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Engaging the museum space:mobilising visitor engagement with digital content creation

机译:参与博物馆空间:动员游客参与数字内容创作

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摘要

In recent years, public engagement is increasingly viewed as more than an ‘additional extra’ in academia. In the UK, it is becoming more common for research projects to embrace public engagement with the belief that it informs research, enhances teaching and learning, and increases research impact on society. Therefore, it is becoming increasingly important to consider ways of incorporating public engagement activities into digital humanities research. This article discusses public engagement and digital humanities in practice, highlighting how museums are utilizing digital technology to engage the public. This article describes the development and presents the results of a case study: The QRator project, an application for digital interpretation in the museum and cultural heritage sector. The QRator project took an innovative, multidisciplinary approach to creating new ways for museum visitors to engage with museum objects and discussions. The objective was to understand how digital technologies, such as interactive labels and smartphones, create new ways for users to engage with museum objects; investigate the value and constraints of digital sources andmethods involving cultural content; and demonstrate how crowdsourced digital interpretation may be utilized as a research source. This article will use the QRator project as a case study to explore how mobile devices and interactive digital labels can create new models for public engagement, visitor meaning-making (Silverman 1995,161–70), and the construction of multiple interpretations inside museum spaces. This article will also put emphasis on how public engagement can and should be a core consideration of digital humanities projects.
机译:近年来,公众参与越来越被视为不仅仅是学术界的“额外活动”。在英国,研究项目越来越普遍地接受公众参与,并相信它可以为研究提供信息,加强教学和学习,并增加研究对社会的影响。因此,考虑将公众参与活动纳入数字人文研究的方法变得越来越重要。本文讨论了实践中的公众参与和数字人文科学,重点介绍了博物馆如何利用数字技术来吸引公众。本文介绍了开发过程并提供了一个案例研究的结果:QRator项目,该项目是博物馆和文化遗产领域中数字解释的应用程序。 QRator项目采用了创新的,多学科的方法,为博物馆参观者创造了与博物馆对象和讨论进行互动的新方式。目的是了解交互式标签和智能手机等数字技术如何为用户创造与博物馆物品互动的新方式;调查涉及文化内容的数字资源和方法的价值和约束;并演示如何将众包数字解释用作研究来源。本文将使用QRator项目作为案例研究,探讨移动设备和交互式数字标签如何创建新的公众参与,访客含义创造模型(Silverman 1995,161–70),以及在博物馆空间内进行多种解释。本文还将重点介绍公众参与如何并且应该成为数字人文项目的核心考虑因素。

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