多年来以电脑为基础的博物馆互动及游戏软件简介

Stefania Boiano, Ann Borda, Jonathan P. Bowen, G. Gaia, Tula Giannini
{"title":"多年来以电脑为基础的博物馆互动及游戏软件简介","authors":"Stefania Boiano, Ann Borda, Jonathan P. Bowen, G. Gaia, Tula Giannini","doi":"10.14236/ewic/eva2022.30","DOIUrl":null,"url":null,"abstract":"Museums have used computers to develop exhibition interactives and games over the years. This paper provides early case study examples and historical context. During the 1980s, computer-based displays in museum exhibitions were largely standalone. In the 1990s, the availability of the web allowed networked interactivity. In the 2000s, access via smartphones became increasingly widespread, enabling mobile access from personal devices. As well as the early examples, the paper provides an overview of more recent developments. Online gaming, including serious games with the purpose of not just entertainment, but educational and cultural, has increased in prevalence. Preservation and access to these digital resources have their own unique issues, and these are reflected in the paper, especially for early examples.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Vignettes of Computer-based Museum Interactive and Games Software through the Years\",\"authors\":\"Stefania Boiano, Ann Borda, Jonathan P. Bowen, G. Gaia, Tula Giannini\",\"doi\":\"10.14236/ewic/eva2022.30\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Museums have used computers to develop exhibition interactives and games over the years. This paper provides early case study examples and historical context. During the 1980s, computer-based displays in museum exhibitions were largely standalone. In the 1990s, the availability of the web allowed networked interactivity. In the 2000s, access via smartphones became increasingly widespread, enabling mobile access from personal devices. As well as the early examples, the paper provides an overview of more recent developments. Online gaming, including serious games with the purpose of not just entertainment, but educational and cultural, has increased in prevalence. Preservation and access to these digital resources have their own unique issues, and these are reflected in the paper, especially for early examples.\",\"PeriodicalId\":413003,\"journal\":{\"name\":\"Electronic Workshops in Computing\",\"volume\":\"10 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Electronic Workshops in Computing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.14236/ewic/eva2022.30\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Workshops in Computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14236/ewic/eva2022.30","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

多年来,博物馆一直使用计算机来开发展览互动和游戏。本文提供了早期的案例研究实例和历史背景。在20世纪80年代,博物馆展览中的计算机展示基本上是独立的。在20世纪90年代,网络的可用性使得网络交互成为可能。在2000年代,通过智能手机访问变得越来越普遍,使个人设备的移动访问成为可能。除了早期的例子外,本文还概述了最近的发展。网络游戏,包括不仅以娱乐为目的,而且以教育和文化为目的的严肃游戏,越来越流行。这些数字资源的保存和获取有其独特的问题,这些问题在论文中得到了反映,特别是对于早期的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Vignettes of Computer-based Museum Interactive and Games Software through the Years
Museums have used computers to develop exhibition interactives and games over the years. This paper provides early case study examples and historical context. During the 1980s, computer-based displays in museum exhibitions were largely standalone. In the 1990s, the availability of the web allowed networked interactivity. In the 2000s, access via smartphones became increasingly widespread, enabling mobile access from personal devices. As well as the early examples, the paper provides an overview of more recent developments. Online gaming, including serious games with the purpose of not just entertainment, but educational and cultural, has increased in prevalence. Preservation and access to these digital resources have their own unique issues, and these are reflected in the paper, especially for early examples.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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:604180095
Book学术官方微信