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The number, complexity, and popularity of World Wide Web sites has increased dramatically in recent years, providing a new opportunity for museum access. This case study describes the front‐end and formative evaluations conducted during the development of the Florida Museum of Natural History's first virtual exhibition, Fossil Horses in Cyberspace < http:www.flmnh.ufl.edunatscivertpaleofhcfhc.htm >, which during 2000 received −540,000 hits equating to −60,000 user sessions. As with physical exhibitions, evaluation is critical to enhancing the educational effectiveness and appeal of online exhibitions.  相似文献   

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Abstract Digital image enlargements can be a powerful method for displaying small specimens in museums. In 2007, the Royal Alberta Museum held an exhibition of 28 SEM (scanning electron microscope) images of seeds and other subfossil macroremains, which were shown in a fine‐art format. The exhibition was prepared by a museum team using images derived from in‐house curatorial research work. This paper describes the exhibition components and reports on an attempt to engage the visitors more closely with the images by asking them to suggest identifications for some “mystery” specimens.  相似文献   

4.
In Byzantium1     
During Spring 1997 we experimented with a research method combining quantitative and qualitative approaches to documenting visitor experiences in The Glory of Byzantium, a special exhibition of the Metropolitan Museum of Art. In addition to using standard demographic and behavior surveys, a small team of researchers and volunteers gathered information, compared experiences, and summarized their observations of people in the exhibition. Each team member conducted about a dozen structured conversations with visitors as they left the exhibition. Subsequently the team met as an informal focus group to describe their experiences. We found that many museum users arrived with relevant experiences and high expectations for this somewhat specialized exhibition; we also found users whose approach to the exhibition was less well‐informed, but whose enthusiasm and trust for the museum experience moved them to attend with satisfaction. We believe that such team approaches to research might well be used as a regular part of museum work as we search for answers to the many elusive questions about museum use.  相似文献   

5.
Science City is an outdoor exhibition, supported by the National Science Foundation (NSF) and created by the New York Hall of Science (NYHS). It was designed to increase public awareness of, and interest in, the science and technology of daily life by creating a series of exhibits that people would “find” in public places in New York City. Using the streets and structures of the city to present the science and technology of everyday life in order to reach the non-museum-going public, eye-catching exhibits and signs were placed along fences, on streets and buildings and in subway stations and parks. The development and installation of museum exhibits for public urban spaces requires skills and experience that stretch beyond the expertise of a science-technology museum exhibition staff. This article discusses and compares on- and off-site exhibition development.  相似文献   

6.
As museum staff search for ways to broaden their audience, creative collaborations are emerging among various institutions with the hope that visitors who typically visit science centers, for example, will venture over to their local natural history museum. Typically, front-end evaluation is used for understanding details about visitors in the context of a proposed exhibition. Front-end evaluation can also help collaborating museums understand the nuances among their visitors regarding demographics, attitudes, and preferences for interpretive strategies. Carefully articulating the characteristics of the actual audience, potential audience, and target audience will help exhibit developers fine-tune their exhibitions to meet the needs and expectations of a more diverse public. This article presents partial findings from a front-end evaluation that analyzed the differences between visitors to natural history museums and science centers.  相似文献   

7.
This article examines two exhibition installations that integrate high‐resolution digital archeological datasets (photography and 3D architectural models) with immersive, interactive display systems. These analogous installations, Pure Land: Inside the Mogao Grottoes at Dunhuang and Pure Land: Augmented Reality Edition, allow visitors to engage in different ways with a full‐scale augmented digital facsimile of Cave 220 from the UNESCO World Heritage site, the Mogao Grottoes, Gansu Province, northwestern China. The peerless treasuries of paintings and sculptures at Dunhuang are extremely vulnerable. Comprehensive digitization has become a primary method of preservation at the site. The digital facsimiles of this cultural paragon can be transformed, providing formative personal experiences for museum visitors. The Pure Land projects contribute to new strategies for rendering cultural content and heritage landscapes. Interpreting these installations through the lens of phenomenology and panoramic immersion helps situate them at the forefront of virtual heritage today.  相似文献   

8.
Abstract When the Chicago History Museum re‐opened its doors on September 30, 2006 after a 21‐month‐long renovation, the debut included a new interactive history gallery for families. The exhibition, Sensing Chicago, was designed primarily to appeal to and communicate effectively with eight‐ and nine‐year‐old children. Since this was a new target audience for the museum's exhibition program, the team followed a course for this project that departed from the museum's typical exhibition development. The process was informed by audience research that has broadened our understanding of how a collections‐based history museum that traditionally caters to adult audiences can create meaningful and memorable experiences for children. This article focuses on one aspect of the research, a three‐month concept‐testing phase conducted by in‐house staff, which provided the team with useful information that, in turn, impacted the development and design of the gallery.  相似文献   

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Abstract Most zoo visitors are primarily motivated by the joys of watching animals, which may preclude attention to major ecological issues that are the focus of research in biodiversity, habitats, and other matters pertaining to the survival of wild animals. The Wildlife Conservation Society exhibition Congo Gorilla Forest is a popular animal‐watching experience, but it also communicates considerable educational content, stimulating visitors' interest in and awareness of ecological relationships. This article reviews the phases of an evaluation process that assisted WCS staff in making decisions about exhibition design and interpretation; it discusses measurement challenges in assessing outcomes; and it uses key findings from the evaluation process to define and explain the interpretive success of the project. Success for this conservation exhibition is described in terms of achieving three educational goals while recognizing the diversity among audiences. The exhibition's effectiveness is attributed to understanding visitors' expectations and interests, creating an array of exhibit formats to engage people, and communicating conservation messages visually and experientially.  相似文献   

11.
地球科学以地球为研究对象,是自然科学的一个重要组成部分,也是自然科学博物馆必不可少的展览内容之一。由于其涉及的范围较广,分支较多,在博物馆展览陈列的设计与布展中也面临着许多挑战。特别是目前我国博物馆事业进入了新的发展阶段,对地球科学的展览陈列也提出了新的要求。本文以2019年完成提质升级的湖南省地质博物馆地球奥秘厅为例,通过贴合时代发展的展览主题策划,将二元叙事结构运用于地球科学展览,在展览设计中探索性地采用了媒体化的途径与方法,为地球科学展览的策划和设计实践提供一种新的方式。  相似文献   

12.
Abstract In this paper we describe the particularities of Latin American museum visitors as learners through an exploratory study that took place at Universum, Museo de las Ciencias, a science museum located in Mexico City. The exploration of the learning experiences of Latin American family groups was carried out by means of a case study approach and from a socio‐cultural theory perspective. This inquiry of 20 family groups reveals that nuances of the concept of “family,” in the Mexican context, are important in studying family learning in museum settings. The prominent roles of the extended family and interactions within family groups are discussed as intrinsic traits of a family’s museum learning. In addition, the outcomes of this study highlight the impact that the Latin American notion of educación has on museum education and research, as it encompasses issues that relate to the perpetuation of socio‐cultural values, child‐rearing, and ultimately, cultural identity.  相似文献   

13.
For the permanent exhibition at the United States Holocaust Memorial Museum the design approach was minimal and transparent, and the designers were in dialogue only with the story — not with the history of design or the conventions governing most museum presentations. We reached for a sense of immersion by trying to erase the seams between exhibits and architecture. Display strategies included the removal of conventional barriers of certain glass-encased vitrines: some objects can be touched, and reactions sought are as visceral as they are intellectual. We tried above all to see that people leave the museum not profoundly dejected but with some other feeling evoking the resilience of life and hope. The design intended to make the environment so united with its subject that memory of the museum experience and the sharing of memory through discussion will carry on in the lives of the visitors.  相似文献   

14.
我国科技博物馆在数量和规模蓬勃发展的同时,在展览展示方面也暴露出重视科学知识,忽视科学精神传播的问题。这并不符合国家科普事业发展要求和博物馆行业发展趋势,如何通过展览呈现科学精神内涵,是博物馆人需要面对的重要议题。本文以美国CDC博物馆EIS班级礼物在线展览为例,讨论科技博物馆发挥科技藏品的“物证”功能,利用在线展览创造更充分的讲述空间,形成对“求真、怀疑、客观、逻辑”等科学精神内涵更好呈现的做法及实践,以期给博物馆同仁借鉴及参考。  相似文献   

15.
博物馆学习的研究成果表明,展览除了可以通过自身的内容来对观众施加影响之外,环境设计也同样会对观众的参观效果产生影响。因此,合理评估展览环境的效果、并针对性地发现环境设计中的不足之处,将有助于展览提升总体的教育效果和观众的参观体验。本文以2017—2018年间在山东博物馆所进行的一系列博物馆学习相关研究与展览评估实践为基础,从观众的注意力水平入手,计算展厅中各个区域的“吸引力”,进而实现对展览环境效果的评估。此外,在这一过程中发现,展厅环境中的“展线”与“照明”设计,对观众的学习效果有潜在影响,值得引起博物馆在环境设计时的关注。  相似文献   

16.
The authors explore how fictional narratives (stories) can be used as a learning tool in the context of informal science environments and specifically science centers. They base their argument on an analysis of the theoretical, structural and epistemological properties of stories and how those can serve to establish a story as a cognitive tool. They offer an example of an application of these properties to a story‐based learning design called “The Emperor who only Believed his own Eyes” in the context of a large, public science center, and specifically an exhibition about “senses”. This paper focuses on the idea of a “hack,” a museum sanctioned strategy for exploring the potential and implications of narrative‐based design as a way to reinterpret science exhibits in a way that can engage young users in content exploration and offer recommendations for future research.  相似文献   

17.
This case study examines the curatorial challenges of producing a very large exhibition at the Smithsonian's National Museum of American History from 1999 to 2003. This is an insider's look at how a cross‐functional exhibition team worked to produce a compelling new exhibition. Among the issues addressed are: development of a theme; choice and use of artifacts; presentation organization and techniques; issues of truth, authenticity and accuracy in history exhibitions; and practical issues of exhibition team organization and contract management.  相似文献   

18.
国内主题展览的理论和实践探索已有十余年,但优秀的主题展览仍较为罕见。究其主要原因,在理论与观念层面,展览设计思路转变不足和未能准确理解主题展览概念;在实践层面,如何掌握其设计方法并在科学理论指导下寻求实践的有效突破。阻碍主题展览实践的局限因素,可梳理为目标与理念局限、学术研究局限、观念意识局限、展示方法局限、策展能力局限和话语体系局限。在此基础上,可有针对性地探索破局的实践对策,为推动科技馆主题展览设计的创新提供借鉴。  相似文献   

19.
Abstract In 1999, the first author and his colleagues at the Smithsonian Institution published an article in Curator: The Museum Journal introducing research on the experiences visitors find satisfying in museums. Subsequent data collection has expanded on these findings, as this Research Note will elucidate. In general, the team found that experiences that visitors were looking forward to on entrance tended to have a distribution similar to that of the experiences they found satisfying on exit. The aim of this note is to present data that demonstrates this consistency, and to observe that visitors’ expectations that they would have certain types of experiences upon entering a museum or exhibition were a much larger factor in determining their responses than were minor differences in museum or exhibition content or presentation. In other words, on the whole they came in knowing what experiences they expected, and they left having found them, regardless of what museum personnel presented to them inside.  相似文献   

20.
The ways that museums measure the success of their exhibitions reveal their attitudes and values. Are they striving to control visitors so that people will experience what the museum wants? Or are they working to support visitors, who seek to find their own path? The type of approach known as “outcome‐based evaluation” weighs in on the side of control. These outcomes are sometimes codified and limited to some half‐dozen or so “learning objectives” or “impact categories.” In essence, those who follow this approach are committed to creating exhibitions that will tell visitors what they must experience. Yet people come to museums to construct something new and personally meaningful (and perhaps unexpected or unpredictable) for themselves. They come for their own reasons, see the world through their own frameworks, and may resist (and even resent) attempts to shape their experience. How can museums design and evaluate exhibitions that seek to support visitors rather than control them? How can museum professionals cultivate “not knowing” as a motivation for improving what they do?  相似文献   

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