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Sökning: WFRF:(Sundnes Løvlie Anders)

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1.
  • Back, Jon, 1977-, et al. (författare)
  • GIFT: Hybrid Museum Experiences through Gifting and Play
  • 2018
  • Ingår i: Proceedings of the Workshop on Cultural Informatics. ; , s. 31-40
  • Konferensbidrag (refereegranskat)abstract
    • he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.
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2.
  • Eklund, Lina, 1982-, et al. (författare)
  • Life-cycle Analysis
  • 2019
  • Annan publikation (populärvet., debatt m.m.)
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4.
  • Foka, Anna, 1981-, et al. (författare)
  • Critically assessing AI/ML for cultural heritage : potentials and challenges
  • 2023
  • Ingår i: Handbook of Critical Studies of Artificial Intelligence. - : Edward Elgar Publishing. - 9781803928555 - 9781803928562 ; , s. 815-825
  • Bokkapitel (refereegranskat)abstract
    • This chapter provides a critical examination of the promise of AI technology with a focus on museums and cultural heritage organisations. We argue that while AI shows great potential for digitalisation, collections management and curation, its implementation is a complex endeavour. First, we discuss artificial intelligence and machine learning technologies with great potential such as computer vision and natural language processing, as well as the implementation of AI for heritage encounters. We then identify a number of challenges in implementing these technologies—namely using technology to address the diversity of human memory and culture that is inherent in cultural heritage collections, but also issues of accessibility and technical know-how. Finally, we envision the future potential of AI for the digitalisation of heritage.
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5.
  • Hybrid Museum Experiences : Theory and Design
  • 2022
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • "So you’re the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you.” This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to augment, expand or alter the physical experience of visiting the museum. They are designed to be experienced in close relation to the physical space and exhibit. In this book we discuss three forms of hybridity in museum experiences: incorporating the digital and the physical, creating social, yet personal and intimate experiences, and exploring ways to balance visitor participation and museum curation. The book reports on a three-year cross-disciplinary research project in which artists, design researchers and museum professionals have collaborated to create technology-mediated experiences that merge with the museum environment.
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6.
  • Ioannidis, Petros, et al. (författare)
  • We Dare You : A Lifecycle Study of a Substitutional Reality Installation in a Museum Space
  • 2021
  • Ingår i: ACM Journal on Computing and Cultural Heritage. - : Association for Computing Machinery (ACM). - 1556-4673 .- 1556-4711. ; 14:3, s. 1-21
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we present a lifecycle study of We Dare You, a substitutional reality installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while playing with vertigo, in a visual virtual reality environment that replicates the surrounding physical space of the installation. Drawing on an ethnographic approach, including observations and interviews, we researched the exhibit from its opening, through the initial months plagued by technical problems, its subsequent success as a social and playful installation, on to its closure, due to COVID-19, and its subsequent reopening. Our findings explore the challenges caused by both the hybrid nature of the installation and the visitors’ playful use of the installation which made the experience social and performative—but also caused some problems. We also discuss the problems We Dare You faced in light of hygiene demands due to COVID-19. The analysis contrasts the design processes and expectations of stakeholders with the audience’s playful appropriation, which led the stakeholders to see the installation as both a success and a failure. Evaluating the design and redesign through use on behalf of visitors, we argue that an approach that further opens up the post-production experience to a process of continuous redesign based on the user input—what has been termed design-after-design—could facilitate the design of similar experiences in the museum and heritage sector, supporting a participatory agenda in the design process, and helping to resolve the tension between stakeholders’ expectations and visitors’ playful appropriations.
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7.
  • Løvlie, Anders Sundnes, et al. (författare)
  • Designing for Interpersonal Museum Experiences
  • 2020
  • Ingår i: Museums and the Challenge of Change. - : Routledge. - 9780367488307
  • Bokkapitel (refereegranskat)abstract
    • What does the age of participation look like from the perspective of a museum visitor? Arguably, the concept of participative experiences is already so deeply ingrained in our culture that we may not even think about it as participation. Museum visitors engage in a number of activities, of which observing the exhibits is only one part. Since most visitors come to the museum together with someone else, they spend time and attention on the people they came with, and often the needs of the group are given priority over individual preferences. How can museums tap into these activities - and make themselves relevant to visitors? In this chapter we will try to approach this constructively, as a design opportunity. Could it be productive for the museum to consider itself not only as a disseminator of knowledge, but also as the facilitator of participative activities between visitors?In what follows, we will outline a range of practical design projects that serve as examples of this approach. These projects were part of the European Union funded Horizon2020 project GIFT, a cross-disciplinary collaboration between researchers, artists, designers and many international museums and heritage organisations, exploring the concept of interpersonal museum experiences (see https://gifting.digital/). What the projects have in common is that they build on visitors co-creating and sharing their own narratives in the museum context. We suggest that these projects demonstrate a spectrum of possibilities: From experiences that take place almost without any museum involvement, to those that give museums a role in curating these narratives.
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8.
  • Løvlie, Anders Sundnes, et al. (författare)
  • Playing Games with Tito : Designing Hybrid Museum Experiences for Critical Play
  • 2021
  • Ingår i: ACM Journal on Computing and Cultural Heritage. - : ACM Press. - 1556-4673 .- 1556-4711. ; 14:2
  • Tidskriftsartikel (refereegranskat)abstract
    • This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges.
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9.
  • Sundnes Løvlie, Anders, et al. (författare)
  • Hybrid Museum Experiences
  • 2022
  • Ingår i: Hybrid Museum Experiences. - : Amsterdam University Press. - 9789463726443 - 9789048552849 ; , s. 31-56
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The concept of ‘Hybrid museum experiences’ is inspired by New Museology, and looks at how museum experiences can be made more meaningful by giving visitors agency in their museum experience. The chapter emphasises how museum experiences are inherently social, and looks at how hybrid museum experiences can be made meaningful through tapping into social practices and the visitors’ social context.
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10.
  • Sundnes Løvlie, Anders, et al. (författare)
  • Introduction
  • 2022
  • Ingår i: Hybrid Museum Experiences. - Amsterdam : Amsterdam University Press. - 978 94 6372 644 3 - 978 90 4855 284 9 ; , s. 17-29
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Introduces the concept of hybrid museum experiences, why it is timely, and presents the major theme of the book: How to make museum experiences more personally and socially meaningful through the use of technology.
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