Virtual Museum: Playful Visitor Experience in the Real and Virtual World
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Virtual Museum Playful Visitor Experience in the Real and Virtual
Quest [20] of the Yorkshire museum or the Capture the
Museum – game [21] of the National Museum of Scotland in Edinburgh. Both are mobile device-driven games. The first is a twitter-trail that can be followed through the exhibition to reveal additional information and solve riddles along the way the second is a group game where two groups can compete with each other and play a Capture the Flag-like live game where the two parties capture and hold various physical locations to win. Learning by playing is also the main goal of Wonderkamer Gemeentemuseum [22] Den Haag. The whole exhibition is enriched with game based learning elements. Through tablet-based games the visitors have to become curators and be very active during their visit. This makes the visits a playful experience for the whole family. IV. C ONCLUSIONS AND D ISCUSSION In the paper we looked into the role of a museum as an institution for formal, informal and non-formal learning, where visitors can experience and interact with exhibits individually or in groups. We further explored what is the definition of a VM and to what extent digital technology can enhance the role of the museum, reach more visitors, and help to create a unique and individual visitor experience. Based on different VM categories, technologies, and deployment purposes, different VM usage scenarios and examples were presented. In many exhibition spaces technology based interactive visitor experiences are offered by museums to keep the visitors attracted and entertained. VM are also used to allow for a non-physical exploration of the museum artefacts and excavation sites to the visitors, either because of safety reasons and preservation of the historic site, or with the intention to bring the artefacts to the broad population. VM could also be used for preparation of the real museum visit, or after the visit for debriefing purposes in the frame of formal learning settings. Downloading an application to a smart phone to have additional information about exhibits is a combination of virtual reality (VR) and augmented reality (AR). Based on AR, visitors can have specific explanation on objects and additional information on exhibits on site, in an indoor or outdoor environment. With recent development of low cost mobile virtual reality headsets, an immersive interactive virtual experience using own smartphones will be available for the masses, thus opening new challenges for creating playful VR and AR experiences. Furthermore, VM is establishing relationships and opening up a dialogues with visitors by means of social media tools such as Twitter, Facebook, Pinterest, Flickr, Tumblr or similar, thus maintain the visibility as well as fostering the social dynamics and conversation around the museum’s collections. R EFERENCES [1] Crowley K., Pierroux P., Knutson K.(2014). Informal Learning in Museums. In Sawyer K.(Ed.): Cambridge Handbook oft he Learning Spaces, Cambidge:Cambidge University Press, pp.461-478. [2] Bakken, S.M., Pierroux,P.(2015). Framing a Topic: Mobile video tasks in museum learning. Learning, Culture and Social Interaction. 5,pp.54-65. [3] Charitonos K. et al.(2012). Museum learning via social and mobile technologies: (How) can online interactions enhance the visitor experience? British Journal of Educational Technology, 43(5), pp.802- 819. [4] ICOM Museum Definition, 22nd ICOM Statutes, 22nd Aril,2007 http://icom.museum/the-vision/museum-definition/, retrieved on 15. January 2016. [5] Hazan S. et al. (2014): Theory Design and Current Practice - Update on D3.1(V_MUST.net-D3.1b) http://www.v- must.net/sites/default/files/D3.1_update.pdf, retrieved on15th of January 2016. [6] Ferdani D. et al (2015): State of the art on Virtual Museums in Europe and outside Europe. D 2.3b, V4, updated 2015. http://www.v- must.net/library/documents/d23-state-art-virtual-museums-updated- 2015, retrieved on 15. January 2016. [7] Sanchet E., Pierroux P. (2015): Gamifying the Museum: Teaching for Games Based ’Informal’ Learning. In Munkvold R., Kolas L. (Eds.): Proceedings of the 9th European Conference on Game Based Learning, 8-9 October 2015, pp. 471-479. [8] Kronberger, A. et al. (2014): Social Web and Interaction. Social media technologies for European national and regional museums (EMEE Authorized licensed use limited to: Tashkent University of Information Technologies. Downloaded on February 17,2023 at 09:46:23 UTC from IEEE Xplore. Restrictions apply. toolkit 5), http://www.museums-exhibiting-europe.de/toolkit-manuals- activity-8/ [9] Rijksmuseum: Rijkstudio, retrieved from https://www.rijksmuseum.nl/en/rijksstudio/ on 23th of March, 2016 [10] Europeana Project: Europeana, retrieved from http://www.europeana.eu/portal/ on 23th of March, 2016 [11] Pujol-Tost L. (2011). Integrating ICT in exhibitions. Museum Management and Curatorship, 26(1), pp.63-79. [12] Bauer, D., Pierroux, P. (2014). Expert and adolescent interpretative approaches in a national art museum. Museum management and Curatorship, 29(3), pp.260-279. [13] Moma: Destination Modern Art, retrieved from http://www.moma.org/interactives/destination/# on 18th of March, 2016 [14] National Gallery of Art: NGAkids Art Zone-App, retrieved from http://www.nga.gov/content/ngaweb/education/kids/kids-app.html on 18th of March, 2016 [15] Wellcome Collection: High Tea, retrieved from http://www.wellcomecollection.org/hightea on 18th of March, 2016 [16] Museum of London: The Street Museum, retrieved from http://www.museumoflondon.org.uk/Resources/app/you-are-here- app/home.html on 18th of March, 2016 [17] Regolini Galassi tomb, retrieved from https://regolinigalassi.wordpress.com/ on 18th of March, 2016 [18] Google Art project: Doge's Palace in Venice, retrieved from https://www.google.com/culturalinstitute/collection/palazzo- ducale?f.media_type=photo&projectId=art-project&hl=en-GB on 18th of March, 2016 [19] Rijksmuseum: Family Quest, retrieved from https://itunes.apple.com/gb/app/rijksmuseum/id621307961?mt=8 on 18th of March, 2016 [20] Yorkshire museum: Ivory Bangle Lady Quest, retrieved from http://www.yorkshiremuseum.org.uk/Page/ViewCollection.aspx?Colle ctionid=26 on 18th of March, 2016 [21] National Museum of Scotland: Capture the Museum, retrieved from http://www.capturethemuseum.com on 18th of March, 2016 [22] Wonderkamer Gemeentemuseum Den Haag, retrieved from http://www.gemeentemuseum.nl/en/exhibitions/wonderkamers-0 on 18th of March, 2016 Authorized licensed use limited to: Tashkent University of Information Technologies. 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