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Narrating Culture on the Web: Assisting Audience Participation through Reading Rhetoric and Innovating Online Forum Design
Mary Pettice, Lebanon Valley College, USA
Abstract
ViMuseo.fi Project. Towards Digital Inclusion of Small Museums
Magdalena Laine-Zamojska, MEMORNET / University of Jyväskylä, Finland and Cezary Zamojski, Studio Zamojski, Poland
http://vimuseo.fi/prototype
Open Innovation and Open Source: A Guide for Content Developers
Robert Ketner, The Tech Museum, USA
http://thetechopensource.thetech.org
Abstract
There are clear advantages to working in collaboration with outside partners when developing exhibits and museum content. The actual structure of these collaborations can take many forms. This report outlines approaches to engaging with outside talent on three levels of commitment (Casual Contribution, Mentored Development, and Expert Networks) as may be required for different projects. Categories of methods for open innovation can be applied to create a manageable structure for the contributions (Orchestra, Creative Bazaar, Jam Session, and Mod Station models). A range of stages of completion, from ideas to completed content, can be expected from such collaboration efforts. Last, some findings from The Tech Virtual project are described.
Rules of Play: Design Elements of Addictive Online Learning Games
Over the past decade, games have grown as both a commercial industry, as a field for scholarly research, and as a practical medium for teaching and learning. Inspired by a broad array of research emphasizing the effectiveness of problem-based, anchored instruction, developers have been creating games about subjects ranging from childhood obesity to electoral politics to personal finance.
Open Innovation and Open Source: A Guide for Content Developers
The Tech Open Source museum project launched in late 2007 (as "The
Tech Virtual") with the goal to apply the latest in open source
collaboration methods and tools to the creation of museum content. It
is composed of an online platform (a website with user-generated
content) and modeling resources hosted in a 3D virtual world. Offered
Differentiating Online Gallery Spaces within Larger University Branding Initiatives
Lauren Razzore, William Paterson University, United States
Abstract
William Paterson University underwent a lengthy Web branding campaign in 2010 that unified the online presence of the college. Overall university templates drive the design of every website on campus. While this may be appropriate for the vast majority of college departments and groups, it has remained important for the University Galleries, Art Department galleries and cultural art spaces to differentiate themselves online. Through a series of design phases and hard-fought compromises I have been able to give each of the online galleries its own unique design, while still complying with the overall University branding campaign. Using case studies as models, the paper identifies key aspects for integration into the William Paterson's cultural and gallery websites. By sharing the websites of the University Gallery, the Center for Chinese Art, the Center for Computer Art and Animation and the Art Department, together with the evolution of those sites throughout the process, I will demonstrate keys ways for online galleries to differentiate themselves within an overarching design scheme while still complying with university branding goals.
Keywords: design, branding, university galleries, content management systems, web design
Prototype an Interactive Exhibit in 90 Minutes
Mini-Workshop on Grid-Based Web Design
Required fields are marked with a red asterisk (*).
A confirmation of your registration will be sent to your email address. Please print it out and bring it to the conference.
You will not receive registration confirmation by regular mail.
If you do not receive your confirmation today, please contact us.
Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914
Description
Grid-based web design and the corresponding tools provide an accelerated path for web designers, developers, and content authors alike with the added benefit of providing a cleaner and more structured presentation to web site visitors....
Designing Games
Required fields are marked with a red asterisk (*).
A confirmation of your registration will be sent to your email address. Please print it out and bring it to the conference.
You will not receive registration confirmation by regular mail.
If you do not receive your confirmation today, please contact us.
Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914
Description
This workshop focuses on a handful of game mechanics that help us move from the kinds of "game-like" interactives commonly found on museum Web sites into the realm of true games. With a firm understanding of these mechanics, we can design online games that incorporate our content and create compelling, even addicting learning experiences for our audiences.
Open Exhibits Tools: a Bootcamp
Open Exhibits (www.openexhibits.org) is a National Science Foundation-funded initiative to develop a library of free and open multitouch-enabled software modules for exhibit development. Built using the popular Adobe Flash and Flex authoring tools, museum professionals can create multitouch and multiuser exhibits more easily. In this half-d
Multitouch and Multiuser Design
Multitouch and multiuser exhibits are changing the ways in which visitors interact with computer-based exhibits in museums. This half-day workshop will explore the technology and design aspects of multitouch, multiuser exhibit development.
From Knowledge to Narrative – to Systems? At the junction of game design and museum education
Laura Robert's landmark book "From Knowledge to Narrative" (Roberts, 1997) analyzed a paradigm shift in museum exhibition in the late 20th century as educators moved museums from traditional methods of knowledge transmission to constructivist interpretive methods such as narrative.
Rules of Play: Design Elements of Addictive Online Learning Games
Over the past decade, games have grown as both a commercial industry, as a field for scholarly research, and as a practical medium for teaching and learning. Inspired by a broad array of research emphasizing the effectiveness of problem-based, anchored instruction, developers have been creating games about subjects ranging from childhood obesity to electoral politics to personal finance.



