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resource research Media and Technology
For the past twenty years there has been a slow trickle of research disseminated through a variety of channels on the natureand use of computer interactives within museum and gallery environments. This research has yet to be consolidated into arobust and coherent evidence base for considering and understanding the continued investment in such interactives byinstitutions.Simultaneously however, the technology has changed almost beyond recognition from early kiosk-based computer exhibitsfeaturing mostly film and audio content, through to the newer generation of multi-touch interfaces being
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TEAM MEMBERS: Jenny Kidd Irida Ntalla William Lyons
resource research Media and Technology
New mobile devices with large multi-touch displays, such as the iPad, have brought revolutionary changes to ways users interact with computers. Instead of traditional input devices such as keyboards, touchpads and mice, multi-touch gestures are used as the primary means of interacting with mobile devices. Surprisingly, body-motion gestures are evolving to become a new, natural, and effective way for game players to interact with game consoles in a very similar fashion: in Kinect for Xbox 360, a controller-free gaming experience is made possible by using body-motion gestures to play games.
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TEAM MEMBERS: Yuan Feng Zimu Liu Baochun Li
resource research Media and Technology
Most tabletop research presents findings from lab-based user studies, focusing on specific interaction techniques. This means we still know little about how these new interfaces perform in real life settings and how users appropriate them. This paper presents findings from a field study of an existing interactive table in a museum of natural history. Visitors were found to employ a wide variety of gestures for interacting; different interface elements invited different types of gesture. The analysis highlights challenges and design conflicts in the design of tabletop interfaces for public
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TEAM MEMBERS: Eva Hornecker
resource research Media and Technology
Despite a long history of using participatory methods to enable public engagement with issues of societal importance, interactive displays have only recently been explored for this purpose. In this paper, we evaluate a tabletop game called Futura, which was designed to engage the public with issues of sustainability. Our design is grounded in prior research on public displays, serious games, and computer supported collaborative learning. We suggest that a role-based, persistent simulation style game implemented on a multi-touch tabletop affords unique opportunities for a walk-up-and-play style
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TEAM MEMBERS: Alissa N. Antle Joshua Tanenbaum Allen Bevans Katie Seaborn Sijie Wang
resource research Media and Technology
In this article, Nina Simon, an experience design consultant at Museum 2.0, explores the correlation between museum and exhibit design and visitor participation. Simon suggests that increased parameters and more thoughtfully designed exhibits will yield more meaningful visitor participation.
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TEAM MEMBERS: Nina Simon
resource research Media and Technology
Launched in 2010, the NMC Horizon Report: Museum Edition expanded the NMC Horizon Report series to provide insight on the entrance of new tools and applications in the museum sector. The Museum Edition examines emerging technologies for their potential impact on and use in education and interpretation within the museum environment. This edition is made possible by the generous support of the Edward and Betty Marcus Foundation and the Marcus Institure for Digital Education in the Arts.
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TEAM MEMBERS: The New Media Consortium Johnson, L. Witchey, H. Smith, R. Levine, A. Haywood, K.
resource research Media and Technology
Inclusion, Disabilities, and Informal Science Learning, a report by the CAISE Access Inquiry Group, sets forth a framework for changing this inequity. This white paper offers a theoretical framework for thinking about inclusion of people with disabilities in informal science education (ISE), then reviews current practice in museums (broadly defined), in media and technology, and in youth and community programs. While "investigations located a number of projects, initiatives, and organizations that have sought greater inclusion of people with disabilities in ISE," the report concludes, "these
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TEAM MEMBERS: CAISE Access Inquiry Group Christine Reich Jeremy Price Ellen Rubin Mary Ann Steiner
resource evaluation Media and Technology
The Nanomedicine Explorer kiosk at the Museum of Science, Boston provides opportunities to learn about nanomedicine, nanotechnology, cancer biology, new research in cancer diagnosis and therapy, and the process of medical research from bench to bedside. This report is the formative evaluation of the prototype of this kiosk, presenting the results of visitor observations, exit surveys, and interviews. The findings of these data served to provide the Nanomedicine Explorer production team a basis from which to make improvements to the program, which was released as Version 1.0 in May of 2009
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TEAM MEMBERS: Kerry Bronnenkant Carol Lynn Alpert
resource research Media and Technology
In this article, Mary Jane Taylor, Interim Director of Public Programs at Winterthur Museum & Country Estate, shares the Request for Proposal process associated with the "Made in China: Export Porcelain from the Leo and Doris Hodroff Collection at Winterthur" exhibition and the associated "Design your own plate" interactive. Evaluation results and RFP are included in this article.
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TEAM MEMBERS: Mary Jane Taylor
resource research Media and Technology
This document contains a summary of notes from an Open Space session on Media, Technology, and Informal Learning from the 2014 AISL PI Meeting. It includes a list of active AISL projects related to media.
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TEAM MEMBERS: Richard Hudson
resource research Media and Technology
Field trips to science museums can provide students with educational experiences, particularly when museum programs emphasize scientific inquiry skill building over content knowledge acquisition. We describe the creation and study of 2 programs designed to significantly enhance students' inquiry skills at any interactive science museum exhibit without the need for advanced preparation by teachers or chaperones. The programs, called Inquiry Games, utilized educational principles from the learning sciences and from visitor studies of museum field trips. A randomized experimental design compared
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TEAM MEMBERS: Exploratorium Josh Gutwill Sue Allen
resource research Media and Technology
A team of researchers and practitioners developed a museum program to coach families in the skills of scientific inquiry at interactive exhibits. The program was inspired by the increasing focus on scientific inquiry in schools and the growing number of open-ended exhibit designs in science museums. The development process involved major decisions in two arenas: which inquiry skills to teach, and what pedagogical strategies to use to teach them. After many rounds of refinement based on evaluation with families, the final program, called Inquiry Games, improved visitors' inquiry behavior in
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TEAM MEMBERS: Exploratorium Sue Allen Josh Gutwill