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

B. Dirgantoro, J. Martinez
{"title":"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","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":"{\"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}","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

摘要

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。
Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case
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.
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:481959085
Book学术官方微信