems in systems in the area of Virtual Cultural Heritage

    Searching Data: A Review of Observational Data Retrieval Practices in Selected Disciplines

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    A cross-disciplinary examination of the user behaviours involved in seeking and evaluating data is surprisingly absent from the research data discussion. This review explores the data retrieval literature to identify commonalities in how users search for and evaluate observational research data. Two analytical frameworks rooted in information retrieval and science technology studies are used to identify key similarities in practices as a first step toward developing a model describing data retrieval

    Developing downloadable TUIs for online pedagogic activities

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    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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