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resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource research Media and Technology
This research examines the Tree Investigators project to support science learning with mobile devices during family public programmes in an arboretum. Using a case study methodology, researchers analysed video records of 10 families (25 people) using mobile technologies with naturalists at an arboretum to understand how mobile devices supported science talk related to tree biodiversity. The conceptual framework brings together research on technological supports for science learning and research on strategies that encourage families to engage in conversations that support observation and
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TEAM MEMBERS: Heather Toomey Zimmerman Susan Land Lucy McClain Michael Mohney Gi Woong Choi Fariha Salman
resource research Media and Technology
Reflecting on the practice of storytelling, this practice insight explores how collaborations between scholars and practitioners can improve storytelling for science communication outcomes with publics. The case studies presented demonstrate the benefits of collaborative storytelling for inspiring publics, promoting understanding of science, and engaging publics more deliberatively in science. The projects show how collaboration between scholars and practitioners [in storytelling] can happen across a continuum of scholarship from evaluation and action research to more critical thinking
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TEAM MEMBERS: Michelle Riedlinger Jenni Metcalfe Ayelet Baram-Tsabari Marta Entradas Marina Joubert Luisa Massarani
resource research Media and Technology
This thesis investigates how people make meaning in and from museums, through encounters with artefacts which are mediated by portable digital technologies. It provides evidence that technology can help to manage the amount of information visitors encounter, instead of increasing it, through activities which structure the use of technology. One such activity - visitor-constructed trails through museums - is studied in depth, with attention to how (and to what extent) the activity is structured, the contexts in which it takes place, and how various tools and resources mediate and support the
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TEAM MEMBERS: Kevin Walker
resource research Media and Technology
Charles Darwin is largely unknown and poorly understood as a historical figure. Similarly, the fundamental principles of evolution are often miss-stated, misunderstood, or entirely rejected by large numbers of Americans. Simply trying to communicate more facts about Darwin, or facts supporting the principles of evolution is inadequate; neither students nor members of the public will care or retain the information. On the contrary, building facts into a one-on-one conversational narrative creates an memorable opportunity to learn. Here, we create a digital-media, self-guided question and answer
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TEAM MEMBERS: David J. Lampe Brinley Kantorski John Pollock
resource research Media and Technology
Assuming that scientific development and artistic research are genetically similar, this article shows the common need of knowledge of art and science, their dialectical and multidirectional relations and the unstable boundaries between them. The fractal art has assimilated the cognitive and perceptive changes in the realm of non-euclidean geometries and has become a precise instrument of "epistemological observation". Artistic practices materialize and communicate the laws of science, while scientific revolutions are in actual facts metaphorical revolutions.
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TEAM MEMBERS: Giudi Scotto Rosato
resource research Media and Technology
This design case explores the affordances of gigapixel image technology for science communication and learning in museum settings through the iterative development of an explorable image viewer to engage visitors in an archaeological exhibit. We reflect on the series of user studies, prototype iterations, and design decisions taken to optimize navigation, annotation and exploration in this zoomable user interface. We highlight a set of design precedents, interaction frameworks, and content structuring approaches, while detailing the development of a media rich digital annotation strategy to
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TEAM MEMBERS: University of Pittsburgh Marti Louw
resource research Media and Technology
This research follows on a previous study that investigated how digitally augmented devices and knowledge building could enhance learning in a science museum. In this study, we were interested in understanding which combination of scaffolds could be used in conjunction with the unique characteristics of informal participation to increase conceptual and cognitive outcomes. Three hundred seven students from nine middle schools participated in the study. Six scaffolds were used in various combinations. The first was the digital augmentation. The next five were adaptations of knowledge-building
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TEAM MEMBERS: Susan Yoon Karen Elinich Joyce Wang Jaqueline Schooneveld Emma Anderson
resource research Media and Technology
Silence of the Lands enables participants to annotate and map the soundscape of wild and urban natural environments. Participants can record and collect ambient sounds, create and share individual and collective cartographies, and use them as conversation pieces of a social dialogue on natural quiet. The result is a virtual museum in which natural quiet is transformed into a living and affective geography that changes over time according to participants' perceptions and interpretations of their natural environment.
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TEAM MEMBERS: Elissa Giaccardi
resource research Media and Technology
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional museum visit accompanied by a learning website, (b) paper-based learning sheets used during museum visits accompanied by a learning website, and (c) an interactive mobile learning system used during museum visits accompanied by a learning website (i.e
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TEAM MEMBERS: Huei-Tse Hou Sheng-Yi Wu Peng-Chun Lin Yao-Ting Sung Jhe-Wei Lin Kuo-En Chang
resource research Media and Technology
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
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TEAM MEMBERS: Carey Jewitt
resource research Media and Technology
As mobile devices are increasingly merging into our daily lives, exhibition services are also facing innovation based on the newly available technologies. Our project addresses these new circumstances. We developed a mobile exhibition guide for the exhibition called "Mrs Brown's Big Day Out: Hamilton Women in the 1950s". That is organized by the Waikato Museum. The proposed system re-uses the TIP (Tourist Information Provider) system's framework and provides information via mobile devices to visitors on Victoria Street, which is an outdoor part of the exhibition. The information about a sight
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TEAM MEMBERS: Jingyu Chen