Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case

B. Dirgantoro, J. Martinez
{"title":"Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case","authors":"B. Dirgantoro, J. Martinez","doi":"10.21512/jggag.v1i1.7243","DOIUrl":null,"url":null,"abstract":"Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Games, Game Art, and Gamification","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21512/jggag.v1i1.7243","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.
通过增强现实扩展博物馆文物信息:印度尼西亚国家博物馆案例
雅加达有62个维护良好的博物馆,但大多数仍然是传统的方式,他们主要展示物品或收藏品,并附带书面信息和互动媒体仍然非常有限。[1]在印度尼西亚,博物馆馆长和管理者需要在展示物品和信息方面更具创造性,以增加游客数量[2]。博物馆吸引游客的困难甚至已经成为一个全国性的问题和问题:[1]印尼政府认为这是一个需要解决的问题。[3,4] 2010年,印度尼西亚博物馆协会(AMI)和旅游与创意经济部宣布这一年为参观博物馆年[5],作为全国热爱博物馆运动的一部分,该运动一直持续到2014年[1]。旅游和创意经济部的战略努力随后引入了国家项目,如振兴印度尼西亚博物馆[5]。博物馆应该是一个增进学习经验、分享知识的场所,也是一个学习和研究的场所[5]。在这里,博物馆不仅需要作为公共学习的手段,还必须能够支持大学学习中心的发展[5]。因此,在印度尼西亚的博物馆中加入使用增强现实技术的互动媒体,将增加印度尼西亚人民,特别是学生对了解印度尼西亚当地文化和遗产的兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信