15,515 research outputs found

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    In Homage of Change

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    Merging Special Collections with GIS Technology to Enhance the User Experience

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    This analysis evaluates how PhillyHistory.org merged their unique special collection materials with geospatial-based progressive technology to challenge and educate the global community. A new generation of technologically savvy researchers has emerged that expect a more enhanced user experience than earlier generations. To meet these needs, collection managers are collaborating with community and local institutions to increase online access to materials; mixing best metadata practices with custom elements to create map mashups; and merging progressive GIS technology and geospatial based applications with their collections to enhance the user experience. The PhillyHistory.org website was analyzed to explore how they used various geospatial technology to create a new type of digital content management system based on geographical information and make their collections accessible via online software and mobile applications

    The Museum of the Infinite Scroll: Assessing the Effectiveness of Google Arts and Culture as a Virtual Tool for Museum Accessibility

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    As technology evolves, the concept of the virtual museum continues to come into focus. Google Arts and Culture (formerly the Google Art Project) has been a leading platform in virtual exhibitions and digital collections since 2011. Arts and Culture presents itself as a democratic platform that allows any museum, regardless of size or resources, access to the same new digital technologies. However, its model tends to favor institutions with more staff time to spend on their virtual presence. By analyzing Google Arts and Culture within the context of larger museum trends in virtuality and interviewing museum professionals responsible for their institutions’ virtual presence, this capstone describes the current state of the platform from a museological standpoint, how it fits into the history of museum virtuality, and how museums are using the platform. This project proposes several ways Google Arts and Culture can change their collaboration protocol better serve museums and go beyond merely providing access to their technologies

    Like, Link, Share: How Cultural Institutions Are Embracing Digital Technology

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    This report shows how forty cultural innovators are investing in technology and media capacity to connect with new audiences in new ways, create new programs, and strengthen their operations. Established cultural insitutions face challenges as they grapple with rapidly changing technology. Taking full advantage of digital opportunities requires organizations to change their internal systems, work processes, and staff structures, and to tailor the development of digital capabilities to their individual programming, operational, and revenue strategies. However disrutive this process may be, digital strategy is no longer optional but essential. The public expects to engage with culture digitally, to sample and share, to connect and participate

    Video Art: Cultural Transformations

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    In the 1960s, there were efforts to move broadcast television in the direction of the experimental video art by altering television\u27s conventional format. Fred Barzyk, in his role as a producer and director at WGBH-TV in Boston, was uniquely positioned to act as a link between television and experimental video artists who normally would not have had access to the technology available at a major broadcast facility. As the leading innovator in the beginnings of video art, the Korean American Nam June Paik (1932-2006) deserves special mention. His work bridges the worlds of art, video technology, and television. The video works of Nan June Paik, Amy Greenfield, Peter Campus, Feng Meng Bo, Elizabeth Sussman and other video artists are considered in this essay as key contributors to the development of video art. The selection is based on my experience with the artists cited. Despite video art\u27s growing popularity among contemporary artists in the 1970s and beyond, the museums were slow to acknowledge this development. One of the problems was deciding where, among the existing museum collections, to locate video art. In its 50 some years of history, video art has enjoyed a remarkable success in its artistic innovations while undergoing changes in formats virtually at the speed of rapid advances in electronic visual technology. Ironically, the legacy of creative television set in motion by Barzyk and his generation has been largely coopted by the television broadcasting industry, which mainly serves as a platform for mass media advertising

    Introduction: migrating heritage - experiences of cultural networks and cultural dialogue in Europe

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    Lion and The Unicorn

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    Exhibition 2-10 May 2011 to mark 60 years of RCA participation in post war UK design. Sponsored by Royal Commission for the Great Exhibition of 1851, Sandersins and Napier heritage Trust, RCA Gulbenkian Gallery Kensington Gore, Catalogue of exhibition boards by Claire Pajaczkowska and Henrietta Goodden and curatorial essay 1851-1951-2011 by Claure Pajaczkowska and Barry Curti

    Digital for Heritage and Museums: Design-Driven Changes and Challenges

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    In the recent decade, cultural institutions have increasingly embraced digital technologies as key resources for accomplishing their mission and innovating their cultural activities. In the present work, we attempt to disentangle through a design-driven and multidisciplinary approach the challenges brought by digital transformation in the cultural heritage sector. A diversified research team has thus been involved to include scholars with different backgrounds around the common phenomenon of investigation of Digital (Cultural) Heritage, under the Design Think Thank project. The Introduction is followed by a Methodological section, which outlines the approach to select and review case studies from the exploratory literature for producing a state-of-the-art report and delineates the methodology to map the main user behaviours and needs in the digital experience of CH throughout the value chain. The research team identified three relevant and major themes for the investigation which are addressed in the Literature Review Section through the lenses of design research and practices; simultaneously, design knowledge emerges to have an agency in the transformation. The following section tries to triangulate the results from the literature review, and the mapping of users and stakeholders throughout the cultural institutions value chain, to track and highlight their role and interest in changing heritage panorama. The contribution of the present work wishes to consolidate the results gathered in the first phases of the TT, providing the design community of academics and practitioners with a theoretical contribution about digital changes and challenges of heritage and museums based on a design perspective

    Individuality and the collective in AI agents: Explorations of shared consciousness and digital homunculi in the metaverse for cultural heritage

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    The confluence of extended reality (XR) technologies, including augmented and virtual reality, with large language models (LLM) marks a significant advancement in the field of digital humanities, opening uncharted avenues for the representation of cultural heritage within the burgeoning metaverse. This paper undertakes an examination of the potentialities and intricacies of such a convergence, focusing particularly on the creation of digital homunculi or changelings. These virtual beings, remarkable for their sentience and individuality, are also part of a collective consciousness, a notion explored through a thematic comparison in science fiction with the Borg and the Changelings in the Star Trek universe. Such a comparison offers a metaphorical framework for discussing complex phenomena such as shared consciousness and individuality, illuminating their bearing on perceptions of self and awareness. Further, the paper considers the ethical implications of these concepts, including potential loss of individuality and the challenges inherent to accurate representation of historical figures and cultures. The latter necessitates collaboration with cultural experts, underscoring the intersectionality of technological innovation and cultural sensitivity. Ultimately, this chapter contributes to a deeper understanding of the technical aspects of integrating large language models with immersive technologies and situates these developments within a nuanced cultural and ethical discourse. By offering a comprehensive overview and proposing clear recommendations, the paper lays the groundwork for future research and development in the application of these technologies within the unique context of cultural heritage representation in the metaverse
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