The basis of the whole experience at Vasamuseet is to see the enormous ship that has been salvaged, and then scattered around the museum space is supplemental information about the technology used for the salvaging operation, how life was aboard the ship, historical facts for the era when the ship was constructed and many other things. They can show messages and project images through their lenses as well as showing videos and the possibility to chat NMC, Also as the exhibition was outlined it was designed to allow easy maintenance, since the idea was to change some of the relevant clothes that where presented in cubicles within the museum. Mirrordancer reflecting passing bystanders Mirror Dancer is a proposal focusing on the outward look of the museum. The core of augmented reality is to layer information and hide it within an environment. How feasible is the technology to implement, both generally speaking and on Dansmuseet specifically? After getting a somwhat better understanding of the available design space as well as garnering some proposals the focus shifted towards generating design proposals to present to the museum.
This is especially relevant for Dansmuseet, that already have information layering as an active component within their exhibition, and google glasses and other types of augmented reality based technology could further this approach in a technological sense. There is also an extra function in the app that is locked unless the user visits Tate Modern in London and activates it. It is a proposal that is a bit hard to analyze from the parameters I have set up but it does in fact remove the focus of the museum visit to outside the museum by its very purpose. The museum visitor experience model makes a strong case for this, seeing as out of five personas only the hobbyist has the outspoken goal of increasing their knowledge. Overall the interviewees seemed positive to a quiz-type of game, but not necessarily another type of game. This made it possible to find relevant forms of technology that could possibly be implemented within the exhibition space of Dansmuseet. A text which is worthy of reading is also worthy of being beautifully typeset.
Master thesis supervisor in Computer Science
Mathematical Statistics Mathematics Div. Overall these approaches to present information have received criticism for treating the visitors as passive recipients of knowledge, without any substantial way to interact with it Samis, The most noteworthy mentions at this stage were the notion of implementing khh generated content in the exhibition space, the prospect of digitalizing the collection and the GalleryTag!
She wanted to know what it was she was looking at and wanted to gain quick access to the exhibition, and she often accomplished this herself through looking up information about the exhibitions she visited beforehand.
It is important to note that this information is rather static but is also something that my assignment would not affect to kaster greater thesi. Explorers will find it interesting since they are solely interested in discoveries.
The way the Graffiti Wall works is that the users are presented with a huge tablet that is a canvas, with options for what color to use, styles to apply and effects to enhance the final work. However, the bulk of comparisons will be made in the Discussion chapter listed after this one. The interactive showcase As stated during the presentation of the interactive showcase the idea with this kind of showcase is that it is an addendum.
Your complete application must be received at KTH no later than the last day of application. If they use the camera-function, as shown in figure 28, and point it towards these symbols they see something not seen by the naked eye.
The experience seeker can extend his or her experience by saving it in the application, and it is unclear if visitors with this motivation will value the post-visit more than the actual ghesis if this form of technology would be available.
For instance, there is a picture of a painting where the user can click in different parts and hear sounds relevant to the painting as seen in figure The examples I have presented showcase how museums can use kkth technological developments to further distinguish their exhibitions. It is also very much the essence of sharing your experience, as discussed earlier in this thesis.
Figure 41 also illustrates that after the relevant dancers were chosen the user could pick dance moves that the dancers would illustrate. While this is a concept that is not entirely new, the access to portable technology like smartphones have probably made this technological approach more possible today.
Master thesis supervisor in Computer Science | EURAXESS Cyprus
Vasamuseet had audio guides, even for download on smartphones, but the focus was still on regular guides and information boards. Fortunately Kovoroly had done extensive use of small-scale models, both for the conceptual work on the exhibition itself but also to present oth ideas to everyone who worked with realizing his concept for the exhibition.
That is why I think one has to look on the long-term as well when evaluating what approach is the most fitting when implementing technology as a supplement in the museum experience.
Facilitators would probably enjoy this approach if the audio- material hidden had a high enough quality. The wall of text is deemed by some sources I encountered as an outdated way of presenting information and the way Dansmuseet layer information, through ,aster use of drawers as well as their approach to using tablets, is something that was deemed successful and innovative by the groups I had as participants in my process.
This was an opportunity from an educational standpoint, as well as fruitful in terms thessi generating meaningful results for Dansmuseet, since the students making the proposals could make proposals that bridged the gap between a museum-centric perspective and that of the visitors.
However, the main argument that this is the best approach is that it is about layered information, the concept already firmly established in the redesign of the main exhibition that corresponds to the sense that the museum visit is part of a trajectroy.
Points awarded matching artwork In figure 12 the visitor can either choose an existing tag or create a new tag and link it with an existing artwork.
In the last chapter I present four proposals that I have encountered during the process and I justify why these particular proposals have been chosen based on what I have learned. By using QR-codes that are accessible by users that brought their own device, the visitor can access kgh information in the museum environment. I had to present several suggestions, both ones that were unearthed through literature and online-sources as well as the ones presented through the parallel design step.
The rechargers may not find this type of game in compliance with their objective of finding a soothing environment.
Since this type of application would probably interact with the social identity that the museum visit is based on, the trajectory through the museum would be affected as well.
Start Screen Figure It is also worth questioning if this technology will take place in an application or if other more accessible forms of technology will be more suitable in the future.
I’m also interested in learning and education, especially within the areas mentioned above. The lack of images in my thesis is simply because many of the examples are in fact encountered by text-based sources such as books and blogs and no pictures has been available, only a description.
Much of the research surrounding museums have focused on permanent aspects regarding both the museum itself and its visitors. However if some way of adding the ability to save and maaster the compositions created through this approach it could be a good way to extend the visitor experience to outside the walls of the actual museum.