Please use this identifier to cite or link to this item: http://localhost/handle/Hannan/2729
Full metadata record
DC FieldValueLanguage
dc.contributor.authorVermeeren, Arnold. ; editor. ;en_US
dc.contributor.authorCalvi, Licia. ; editor. ;en_US
dc.contributor.authorSabiescu, Amalia. ; editor. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:40:17Z-
dc.date.available2020-05-17T08:40:17Z-
dc.date.issued2018en_US
dc.identifier.isbn9783319585505 ; 978-3-319-58550-5 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/2729-
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionPrinted edition: ; 9783319585499 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description005.437 ; 23 ;en_US
dc.descriptionen_US
dc.description4.019 ; 23 ;en_US
dc.descriptionQA76.9.H85 ;en_US
dc.descriptionen_US
dc.description42 ;en_US
dc.description.abstractThis state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences ee including participatory exhibits, crowd sourcing and crowd mining ee that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums. ;en_US
dc.description.statementofresponsibilityedited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu.en_US
dc.description.tableofcontentsForeword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.-eBrainChain App: A Fully Crowdsourced Design Process For Museums.-eFostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.-ePART 3. OPPORTUNITIES THROUGH TECHNOLOGY.-eAugmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.-eMobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.-e Using Mobile Technologies to Capture the Visitor Experience.-eA Critical Reflection on Three Paradigms in Museum Technology and Experience Design.-ePART 4. MUSEUMS AS PART OF AN ECOSYSTEM.-eBecoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.-eDesigning Trajectories of Experiences: in Museums, around Museums or Including Museums.-eThe Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum. ;en_US
dc.format.extentXIII, 345 p. 86 illus., 77 illus. in color. ; online resource. ;en_US
dc.publisherSpringer International Publishing :en_US
dc.publisherImprint: Springer,en_US
dc.relation.ispartofseriesSpringer Series on Cultural Computing, ; 2195-9056 ;en_US
dc.relation.ispartofseriesSpringer Series on Cultural Computing, ; 2195-9056 ;en_US
dc.relation.haspart9783319585505.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectCultural heritage. ;en_US
dc.subjectUser interfaces and Computer Systemsen_US
dc.subjectApplication Softwareen_US
dc.subjectGraphic design. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectUser Interfaces and Human Computer Interactionen_US
dc.subjectInteraction Design. ;en_US
dc.subjectCultural Heritage. ;en_US
dc.subjectComputer Appen_US
dc.titleMuseum Experience Designen_US
dc.title.alternativeCrowds, Ecosystems and Novel Technologies /en_US
dc.typeBooken_US
dc.publisher.placeCham :en_US
dc.classification.lcQA76.9.U83 ;en_US
Appears in Collections:مهندسی فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783319585505.pdf8.21 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorVermeeren, Arnold. ; editor. ;en_US
dc.contributor.authorCalvi, Licia. ; editor. ;en_US
dc.contributor.authorSabiescu, Amalia. ; editor. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:40:17Z-
dc.date.available2020-05-17T08:40:17Z-
dc.date.issued2018en_US
dc.identifier.isbn9783319585505 ; 978-3-319-58550-5 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/2729-
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionPrinted edition: ; 9783319585499 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description005.437 ; 23 ;en_US
dc.descriptionen_US
dc.description4.019 ; 23 ;en_US
dc.descriptionQA76.9.H85 ;en_US
dc.descriptionen_US
dc.description42 ;en_US
dc.description.abstractThis state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences ee including participatory exhibits, crowd sourcing and crowd mining ee that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums. ;en_US
dc.description.statementofresponsibilityedited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu.en_US
dc.description.tableofcontentsForeword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.-eBrainChain App: A Fully Crowdsourced Design Process For Museums.-eFostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.-ePART 3. OPPORTUNITIES THROUGH TECHNOLOGY.-eAugmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.-eMobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.-e Using Mobile Technologies to Capture the Visitor Experience.-eA Critical Reflection on Three Paradigms in Museum Technology and Experience Design.-ePART 4. MUSEUMS AS PART OF AN ECOSYSTEM.-eBecoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.-eDesigning Trajectories of Experiences: in Museums, around Museums or Including Museums.-eThe Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum. ;en_US
dc.format.extentXIII, 345 p. 86 illus., 77 illus. in color. ; online resource. ;en_US
dc.publisherSpringer International Publishing :en_US
dc.publisherImprint: Springer,en_US
dc.relation.ispartofseriesSpringer Series on Cultural Computing, ; 2195-9056 ;en_US
dc.relation.ispartofseriesSpringer Series on Cultural Computing, ; 2195-9056 ;en_US
dc.relation.haspart9783319585505.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectCultural heritage. ;en_US
dc.subjectUser interfaces and Computer Systemsen_US
dc.subjectApplication Softwareen_US
dc.subjectGraphic design. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectUser Interfaces and Human Computer Interactionen_US
dc.subjectInteraction Design. ;en_US
dc.subjectCultural Heritage. ;en_US
dc.subjectComputer Appen_US
dc.titleMuseum Experience Designen_US
dc.title.alternativeCrowds, Ecosystems and Novel Technologies /en_US
dc.typeBooken_US
dc.publisher.placeCham :en_US
dc.classification.lcQA76.9.U83 ;en_US
Appears in Collections:مهندسی فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783319585505.pdf8.21 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorVermeeren, Arnold. ; editor. ;en_US
dc.contributor.authorCalvi, Licia. ; editor. ;en_US
dc.contributor.authorSabiescu, Amalia. ; editor. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:40:17Z-
dc.date.available2020-05-17T08:40:17Z-
dc.date.issued2018en_US
dc.identifier.isbn9783319585505 ; 978-3-319-58550-5 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/2729-
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionPrinted edition: ; 9783319585499 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description005.437 ; 23 ;en_US
dc.descriptionen_US
dc.description4.019 ; 23 ;en_US
dc.descriptionQA76.9.H85 ;en_US
dc.descriptionen_US
dc.description42 ;en_US
dc.description.abstractThis state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences ee including participatory exhibits, crowd sourcing and crowd mining ee that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums. ;en_US
dc.description.statementofresponsibilityedited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu.en_US
dc.description.tableofcontentsForeword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.-eBrainChain App: A Fully Crowdsourced Design Process For Museums.-eFostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.-ePART 3. OPPORTUNITIES THROUGH TECHNOLOGY.-eAugmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.-eMobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.-e Using Mobile Technologies to Capture the Visitor Experience.-eA Critical Reflection on Three Paradigms in Museum Technology and Experience Design.-ePART 4. MUSEUMS AS PART OF AN ECOSYSTEM.-eBecoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.-eDesigning Trajectories of Experiences: in Museums, around Museums or Including Museums.-eThe Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum. ;en_US
dc.format.extentXIII, 345 p. 86 illus., 77 illus. in color. ; online resource. ;en_US
dc.publisherSpringer International Publishing :en_US
dc.publisherImprint: Springer,en_US
dc.relation.ispartofseriesSpringer Series on Cultural Computing, ; 2195-9056 ;en_US
dc.relation.ispartofseriesSpringer Series on Cultural Computing, ; 2195-9056 ;en_US
dc.relation.haspart9783319585505.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectCultural heritage. ;en_US
dc.subjectUser interfaces and Computer Systemsen_US
dc.subjectApplication Softwareen_US
dc.subjectGraphic design. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectUser Interfaces and Human Computer Interactionen_US
dc.subjectInteraction Design. ;en_US
dc.subjectCultural Heritage. ;en_US
dc.subjectComputer Appen_US
dc.titleMuseum Experience Designen_US
dc.title.alternativeCrowds, Ecosystems and Novel Technologies /en_US
dc.typeBooken_US
dc.publisher.placeCham :en_US
dc.classification.lcQA76.9.U83 ;en_US
Appears in Collections:مهندسی فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783319585505.pdf8.21 MBAdobe PDFThumbnail
Preview File