본문 바로가기
KERD
논문KCI 등재

박물관․미술관에서의 ICT 활용-영국의 사례를 중심으로

Using ICT in Museums and Galleries -Focusing on the Cases of UK

3

조회

0

다운로드

6

인용

0

참고문헌

키워드

주제분류기타인문학

초록

This Study is about cases in which ICT takes roles to broaden public experiences of museums and galleries in the UK. Above all, it briefly describes the history of the development of ICT in museums and galleries, and explores successful instances of integrating web-technologies, digital game, VR, AR etc.- into the museum environment in order to emphasize its importance. The circumstances in UK may imply significant issues to us, while S. Korea has been introducing ICT actively for future museums and galleries. As for efficient using of ICT, British government has attempted to collaborate with leading companies and to develop virtual museums and digital games. Furthermore, unstinted supports have been provided for the future model in order to establish digital archive drawing long-term plans. Therefore, this essay discusses some significances of precedent cases of the UK, and how we have to endeavour to strengthen and promote related policies.

Abstract

This Study is about cases in which ICT takes roles to broaden public experiences of museums and galleries in the UK. Above all, it briefly describes the history of the development of ICT in museums and galleries, and explores successful instances of integrating web-technologies, digital game, VR, AR etc.- into the museum environment in order to emphasize its importance. The circumstances in UK may imply significant issues to us, while S. Korea has been introducing ICT actively for future museums and galleries. As for efficient using of ICT, British government has attempted to collaborate with leading companies and to develop virtual museums and digital games. Furthermore, unstinted supports have been provided for the future model in order to establish digital archive drawing long-term plans. Therefore, this essay discusses some significances of precedent cases of the UK, and how we have to endeavour to strengthen and promote related policies.

참고문헌 (35)

  1. Ben Gammon, "Digital Technologies and the Museum Experience" (2008), Altamira Press
  2. Carolina, Verona, "Hypercontextualized learning games: Fantasy, Motivation and engagement in reality", 44(6) (2013)
  3. George E. Hein, "Learning in the Museum" (1998), Routledge
  4. Graham Black, "The Engaging Museum" (2005), Routledge
  5. Heimo H. Adelsberger, "handbook on inforamtion technologies for educatio and training" (2010), Springer
  6. Katherine Burton Jones, "Museum Informatics" (2008), Routledge
  7. Kevin Walker, "Digital Technologies and the Museum Experience" (2008), Altamira Press
  8. Loic Tallon, "Digital Technologies and the Museum Experience" (2008), Altamira Press
  9. Maria Economou, "Museum Informatics" (2008), Routledge
  10. Maria Roussou, "Museum in Digita age" (2010), Routledge
  11. Peter Walsh, "Museum in Digital age" (2010), Routledge
  12. Ross Parry, "Digital Technologies and the Museum Experience" (2008), Altamira Press
  13. Roy Hawkey, "the Responsive Museum" (2006), Ashgate Pulishing Limited
  14. Scot Osterweil, "Digital Games and Learning" (2011), Continuum International Publishing Group
  15. Sue Ann Cody, "Historical Museums on the World Wide Web: An Exploration and Critical Analysis", The Public Historian, 19(4) (1997)
  16. Chris Sharratt, "Making Digital Work Digital RND Fund", 6~ (2015)

관련 논문AI추천

이 간행물의 다른 논문 (12건)