7 research outputs found

    Perancangan Konsep Museum Virtual Universitas Kristen Maranatha

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    Maranatha Christian University Museum was officially established on October 16, 2015, to coincide with the 50th Anniversary of Maranatha Christian University. The museum, named "Museum Maranatha," presents a collection of historical objects related to the journey of Maranatha Christian University since its establishment in 1965. However, the Maranatha Museum still has obstacles in the form of limited visitor access, especially during the Covid-19 pandemic. On the other hand, information technology and media, proliferating at this time, can be used as a solution to the limited access of visitors to public spaces. The background of this research is an effort to present new virtual spaces so that access is not limited so that the purpose the importance of the historical aspects of the founding of Maranatha Christian University can be more widely known by the public, especially within the scope of Maranatha Christian University. The method used in this research is descriptive qualitative using purposive sampling and snowballing approach with relatively narrow inclusion criteria and is interested in the museum and its development. The collection and processing of data from respondents who were distributed exclusively to the Maranatha Christian University were considered when designing the virtual museum concept of Maranatha Christian University.   Keywords: Maranatha Museum, Maranatha Christian University, Virtual MuseumMuseum Universitas Kristen Maranatha telah resmi berdiri pada 16 Oktober 2015, bertepatan dengan nuansa Dies Natalis ke-50 Universitas Kristen Maranatha. Museum yang diberi nama “Museum Maranatha” menghadirkan koleksi benda-benda bersejarah berkaitan dengan perjalanan Universitas Kristen Maranatha sejak berdiri pada tahun 1965. Namun, Museum Maranatha masih memiliki kendala berupa terbatasnya akses pengunjung, terutama pada masa pandemi Covid-19. Di sisi lain, teknologi informasi serta media yang berkembang pesat pada saat ini dapat dimanfaatkan sebagai solusi atas terbatasnya akses pengunjung pada ruang publik. Hal ini yang kemudian melatarbelakangi penelitian ini sebagai upaya untuk menghadirkan ruang-ruang baru berwujud virtual, sehingga akses menjadi tidak terbatas sehingga tujuan penyebaran informasi dan edukasi mengenai pentingnya aspek sejarah berdirinya Universitas Kristen Maranatha dapat lebih luas diketahui oleh publik, khususnya dalam lingkup Universitas Kristen Maranatha. Metode yang digunakan adalah deskriptif kualitatif dengan menggunakan pendekatan purposive sampling dan snowballing dengan kriteria inklusi yang cukup terbatas dan memiliki ketertarikan terhadap museum maupun perkembangannya. Pengumpulan dan pengolahan data dari responden yang disebar secara ekslusif pada lingkup Universitas kristen Maranatha tersebut dijadikan bahan pertimbangan dalam proses perancangan konsep museum virtual Universitas Kristen Maranatha.   Kata Kunci: Museum Maranatha, Museum Virtual, Universitas Kristen Maranath

    A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?

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    Gamification has become an important tool in many organizations and fields of study. Despite the growing body of work, there are still many open paths for new research. This paper aims look at the uses of Gamification in the field of Cultural Heritage, to take account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on Gamification in Cultural Heritage. While other endeavors have been conducted by other authors to map out the field, the scope of this study aimed to be much broader. The goal was to understand who the main actors with publications in the field are, as well as for what purposes and to what forms of Heritage is gamification being applied to. The findings indicate that European institutions are the main publishers of research on Gamification in Heritage, with the field still being dotted with incidental, one-time, studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification, the field is largely dominated by GLAM institutions and groupings of mutually diverse Cultural Heritage assets, such as in tourist destinations. This paper also argues for more substantial networks and collaborative work between researchers.info:eu-repo/semantics/publishedVersio

    Enabling Human Centric Smart Campuses via Edge Computing and Connected Objects

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    Early definitions of Smart Building focused almost entirely on the technology aspect and did not suggest user interaction at all. Indeed, today we would attribute it more to the concept of the automated building. In this sense, control of comfort conditions inside buildings is a problem that is being well investigated, since it has a direct effect on users’ productivity and an indirect effect on energy saving. Therefore, from the users’ perspective, a typical environment can be considered comfortable, if it’s capable of providing adequate thermal comfort, visual comfort and indoor air quality conditions and acoustic comfort. In the last years, the scientific community has dealt with many challenges, especially from a technological point of view. For instance, smart sensing devices, the internet, and communication technologies have enabled a new paradigm called Edge computing that brings computation and data storage closer to the location where it is needed, to improve response times and save bandwidth. This has allowed us to improve services, sustainability and decision making. Many solutions have been implemented such as smart classrooms, controlling the thermal condition of the building, monitoring HVAC data for energy-efficient of the campus and so forth. Though these projects provide to the realization of smart campus, a framework for smart campus is yet to be determined. These new technologies have also introduced new research challenges: within this thesis work, some of the principal open challenges will be faced, proposing a new conceptual framework, technologies and tools to move forward the actual implementation of smart campuses. Keeping in mind, several problems known in the literature have been investigated: the occupancy detection, noise monitoring for acoustic comfort, context awareness inside the building, wayfinding indoor, strategic deployment for air quality and books preserving

    Gamifying cultural experiences across the urban environment

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    New media and devices are offering huge possibilities for the enhancement and the enrichment of heritage experiences, improving the users\u2019 involvement. In particular, tourists equipped with their mobile devices are invading cultural attractions, sharing pictures and comments (together with hashtags and geo-localized positions) on social networks. These represent an unofficial source of data, which can be integrated with the official ones provided by GLAM (Galleries, Libraries, Archives, and Museums) and cultural heritage institutions, enriching them. At the same time, travel planners and mobile applications related to cultural heritage can play an interesting role in the development of smart cities, when they are integrated each other, engaging the user in touristic and entertainment activities, letting him/her be a source of cultural resources. This work focuses on equipping users (citizens and tourists) with a system providing support in computing personalized urban paths across cultural heritage places (monuments, palaces, museums, and other points of interest (POIs) related to cultural heritage in the urban environment) and in sharing multimedia resources about POIs, by exploiting gamification elements with the aim of engaging citizens and tourists. A mobile application prototype has been implemented, showing the feasibility of the proposed approach and exploiting crowdsourcing activities as a source of information for cultural places and works of art
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