9,101 research outputs found
Cooperation of a museum institution and students in creating virtual exhibitions using the MOVIO tool
MOVIO is one of the creative tools from AthenaPlus network. Its purpose is to facilitate the creation of virtual exhibitions. MOVIO is very similar to other content management systems (CMS) but it focuses more on creating interactive multimedia page contents, such as digital photo galleries and exhibitions, games, interactive timelines, and digital storytellers. MOVIO tool provides and also shows how its different options can be easily and efficiently used by users who do not have any specific IT knowledge such as advanced programming or web design techniques, to create and show different types of virtual exhibitions. Virtual exhibition âFor Better or Worse⊠/ Wedding Fashion from 1865 till Presentâ is a virtual extension of a physical exhibition held in the Museum of Arts and Crafts in Zagreb. Virtual exhibition catalogue was developed using the Timeline tool as a page type which proved to be very effective in presenting the exhibition conceptualized chronologically. The Timeline allows easy browsing through virtual objects within the timeframe we have previously determined. The other virtual exhibition, âHerman BollĂ© â Builder of the Croatian Capitalâ is also a virtual extension of the real exhibition held in the Museum of Arts and Crafts. Using the MOVIO tool and information from the catalogue of the real exhibition, the virtual exhibition was made making the most MOVIO options. The FFZG team used the following page types Home Page, Page, Google Map, Storyteller and Timeline. Furthermore, Bolleâs virtual exhibition has a unique content as compared to other exhibitions. It is an interactive game (among few simple puzzle and memory games) made in the Unity game engine which allows players to try to place many of BollĂ©âs architecture designs and buildings on the appropriate location on the map. Tools like MOVIO show that technology has evolved and has become simplified for end users so that they can easily create virtual exhibitions production of which was complex or costly several years ago
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 ârealâ 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
MOVIO: A Toolkit for Creating Curated Digital Exhibitions
AbstractIn 2011, the Italian Ministry for Cultural Heritage and Tourism (MiBACT) published a guideline reference book analysing the state of the art and best practices of digital exhibitions made available on-line and offered a handbook successfully translated in English and even in Arabic. To satisfy the needs expressed by museum curators (but not limiting to them) GruppoMeta has implemented the MOVIO platform under the coordination of ICCU: MOVIO is a semantic CMS which provides tools to support the development of virtual/digital exhibitions, touristic and didactic applications. MOVIO supports the creation of a media archive and ânon-scaringâ ontology builder for a storytelling approach and it allows cultural content publishing (it includes the creation of visit paths, up to mapping, time-line, galleries and social tools). The MOVIO open source SCMS platform is an easy and ready to use toolkit to build online and mobile virtual/digital exhibitions and narrations. It has begun to be experimented by several Italian institutions and several European partners from the AthenaPlus consortium
Towards business model and technical platform for the service oriented context-aware mobile virtual communities
The focus of existing virtual communities is centered on a particular product or social interaction and the role of mobile devices is restricted to exchange a limited amount of contents. Herewith we envisage that the upcoming virtual communities will exploit the potential of social interaction and context information to offer personalized services to its members and mobile devices will play a significant role in this process. As a step towards this direction, in this paper we propose a business model for the mobile virtual communities in which the mobile device takes on the role of a content producer and content consumer. Though there are a number of research issues which need to be addressed to realize such virtual communities, in this paper we focus on the service requirements, architecture and open source software implementation of a technical platform for the content producer and consumer mobile devices
PDP4XL2: Personal Development Planning for Cross-Institutional Lifelong Learning. Final Report.
This collaborative project PDP4XL2 built on the strengths and successful outcomes of PDP4Life and took as its principal focus the use of personal development planning and e-portfolios to develop and sustain favourable learner attitudes towards lifelong learning and to understand the role that technology plays in supporting that process. Project objectives included identifying student and employer attitudes to and usage of PDP and e-portfolios in the creative industries and health cares. This final report documents the outcomes of the project
Building ArtBots to attract students into STEM learning
There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education programs. We believe that by inclusion of art in these programs, educational activities might become more attractive to a broader audience. In this work we present an example of such an educational activity: an international robotics and art week for secondary school students. This educational activity builds up on the project-based and inquiry learning framework. This article is intended as a brief manual to help others organise such an activity. It also gives insights in how we led a highly heterogeneous group of students into learning STEM and becoming science and technology ambassadors for their peers
Crystal ball, virtual gallery C reation system for immersive environments
This paper presents a concept and a tool suite for authoring, configuring, organizing and displaying 3D virtual galleries, depicting multimedia content, like art, picture, movie or any other kind of media, which are appropriate for large-scale immersive virtual environments such as the CAVEâą. A comparison was established by the authors with standard PC environments while experimenting virtual environments produced by Crystal Ball, showing the superior experience obtained by an installation of the type of CAVEâą that is in operation at Lousal, south of Portugal.info:eu-repo/semantics/publishedVersio
A Design Science Approach to Virtual World Implementation of Trade Fairs
Virtual world technology platforms, which allow users from distant places to congregate virtually for entertainment or other purposes, are growing into useful tools for businesses and consumers. Besides other applications, the concept of same-time, different-place gatherings can also be used to organize virtual trade fairs that are complements or extensions of physical tradeshows. This paper describes a design-science approach to the development of a virtual world technolo-gy platform specifically aimed at creating virtual tradeshow events that bring show attendees and exhibitors together. After describing the design and development of the virtual world tech-nology platform and some of its applications, we report its implementation in a career fair setting organized to facilitate interaction between would-be employers and students at a university.. We also conducted a preliminary evaluation of the effectiveness and efficiency of this virtual event by surveying employers and attendees. Although the event effectiveness is rated aver-age, this exploratory analysis reveals that the virtual events are quite efficient in terms of use of resources. The overall effort to develop the virtual events is minimal as compared to the number of additional attendees that can participate in the event, reducing the cost per new lead gener-ated. As the technology evolves further to enhance richness of the interactions, these virtual events will become major applications of virtual worlds.
Available at: https://aisel.aisnet.org/pajais/vol4/iss2/4
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