Museum Experience Design: Crowds, Ecosystems and Novel Technologies

Author:   Arnold Vermeeren ,  Licia Calvi ,  Amalia Sabiescu
Publisher:   Springer International Publishing AG
Edition:   1st ed. 2018
ISBN:  

9783319585499


Pages:   345
Publication Date:   28 February 2018
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
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Museum Experience Design: Crowds, Ecosystems and Novel Technologies


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Author:   Arnold Vermeeren ,  Licia Calvi ,  Amalia Sabiescu
Publisher:   Springer International Publishing AG
Imprint:   Springer International Publishing AG
Edition:   1st ed. 2018
Weight:   0.855kg
ISBN:  

9783319585499


ISBN 10:   3319585495
Pages:   345
Publication Date:   28 February 2018
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Tertiary & Higher Education
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Foreword.- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies.- PART 1: ENGAGING THE PUBLIC.- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums.- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations.- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children.- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation.- PART 2: CROWDS - DIVERSE AUDIENCES.- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement.- Crowd Mining Applied to Preservation of Digital Cultural Heritage.- BrainChain App: A Fully Crowdsourced Design Process For Museums.- Fostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.- PART 3. OPPORTUNITIES THROUGH TECHNOLOGY.- Augmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.- Mobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.-  Using Mobile Technologies to Capture the Visitor Experience.- A Critical Reflection on Three Paradigms in Museum Technology and Experience Design.- PART 4. MUSEUMS AS PART OF AN ECOSYSTEM.- Becoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.- Designing Trajectories of Experiences: in Museums, around Museums or Including Museums.- The Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum.

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