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2007, Journal of Computing in Higher Education
AI
Pachyderm is an innovative multimedia-authoring tool designed to empower individuals without experience in multimedia creation. Originating from a collaboration between SFMOMA and outside partners, Pachyderm facilitates the development of interactive, rich media content for educational purposes. This paper discusses the evolution of Pachyderm from a proprietary tool into an open-source platform, highlighting its impact on the creation of engaging museum resources and the collaboration among museum, library, and university communities.
Interactive Multimedia Learning Environments, Springer-Verlag Berlin Heidelberg, Conference Proceedings, 1992
This paper briefly describes two multimedia research and development projects with which I’ve been involved over the past six years: Bank Street College’s Palenque Project and Museum Education Consortium’s Interactive Video Project. These projects will be considered together in this paper, because the interactive multimedia prototypes developed for each share a pedagogical bias toward discovery-based learning, as well as a variety of other design characteristics, despite the fact that they were designed with different hardware systems, content areas, target audiences, and learning contexts in mind.
Visual Resources, Vol VII, December 1990, pp. 395 - 400, 1990
Center for Technology in Education, Bank Street College, NY, NY , 1992
This paper briefly describes two interactive multimedia research and development projects, the Palenque Project (1985-1991) at Bank Street College, and the Museum Education Consortium's Interactive Video Project (1988-1991) at the Museum of Modern Art in New York City. It is noted that the designs of both prototypes share experimentation with a pedagogical bias toward discovery-based learning, feature exploratory experiences in multidimensional environments, and contain a variety of similar user interface characteristics which promote information access and manipulation. Each of the projects is described separately. Palenque is"a digital video interactive (DVI) project based on a self-directed exploration of an ancient Maya site and on the perusal of a multimedia database called the Palenque Museum, which was originally designed to provide a discovery-based experience for 8-to 14-year-old children and their families at home. The Museum Consortium's project is an interactive multimedia prototype that was developed as a discovery-based learning experience for testing with adult museum visitors who have a limited knowledge of art history or art. Design features common to the two projects are then discussed, and a brief summary of the design issues that need to be addressed in their development concludes the paper. (ALF)
Bank Street College - Center for Children and Technology, 1992
This paper briefly describes two interactive multimedia research and development projects, the Palenque Project (1985-1991) at Bank Street College, and the Museum Education Consortium's Interactive Video Project (1988-1991) at the Museum of Modern Art in New York City. It is noted that the designs of both prototypes share experimentation with a pedagogical bias toward discovery-based learning, feature exploratory experiences in multidimensional environments, and contain a variety of similar user interface characteristics which promote information access and manipulation. Each of the projects is described separately. Palenque is"a digital video interactive (DVI) project based on a self-directed exploration of an ancient Maya site and on the perusal of a multimedia database called the Palenque Museum, which was originally designed to provide a discovery-based experience for 8-to 14-year-old children and their families at home. The Museum Consortium's project is an interactive multimedia prototype that was developed as a discovery-based learning experience for testing with adult museum visitors who have a limited knowledge of art history or art. Design features common to the two projects are then discussed, and a brief summary of the design issues that need to be addressed in their development concludes the paper. (ALF)
Archives and Museums Informatics International Conference Proceedings, Chapter IV, Hypermedia & Interactivity in Museums, 1991
The design and development of interactive multimedia applications is a complex and challenging process which is still evolving as the hardware, software, creative talent, production services, publishers, and target markets all evolve at the same time. Compared with other media, such as print, film, radio, or TV, interactive multimedia, as a medium that combines many media and makes use of them interactively, Is still relatively new, at best fifteen years old. The design and development process is far from standardized, although effective design formats and templates have begun to emerge in certain sectors, such as for corporate and military training materials and for children's videogames. Technical advances continue at such a rapid rate that even experienced designers have been kept on a steep learning curve for over a decade. Many design issues regarding how best to use interactive multimedia, why, when, for whom, and where are still being explored. The project described in this paper is an example of a research and development effort that has attempted to address some of these questions in the context of museum education.
2000
The most ubiquitous of contemporary interactive multimedia (IMM), the Internet, is making steady progress as an interpretive tool within museums.However, its major impact is being felt beyond museum walls. As an outreach agent, the Internet has captivated many museums and particularly their educators. As a communication medium, the Internet allows museum educators to enter the homes and schools of students without their ever needing to visit the museum. Some museum education products try to simulate the spatial and social experience of visiting a museum. However, this approach is just one of many resource "types" educators have deployed as they grapple with the promise and reality of on-line education. This paper explores why and how museums are using the Internet for education outreach, as well as the diversity of emerging on-line education expressions. It also reviews current research into the unique interface, navigation and content preferences of various learners and discusses best practice teaching and learning strategies to help museum educators develop more effective on-line educational resources. (Author/AEF) Reproductions supplied by EDRS are the best that can be made from the original document.
Proceedings of the third …, 1998
Multimedia information access on the Internet creates a new paradigm for museum information and education service that complements conventional school programs.
Visual Resources - Electronic Visual Imaging in the Museum, Vol. VII, No. 4, p. 395 - 400, 1991
The Museum Education Consortium (MEC) was established in 1987 by the Education Department Directors of seven art museums which included: the Art Institute of Chicago, the Boston Museum of Fine Arts, the Brooklyn Museum, the Metropolitan Museum of Art in New York City, the Museum of Modern Art in New York City, the National Gallery of Art in Washington, D.C., and the Philadelphia Museum of Art. A major goal of the Consortium was to explore the evolving nature of museum education and the role that technology might play in the future. Toward this end, the Interactive Video Project of the MEC was started as a research and development effort coordinated through the Museum of Modern Art in New York. Funding was provided by the Pew Charitable Trust, the Getty Grant Program and the ANdy Warhol Foundation for the Visual Arts.
PsychNology …, 2007
This paper discusses key factors contributing to the "success" of interactive multimedia development tools in non ICT professional contexts. We define "success" in terms of acceptability and large scale usage by entities and institutions who may need to build interactive multimedia artifacts but do not have technical competences "in-house" and must cope with very limited financial resources. Schools or museums, for example, may want to exploit interactive multimedia for communication or educational purposes, but are bound to many resource-related constraints. In this perspective, we argue that simplicity, low-cost, and ultra short "time-to-market" are key requirements for interactive multimedia development tools to be accepted and widely adopted by non ICT professionals. To support his claim, we illustrate an exemplary tool that meets these requirements and was developed at our lab within the Policultura Project. The tool was successfully used by cultural heritage experts in Italian small museums and by over 1300 students of 55 schools in Italy, and brought important educational and social benefits to all stakeholders involved.
2013
A Museum of Natural Heritage is quite different from a traditional Cultural Heritage museum. In fact, most part of the contents of such kind of Museum are in a natural environment unlike the traditional museum that exhibits the contents present in their building. This kind of museum, managed by Universities, is also devoted to a larger non-expert public and to University students and researchers, therefore it requires different ways of communication. This requirement associated to the need to present the museum goals and activity, when it is still under construction, has driven us to develop an intermediate application (waiting for developing the final hypermedia application when the museum building will be finished) using a tool, named LEZI, usually adopted to develop interactive lectures, that requires minimal computer expertise in order to develop, quickly, educational multimedia applications based on interactive videos and e-documents.
Computers & Education, 2010
In this paper we report on the successes and challenges of using the online authoring tool 'Evolution' to underpin a creative project linking museums and schools. The MuseumScouts project itself is EU Comenius 2.1 funded and involves teachers, teacher educators, museum staff, students and researchers from five European countries: Germany (Berlin and Munich), Lithuania (Vilnius), Portugal (Porto), Austria (Linz), and the UK (Bristol and London).
“Digital Heritage in the New Knowledge Environment: Shared spaces & open paths to cultural content, 2008
ACM SIGGRAPH 99 Conference abstracts and …, 1999
Museum Management and Curatorship, 1998
Electronic Workshops in Computing
Museums have used computers to develop exhibition interactives and games over the years. This paper provides early case study examples and historical context. During the 1980s, computer-based displays in museum exhibitions were largely standalone. In the 1990s, the availability of the web allowed networked interactivity. In the 2000s, access via smartphones became increasingly widespread, enabling mobile access from personal devices. As well as the early examples, the paper provides an overview of more recent developments. Online gaming, including serious games with the purpose of not just entertainment, but educational and cultural, has increased in prevalence. Preservation and access to these digital resources have their own unique issues, and these are reflected in the paper, especially for early examples.
ICOM Education 23, 2012
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