31,306 research outputs found

    ‘Engage the World’: examining conflicts of engagement in public museums

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    Public engagement has become a central theme in the mission statements of many cultural institutions, and in scholarly research into museums and heritage. Engagement has emerged as the go-to-it-word for generating, improving or repairing relations between museums and society at large. But engagement is frequently an unexamined term that might embed assumptions and ignore power relationships. This article describes and examines the implications of conflicting and misleading uses of ‘engagement’ in relation to institutional dealings with contested questions about culture and heritage. It considers the development of an exhibition on the Dead Sea Scrolls by the Royal Ontario Museum, Toronto in 2009 within the new institutional goal to ‘Engage the World’. The chapter analyses the motivations, processes and decisions deployed by management and staff to ‘Engage the World’, and the degree to which the museum was able to re-think its strategies of public engagement, especially in relation to subjects,issues and publics that were more controversial in nature

    The Chawton House Experience - Augmenting the Grounds of a Historic Manor House

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    Museum research is a burgeoning area of research where ubiquitous computing has already made an impact in enhancing user experiences. The goal of the Chawton House project is to extend this work by introducing ubicomp not to a museum as such, but a historic English manor house and its grounds. This presents a number of novel challenges relating to the kinds of visitors, the nature of visits, the specific character of the estate, the creation of a persistent and evolving system, and the process of developing it together with Chawton House staff

    Innovation in Mobile Learning: A European Perspective

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    In the evolving landscape of mobile learning, European researchers have conducted significant mobile learning projects, representing a distinct perspective on mobile learning research and development. Our paper aims to explore how these projects have arisen, showing the driving forces of European innovation in mobile learning. We propose context as a central construct in mobile learning and examine theories of learning for the mobile world, based on physical, technological, conceptual, social and temporal mobility. We also examine the impacts of mobile learning research on educational practices and the implications for policy. Throughout, we identify lessons learnt from European experiences to date

    Creative spaces and the art of urban living

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    The contribution of leisure and entertainment to the evolving polycentric urban network on regional scale - towards a new research agenda

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    The urban landscape in advanced economies transforms from monocentric cities to polycentric urban networks on regional scale. The growing amount of research that is being devoted to this transformation sticks to classic activity systems like residential development, economic production and employment and commuting. Synchronous to this transformation, a 'new' activity system, outdoor leisure and entertainment, increasingly leaves its stamp on the economic performance and spatial organisation of urban areas in general. Due to tremendous dynamics of consumption, production, and urban politics with regard to this activity system, it is subject of a composite of spatial pressures for centralisation in inner-cites, de-concentration away form central cities and (re-)concentration in suburbs and exurban places. Notwithstanding this composite spatial dynamics, leisure and entertainment are not part of the research agenda on regional polycentric urban networks. Based on brief overviews of literature on both polycentric urban development and the dynamics of leisure and entertainment in urban areas, this paper presents a few basic research questions in order to initiate the research agenda on the contribution of the leisure activity system to the development of polycentric urban networks on regional scale.

    Sustainable exhibit design: guidelines for designers of small scale interactive and travelling exhibits

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    This study was commissioned as part of Lincolnshire County Council’s FLOWS ‘2B’ Information and Symbols Project and UK match funding for this particular FLOWS Project has been provided by East Midlands Development Agency. The aim of FLOWS is to improve the sustainability of development in flood risk areas through development of ‘good practice’, by improved integration of flood risk information into decision-support systems for spatial planning and water management. FLOWS involves over 40 individual projects which are based in four Work Packages. Lincolnshire County Council is jointly leading Work Package 3 (Spatial Planning) and is also leading on Projects in Work Package 2 (Public Perception/Dissemination). This study has been produced as part of Lincolnshire County Council’s ‘FLOWS 2B Information and Symbols Project’ and in the wider context, is focussing on raising public awareness of flooding and flood risk by exploring innovative methods of disseminating information on the subject of flood risk to the public. This project involves the production of interactive exhibits aimed at raising the awareness of flood risk in Lincolnshire and is a partnership between Lincolnshire County Council and the School of Architecture at the University of Lincoln. A study focussing on creating sustainable exhibitions has been undertaken via the University of Lincoln that will directly inform the FLOWS exhibits. As detailed in the project brief, this study on Sustainable Exhibit Design will investigate best practice in sustainable exhibit design and produce a report setting out guidelines for designers of small interactive and travelling exhibits, guidelines which are directly applicable to the proposed FLOWS exhibit. The report will form a contribution to exhibition design knowledge through wider distribution via the University of Lincoln and FLOWS websites and a conference presentation

    A Report on the Design Sub-Sector in London

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    Housed in the School of Creative Enterprise at the London College of Communication (University of the Arts), the Creative Industries Observatory (CIO) is a leading contributor to academic research and analysis within the creative industries, and a source of information for the increasingly influential group of sub-sectors that characterise the modern knowledge economy. The CIO was set up in conjunction with ‘Creative Capital World City’ (CCWC) – a project funded by the Higher Education Innovation Fund (HEIF) aimed at supporting the creative industries in key world markets, including THE UK, India and China. The CIO is an international and multi-disciplinary team with a range of expertise and experience across academic disciplines and industry sub-sectors. We focus on strategic, structural and definitional issues relevant to the creative industries. This report is one in a series designed to give policy makers, business leaders, practitioners and researchers a comprehensive overview and in-depth analysis of the core activities and key characteristics across thirteen creative sub-sectors in developed and emerging global cities. The report is designed to allow you to identify information that is relevant to your needs quickly and effectively, as well as cross-reference between topics and creative sub-sectors. CIO reports are designed to provide a snapshot of each sub-sector in each city. This report focuses on the design sub-sector in London
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