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A survey with 94 science museums in the United States was conducted to examine how science museums in the United States have utilized advanced technologies (e.g., mobile phone interactive programs). This study explores the use of mobile phones to enrich the visitor experience in 94 science museums in the United States. Most museums were not using mobile phones, and for the minority that were, their decision to adopt the technology was primarily visitordriven: the most popular exhibits, extra exhibit content, and visitor recommendations. These museums were not significantly influenced by peer institutions with similar programs, indicating that they were responding less to industry best practices, and more to visitors' needs. Museums made a clear distinction between hands-on exhibits and mobile phone interactivity. Museums not using mobile technology were emphatic about maintaining the hands-on nature of their exhibits, and saw mobile phones as a distraction from these exhibits, and as a passive medium that reduced the visitor's ability to interact with exhibits. This study revealed that mobile phone technology in U.S. science museums is still an emerging trend, but there was great interest in using this technology in the near future.
2010
Museums are the mechanism through which we research, interpret and present our insights into the natural and cultural worlds. They represent our belief systems concerning cultural inter-relationships, our relationship with the environment and of our place in the Universe. They are windows on the "dream-time " of humanity. Wireless technology is becoming a part of the museum experience. In an effort to bring art and science to life for a new generation of technically sophisticated patrons, an increasing number of museums are experimenting with advanced mobile technologies to make museum going more interactive, more educational — and more fun. An ideal electronic guide to a museum is one that you take at the entrance, put in your pocket and forget you have. It should fully support a free, natural visit providing the most appropriate information at the right time and place. The only activity required of visitors is to enjoy the exhibition: the interaction is with the (augment...
In order to be up-to-date and give visitors a memorable and unique experience, museums are including usage of digital technologies in their exhibitions. Even though museums in Serbia are very important part of tourism offer, they still have traditional settings that are poorly interpreted. The majority of them have a scientific and historical review which is unattractive for various target groups of visitors and for museums it’s important to continually try out new ways in interpretation of their settings. Because technology continues to rapidly change the way we communicate, cultural institutions should adapt to new ways of communication with their visitors. This paper examines mobile technologies that can be used in museums to give visitors a different experience and transfer the knowledge innovatively. In that way it will be presented the modern concept of presentation of museum exhibitions, focusing on usage of mobile devices through mobile applications and QR codes. The paper provides the broad understanding of usage mobile technologies in museum exhibitions with its advantages and limitations. The research results can help the museums management to improve interpretation and communication with visitors and enrich the visitor experience.
2007
In this article we discuss potential scenarios of use for mobile media in museums and the challenges they pose. We examine how the characteristics of mobile technology suit the specific characteristics of a museum setting. Based on these considerations different ways to support visitors with mobile devices are put forward: attentional focus and guidance; satisfaction of situational interest; information adaptation
Rethinking Technology in Museums 2011. Emerging experiences, 2011
Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens up new channels of communication between the cultural institution and the user, which extent to his or her personal space and go beyond the boundaries of the museum's walls. The paper presents a survey carried out of mobile apps designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the permanent collections or to temporary exhibitions), the layering of content,and the type of user interaction and involvement they support.
Advances in Archaeological Practice, 2020
The introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-today living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.
For nearly a decade, I was a producer and senior producer of documentary films for National Geographic's weekly television programs Explorer and Ultimate Explorer. As cable television became increasingly ratings-driven and overrun by reality shows, I began to look for fulfillment elsewhere. Television production offered the high stimulus of a speedboat skimming the water's surface, but I craved the rich satisfaction of deep-sea diving. Five years ago, I jumped off the speedboat. In 2004, I founded Blue Bear Films, a development, design, and production company specializing in media for museums and traveling exhibitions. (See Case Studies.) The delight of being immersed in a world of extraordinary cultural content is incomparable. From the beginning, however, I've encountered creative challenges not unlike that of erstwhile television: how to educate in engaging and meaningful ways, and how to create a balance of education and entertainment. This paper was inspired by the ongoing discussions I've had with curators and the museum community about how to use new media technology to enhance, interpret, and contextualize rather than dumb down. The Medium is the Museum We are at the beginning of a paradigm shift — driven by today's digital media technologies — that is significantly changing the tools we use to represent, interpret, and access history and culture. Pioneering innovations have the potential to further our understanding of modern and ancient cultures in significant new ways. But they can also misinform and obscure. The issue is no longer whether to use media to enhance museum exhibitions , but how to use it. The rapid expansion of accessible and affordable media technology, combined with near universal access to the Internet in the U.S, is fundamentally altering the museum experience. As of March 31, 2009, the Pew Internet and American Life Project found that 87 percent of youth ages 12–17 use the Internet; of these, 75 percent use instant mes-saging and 48 percent of those IM every day. 1 In the museum, displays of isolated arti-facts, identified by diminutive object labels and accompanied by a solitary film in a small annex gallery, are rapidly disappearing. Museums can no longer be defined simply as " a building or place where works of art, scientific specimens, or other objects of permanent
Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct, 2016
A comparative evaluation of smart replicas, phone app and smart cards looked at the personal preferences of visitors and the appeal of mobiles in museum exhibitions. As part of an exhibition evaluation, 76 participants used all three interactions modes and gave their opinions in a questionnaire. The result shows that Phone and Replica are equally liked but the Phone is the most disliked interaction mode. Preference for the phone is due to its mobility as opposed to a listen in place interaction; but the phone takes the attention away from the exhibition and isolates from the group. Visitors expect museums to provide the phones as opposed to apps for "bring your own".
Computers & …, 2009
This paper presents a description and evaluation of Myartspace, a service on mobile phones for inquiry-led learning that allows students to gather information during a school field trip which is automatically sent to a website where they can view, share and present it, back in the classroom or at home. The evaluation focused on three levels: a micro level, concerned with issues of usability; a meso level, which examined educational effectiveness in terms of learning breakthroughs and breakdowns; and a macro level, which looked at the impact of the new technology on school museum visits practice. Issues of implementing mobile learning across school and museum settings are identified and cross-level influences are discussed. The study showed that the service was effective in enabling students to gather information in a museum and this provided resources for effective construction and reflection in the classroom. Minor usability problems did not detract from the learning, however there are significant issues concerning how to structure the visit and on the viability of Myartspace as a regular service.
Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities, 2018
Museums offer opportunities to observe and interact with exhibits, alongside learning about different cultures. Technologies have been developed in order to augment the visitor's experience during their museum visit, and how to make these technologies accessible is also an active and complementary field of research. In this work however, we find that there is a gap when discussing accessible technology for the African museum. We conducted a formative assessment, which incorporates previous work, and augmented it by sampling user reviews on Google Maps of 102 African museums, in order to probe the question of relevance and scalability in the applicability of previous approaches to the African museum. From this, we highlight opportunities to be found in the intersection of the two domains: for cultures to better tell their own stories, to reach an expanded audience, and to offer opportunities for research, together with potential tensions and barriers.
PsychNology Journal
Museums are the mechanism through which we research, interpret and present our insights into the natural and cultural worlds. They represent our belief systems concerning cultural inter-relationships, our relationship with the environment and of our place in the Universe. They are windows on the "dream-time" of humanity. Wireless technology is becoming a part of the museum experience. In an effort to bring art and science to life for a new generation of technically sophisticated patrons, an increasing number of museums are experimenting with advanced mobile technologies to make museum going more interactive, more educational -and more fun. An ideal electronic guide to a museum is one that you take at the entrance, put in your pocket and forget you have. It should fully support a free, natural visit providing the most appropriate information at the right time and place. The only activity required of visitors is to enjoy the exhibition: the interaction is with the (augmented) museum, no longer with the guide; the guide analyses the context and composes presentations adapted to the current situation. In this paper we present the results of an experimentation conducted in the Florence's Uffizi Gallery with groups of user using the MOBILearn systems a novel application based on innovative mobile-learning services specifically designed to improve the Museum "experience". The main objective of this paper is to describe the results of qualitative research into the behavior of users during the trial. In particular the paper will present the participants' overall experience, responses and needs; the participants' responses to, and perceptions of, specific system capabilities (including responses relevant to the particular device they used in the trial), pointing to comments and suggestions that may serve to improve the system; and will finally identify "key findings" and provide general observations on how the MOBILearn system can change users' experience of a museum.
Journal of Science Communication, 2021
This paper studies how science centers and museums around the world have used mobile apps with museum guide characteristics and tries to identify the best interface design principles to improve their use as a tool for interaction with the public. For this purpose, we mapped mobile apps from science centers and museums and applied an evaluation tool for each one to identify good practices. This allowed us to produce guidelines for identifying good practices in the development of apps as a way of expanding visitors' experience in these institutions through these devices.
IADIS International Conference Mobile Learning, 2005
PsychNology Journal, 2007
Museums are the mechanism through which we research, interpret and present our insights into the natural and cultural worlds. They represent our belief systems concerning cultural interrelationships , our relationship with the environment and of our place in the Universe. They are windows on the "dream-time" of humanity. Wireless technology is becoming a part of the museum experience. In an effort to bring art and science to life for a new generation of technically sophisticated patrons, an increasing number of museums are experimenting with advanced mobile technologies to make museum going more interactive, more educational-and more fun. An ideal electronic guide to a museum is one that you take at the entrance, put in your pocket and forget you have. It should fully support a free, natural visit providing the most appropriate information at the right time and place. The only activity required of visitors is to enjoy the exhibition: the interaction is with the (augmented) museum, no longer with the guide; the guide analyses the context and composes presentations adapted to the current situation. In this paper we present the results of an experimentation conducted in the Florence's Uffizi Gallery with groups of user using the MOBILearn systems a novel application based on innovative mobile-learning services specifically designed to improve the Museum "experience". The main objective of this paper is to describe the results of qualitative research into the behavior of users during the trial. In particular the paper will present the participants' overall experience, responses and needs; the participants' responses to, and perceptions of, specific system capabilities (including responses relevant to the particular device they used in the trial), pointing to comments and suggestions that may serve to improve the system; and will finally identify "key findings" and provide general observations on how the MOBILearn system can change users' experience of a museum.
… . Interaction Platforms and …, 2007
Many people use a PDA or a smart phone as a daily working tool. These devices allow us to communicate; to organize our life and so on. In this sense, the key question underlying this paper is if this new technology could be used to enrich our experience when we visit museums or other cultural spaces. Museums and art galleries are provided with some electronic guides in order to do more pleasant the visit to the exhibition. It is interesting to know how to use these new devices as a medium to guide and improve the visitors' experience. In this paper we describe a real system deployed in an emblematic museum in Spain, called Cutlery Museum of Albacete. Our approach uses a PDA -offered to visitors-that work jointly with a wireless network to show additional information about old knives, jack-knives and scissors which are showed physically in the museum. The system supports four languages and incorporates special functions for disabled people. The users' satisfaction results collected during the last 18 months demonstrate the validity of our proposal.
Journal of Media Research, vol 7, issue 3 (20) / 2014
Abstract: This paper focuses on the use of mobile technologies and their ability to engage audiences in a new type of exploration that enriches the museum experience. The rapid expansions of media technology, the universal access to the Internet, the continuous online presence in the social media are fundamentally changing the cultural experience. In the entertainment and the new museum era, the issue is no longer whether new media and technologies should be used by cultural institutions (more precisely, in this article, museums), but how they may be used so that they heighten the visitor experience. Therefore, we will explore the new relationship between technology and museums and the ways in which newly emerging technologies such as augmented reality could be used in order to transform the audience’s encounter with culture. Key words: mobile technologies, museum experience, Smartphone apps, augmented reality, Google Glass
dreamconference.dk
In this paper, we present a preliminary analysis of ongoing work that examines ways smartphones have created new forms of sociality and participation in museums. We draw upon initial findings from a study at the Gothenburg Natural History Museum as well as a number of studies conducted at the Universeum, a science center in Gothenburg. Drawing upon these studies, we focus on the documentation practices that take place during museum visits (i.e. the process of taking photographs and recording videos), as well as on sharing practices (i.e. how photos and videos are shared during and after visits).
Science Education, 2009
Digital Technologies and the Museum Experience: Handheld Guides and Other Media, by Loïc Tallon and Kevin Walker. Altamira Press, Lanham, MD, USA, 2008. xxv + 238 pp. ISBN 978-0-7591-1121-9.
2020
In recent years, a growing emphasis is placed on the introduction of new technologies in museums and heritage sites which is based on the idea that these technologies can offer many advantages to the overall visitor experience. Thus, a growing amount of literature focuses on the investigation of the potential of different technologies and their advantages (Smithsonian Institution, 2001; Witcomb, 2010; Stogner, 2011; Kounavis et al., 2012; Johnson et al., 2015; Freeman et al., 2016).<br> Indeed, the application of new technologies in museum spaces offers many advantages to their visitors, which is why their effect has been characterised as 'catalytic' (Parry, 2007, p.140). The advantages are multifaceted and it has been argued that 'the opportunities offered by today's digital technology are bringing museums even closer to their goals of accessibility inclusion and democratisation of culture' (MacDevitt, 2018, p.2). In many cases the future of museums has be...
2011
Nomadic scientific inquiry -technology-supported authentic inquiry done on-the-go, across settings -has the potential to engage students in learning new concepts and practicing essential science skills. We developed the Zydeco system to support nomadic inquiry in part through enabling the collection and annotation of multimodal data (photographs and audio notes). The system was designed to bridge school and museum contexts through project-based science inquiry. In this study, we explore how Zydeco influences student behavior and sensemaking in the museum. We compared the behaviors of middle-school students who used either Zydeco or paper worksheets to perform inquiry in a museum, and found that, while both the worksheets and the system engendered heads-down behavior, the Zydeco system increased active sociocultural engagement.
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