Skip to main content

Community Repository Search Results

resource research Public Programs
There have been countless innovations in the realm of science museology after the foundation of the Exploratorium of San Francisco and of the Ontario Science Center of Toronto with, among other things, the introduction of the exhibits hands-on, the use of new technologies and the arrival of virtuality. But most of all a new dialogue was launched, also as a form of transformation of reality. And what is drama but fiction and transformation of reality? This statement is the basis for the belief that museums and the theatre should continue, if not even start, a path to move closer, so as to make
DATE:
TEAM MEMBERS: Salvatore Fruguglietti
resource research Media and Technology
"The Art of Discovery" discusses an ambitious educational program taught by the artist which incorporated locative media, contemporary art, site specificity, and creative work as a proposal for the integration of art, technology and science.
DATE:
TEAM MEMBERS: Susie Lee
resource research Public Programs
There is a fundamental difference between artists, who use science as an object of social examination, and artists, who believe that science represents a component of their expressive style. The idea that different ideological manipulations of the Art&Science concept can cause a distorted view on this fascinating and at the same time controversial relation is becoming clear. In our projects we use different technological and scientific applications; to us technology is an integral part of our artistic expression. The scientific and analytical approach that we use when we investigate and solve
DATE:
TEAM MEMBERS: Jurij Pavlica Sendi Mango Tom Kersevan
resource research Public Programs
Hannah Redler’s paper examines the 13 year history of Science Museum, London’s contemporary art programme and explores how changing cultural conditions and the changing function of museums are making the questions raised by bringing art into the Science Museum context increasingly significant. It looks at how Science Museum Arts Projects started as a quirky, experimental sideline aimed at shaking up the Museum and its visitors’ assumptions, but has now become a fundamental means by which the Science Museum chooses to represent the impact of science, medicine, engineering and technology on
DATE:
TEAM MEMBERS: Hannah Redler
resource research Exhibitions
Drawing on the example of Leonardo da Vinci, who was able to combine arts and science in his work, the National Museum of Science and Technology of Milan has always pursued the blending and the dialogue of humanistic and scientific knowledge. It has employed this approach in all of its activities, from the set design of exhibition departments to the acquisition of collections and, more recently, in the dialogue with the public. Now more than ever, following a renewal path for the Museum, these guidelines are being subject to research to achieve a new and more up-to-date interpretation.
DATE:
TEAM MEMBERS: Claudio Giorgione
resource research Public Programs
The Natural History Museum’s contemporary arts programme is described and discussed, in particular the developments since 2006. The various models of engaging with artists and the rationale behind the resulting exhibitions and displays are explained in more detail. Artists who have created new works enabled through the programme include Mark Dion, choreographer Siobhan Davies, Tania Kovats, Tessa Farmer, Dan Harvey and Heather Ackroyd.
DATE:
TEAM MEMBERS: Bergit Arends
resource research Public Programs
In present times it would not be appropriate to say art made a “debut” in science centres, as it has been a feature since the beginning of their history, and it appeared precisely in the ‘parent’ science centre, the Exploratorium. However, now it is time to check the progress. There is unrest for this issue, as in history-making times, and it is worthwhile to follow the new developments and hear the words of the coordinators of the artistic activities in science centres and, more in general, in science museums, and also of the artists involved in the process. The goal is to promote a debate on
DATE:
TEAM MEMBERS: Alessandra Drioli
resource research Media and Technology
Designers of mobile, social systems must carefully think about how to help their users manage spatial, semantic, and social modes of navigation. Here, we describe our deployment of MobiTags, a system to help museum visitors interact with a collection of "open storage" exhibits, those where the museum provides little curatorial information. MobiTags integrates social tagging, art information, and a map to support navigation and collaborative curation of these open storage collections. We studied 23 people's use of MobiTags in a local museum, combining interview data with device use logs and
DATE:
TEAM MEMBERS: Dan Cosley Jonathan Baxter Soyoung Lee Brian Alson Saeko Nomura Phil Adams Chethan Sarabu Geri Gay
resource evaluation Media and Technology
Goodman Research Group, Inc., (GRG), Cambridge, MA, conducted the formative evaluation of The Music Instinct project. The NSF-funded project aims to bring to PBS viewers the strong evidence of the connections between music and science, as well as to facilitate a deeper understanding of both fields. The Music Instinct project, presented by WNET/Thirteen, in collaboration with Mannes Productions, includes a two-hour television program, a website, and ancillary educational materials. The purpose of the formative evaluation is to obtain timely information to support and guide the producers as they
DATE:
TEAM MEMBERS: Rucha Londhe Miriam Kochman Nivedita Ranade Irene F Goodman WNET/Thirteen Mannes Productions Inc.
resource project Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
DATE: -
TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale
resource evaluation Public Programs
Front-end and formative evaluation of the Science Museum of Minnesota'€™s Invention, Design, Engineering, and Art (IDEA) Cooperative youth development program was carried out from June 2008 - May 2009. The front-end and formative evaluation activities were guided by four overarching questions. 1. To what extent are youth able to apply IT and engineering process skills to design challenges? Can they come up with multiple solutions to challenges? Are they persistent problem solvers? 2. To what extent does the program provide youth with the necessary resources to help youth prepare for both
DATE:
TEAM MEMBERS: Amy Grack Nelson Melissa Fitzenberger Kathleen Miller Claire Phillippe
resource evaluation Public Programs
The Dallas Museum of Art's (DMA) Teaching Programs staff desires to learn more about the student experience occurring in the galleries during one-hour docent-guided tours. The focus of the present implementation evaluation is on the docents' role in facilitating the student experience. Before developing a summative study focused on the impact of tours on students, it was important to understand how the tours were being implemented and to what degree and in what ways they met the standards articulated by the DMA's Education Division. The strong partnership between the practitioner (Molly Kysar
DATE:
TEAM MEMBERS: Sharisse Butler Dallas Museum of Art