64,527 research outputs found
Design of Digital Museum System Based on Optimized Virtual Reality Technology
Although China's cultural characteristics were diverse, its museum supply is limited. Traditional institutions would be unable to meet the people's needs for culture dissemination, historic preservation, cultural exchange, and science and research in history's era of the internet. By utilizing VR Technology in the field of furniture decorating, a new viewpoint and method for the development of a virtual museum are unveiled. Using optimum VR Technology in museum exhibition design based on the ideas of architecture, atmospheric art, light settings, coloring style, and ecological design, humans may be presented with natural and cultural heritages. The advancement of completely separate HTML text languages, QuickTime Virtual Reality innovation, Interactive Virtual Model-based Linguistic, three-dimensional (3D) applications, and data interaction systems for the exhibition has done result from an inquiry into virtual reality's history, definition, application, and present state. Ultimately, the planned work's effectiveness is analyzed and compared to other related projects to maximize its efficacy. Using the Origins software, the results of this study are shown
Virtual Museum: Shchusev State Museum of Architecture
Review: The Virtual Shchusev State Museum of Architecture website is a free digital annex of the Russian State Museum of Architecture, named after Alexey Shchusev, designer of Lenin’s Mausoleum in 1930 and one of Russia’s most well-known 20th century architects
Architectural approaches to build the Museum of the Person
The Museum of the Person (Museu da Pessoa, MP) is a virtual museum aimed at exhibiting life stories of common people. Its assets are composed of several interviews involving people whose stories we want to perpetuate. So the museum holds an heterogeneous collection of XML (eXtensible Markup Language) documents that constitute the working repository. The main idea is to extract automatically the information included in the repository in order to build the web pages that realize the museum's exhibition rooms. This project started by creating a specific ontology (OntoMP) for the knowledge repository of MP. That ontology is intended to allow a conceptual navigation over the available information. We will adopt the standard for museum ontologies CIDOC-CRM (CIDOC Conceptual Reference Model) refined with FOAF to represent OntoMP. The objective of this paper is to discuss different architectural approaches to build a system that will create the virtual rooms from the XML repository to enable visitors to lookup individual life stories and also intercross information among them. The first architecture is based on a TripleStore and uses SPARQL (SPARQL Protocol and RDF Query Language) technology to extract the information, while the second proposal is based on a Relational Database and uses CaVa Generator to query the repository and build the exhibition spaces.info:eu-repo/semantics/publishedVersio
On Display
The focal point of this essay is the turn from the display of objects to the display of environments, a change that blurs the line between the body and the display, and arguably absorbs the subject into the object. This turn is enabled by the digital age, as well as ‘the experience economy’, and is manifested in the rise of immersive display systems. The Selfie Museum epitomizes this cultural shift. In the Selfie Museum, subject and object aren’t the sole dichotomies that are conflated; physical space combines with the virtual image; the still moment merges in the temporal experience; and two-dimensional projections are overlaid onto three-dimensional structures. As a result, architects become ‘experience designers’, virtual reality is a mode of design practice, and an ‘instagrammable’ moment is a project deliverable. In this essay I simultaneously acknowledge these changes and critique them. At the same time, I offer the combination of apparent oppositions as a potential new set of tools that can help rethink aspects of the architecture discipline and profession. By studying the Selfie Museum as both an architectural typology and a socio-political entity, I challenge the traditional museum as an institution, classic body image perceptions, and the common concept of a tourist destination
Invasion of the body snatchers: architecture and virtual space
Architecture, in one sense, has become part of the media: it has an aspect which is symbolic and semiotic, which is as ‘real’ in photography, film, television, advertising, computer games and literature as it is in our experience of landscapes, buildings and machines. But, I shall argue that the media, in one sense, have also become part of architecture, they have an aspect which we perceive as continuous with Cartesian space, and through this pseudo-physical presence they help shape and programme the space of habitation
Re use: archaeology and storytelling
Attempts to describe and characterise the re use of existing buildings in recent interior architectural theory have often centred on the language and syntax associated with literary arts. Remodelling and interior interventions are often described in terms of translation, interpretation, poetry, essay and narrative. This is not without substance and indeed it is not only the act that is described in such terms but the very thing itself. The intervention or remodelled architectural form is an essay on and narration of the existing building. It translates and interoperates a previous history and story manifest within the fabric of the existing building and act as its biographer. This act of storytelling is predetermined by the excavation of the story. As a precursor to the narration, the designer translates and adopts the behaviour of the archaeologist. It is a process of careful and predetermined removal and discovery that allows the depiction of previous lives, events and culture to become part of the present. The intervention as a mechanism for re use is a biographic interpretation of the previous and an auto biographic narration of the present. It is this ability to be both representational of the past and the present that establishes the significance of the intervention as a key contributor to place within this persistent context. This paper aims to contribution to current discourse in relation to the validity and authenticity of the built interior and the re use of the existing
Traditional museums, virtual museums. Dissemination role of ICTs.
Molti spazi della cultura, che si configurano come musei di sé stessi, presentano al loro interno pochi reperti esposti. È il caso di musei in edifici o aree archeologiche di seconda fascia, dai quali la maggior parte dei reperti è stata spostata in musei di importanza superiore o dove i reperti sono stati rimossi per diverse esigenze organizzative/espositive. In queste situazioni le ICT permettono di sviluppare un efficace sistema di comunicazione e disseminazione, coinvolgendo i visitatori e gli studiosi mediante l’utilizzo di procedure collegate all’Edutainment, all’interactive ed immersive experience, ai serious games e alla gamification.
Come caso studio sono presi il Museo delle Mura, come museo in un edificio, e la Villa di Massenzio, come area archeologica, entrambi collocati sulla Via Appia Antica a Roma.
Le esigenze della Sovrintendenza sono di valorizzare e divulgare:
- la presenza del Museo, collocato in una delle numerose porte romane ancora ben conservate e site nel giro delle Mura Aureliane;
- la storia della porta e del breve tratto di mura ad essa connesse;
- la storia e l’articolazione delle mura di Roma.
Per la Villa di Massenzio l’obiettivo principale è far comprendere la storia e la funzione delle due strutture (il circo ed il Mausoleo di Romolo), oggi visibili e visitabili, garantendo una maggiore comprensione di un’area di circa 4 ettari, in cui i visitatori oggi possono beneficiare solo di alcuni pannelli informativi.Many cultural spaces, which have been transformed into museums contain very few exhibits. In particular, museums in buildings or second-tier archaeological areas, where most of
the finds have been moved to museums of major importance or exhibits that have been removed for different organizational/exhibition needs. In these situations, the use of ICT affords the possibility to incorporate effective communication and dissemination systems. As a result, it involves visitors and scholars within the exhibit using procedures related to edutainment, interactive and immersive experiences, serious games and gamification.
As a case study are taken the Museum of the Walls, as a museum in building, and the archaeological area of the Maxentius archaeological complex, as an open-air museum,
both located on the Ancient Appia road. In the Museum of the Walls Superintendent's requirements are to enhance and disseminate:
- the presence of the Museum, located in one of the many well-preserved Roman city gates located in the Aurelian Walls;
- the history of the city gate and of the short section of walls connected to it;
- the history and articulation of the walls of Rome.
In the Maxentius archaeological the main goal is to make understand the history and the function of the two main structures (the circus and a Mausoleum of Romulus), which are visible and open to visitors, ensuring a greater understanding of an area with the size of about 4 hectares, where visitors today can only benefit information from some panels
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Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment
The main purpose of this mixed methods research was to explore and analyze visitors’ overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared this knowledge acquired between a virtual museum versus a real one, employing a series of questionnaires, unobtrusive observations, surveys, personal and group interviews related to the exhibition and the artist. A group of twenty-seven undergraduate students in their first semester at the College of Architecture and Design of the Autonomous University of the State of Mexico participated in the research, and were divided in two groups, one of which used a 3D virtual representation previous to the museum visit. Results show that participants who experienced the virtual museum concurred that using it was a positive experience that prepared them to go to the real museum because they knew already what they were going to find. Most of the participants who experienced the virtual museum exhibited an increased activity during their museum visit, either agreeing, being more participative, concurring and showing acceptance, asking questions, or even giving their opinion and analysis, disagreeing with the guide and showing passive rejection. Also participants from this group showed an increase on their correct answers to the knowledge acquisition questionnaires, going from 27% answers responded correctly in the pre-test, to 67% of correct answers after the virtual museum usage. The research attempted to show that experiencing a virtual museum can be similar to the experience in physical museum visits, not only engaging participants to go to the museum, but sometimes even offering a more functional way to deliver content. Results of this research evidence that using a virtual museum creates a positive impact in users before, during, and after the museum visit, and that it can be a good alternative, not only for educational, but for promotional and recreational and purposes
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