998 resultados para Virtual Museum
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Las páginas web junto a la animación 3D son dos grandes atractivos hoy en día en el mundo de Internet. Una interfaz web agradable e interactiva por la que navegar cómodamente; junto a una herramienta en dos dimensiones fácil de manejar, para diseñar y obtener un resultado en tres dimensiones. Esas han sido las bases de mi aplicación, la cual consiste en una página web dedicada al arte, donde cualquier persona podrá registrarse y dibujar mediante una paleta cómo sería un museo a su gusto. Visitando el museo virtual resultante, donde admirar las obras junto a su autor y título.
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Walter D’Arcy Ryan was born in 1870 in Kentville, Nova Scotia. He became the chief of the department of illumination at the General Electric Company of Schenectady, New York. He was a founder in the field of electrical illumination. He built the electric steam scintillator which had numerous nozzles and valves. The operator would release steam through the valves. The nozzles all had names which included: Niagara, fan, snake, plume, column, pinwheel and sunburst. The steam scintillator was combined with projectors, prismatic reflectors, flashers and filters to produce the desired effects. In 1920 a group of businessmen from Niagara Falls, New York formed a group who called themselves the “generators’. They lobbied the American and Canadian governments to improve the illumination of the Falls. They were able to raise $58, 000 for the purchase and installation of 24 arc lights to illuminate the Falls. On February 24th, 1925 the Niagara Falls Illumination Board was formed. Initially, the board had a budget of $28,000 for management, operation and maintenance of the lights. The power was supplied free by the Ontario Power Company. They had 24 lights installed in a row on the Ontario Power Company surge tank which was next to the Refectory in Victoria Park on the Canadian side. The official opening ceremony took place on June 8th, 1925 and included a light parade in Niagara Falls, New York and an international ceremony held in the middle of the Upper Steel Arch Bridge. Walter D’Arcy Ryan was the illuminating engineer and A.D. Dickerson who was his New York field assistant directed the scintillator. with information from American Technological Sublime by David E. Nye and the Niagara Falls info website Location: Brock University Archives Source Information: Subject Headings: Added Entries: 100 Ryan, W. D’A. |q (Walter D’Arcy), |d 1870-1934 610 General Electric Company 650 Lighting, Architectural and decorative 650 Lighting |z New York (State) |z Niagara Falls 700 Dickerson, A.F. 700 Schaffer, J.W. Related material held at other repositories: The Niagara Falls Museum in Niagara Falls, Ontario has a program (pamphlet) dedicating new lighting in 1958 and it has postcards depicting the illumination of the Falls. Some of Ryan’s accomplishments can be seen at The Virtual Museum of the City of San Francisco. Described by: Anne Adams Date: Sept 26,Upper Steel Arch Bridge. Walter D’Arcy Ryan was the illuminating engineer and A.D. Dickerson who was his New York field assistant directed the scintillator. with information from American Technological Sublime by David E. Nye and the Niagara Falls info website
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En la presente comunicación se describe la creación y aplicación de una base de datos educativa en el campo de la parasitología, en la Facultad de Biología de la Universidad Complutense de Madrid. El material depositado en las colecciones de parasitología del departamento de zoología y antropología física de la UCM fue fotografiado en su totalidad y con las imágenes resultantes se creó una base de datos (banco de imágenes). El aprovechamiento de estas imágenes, como recurso educativo, se aplicó en tres vertientes: 1. la creación de un museo virtual que será asequible desde Internet; 2. la edición de materiales docentes en el marco de los proyectos de innovación y mejora de la calidad docente de la UCM y 3. el desarrollo de una asignatura telemática, impartida exclusivamente a través de un campus virtual.
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Como reflexo de um movimento mundial onde a memória se tornou um valor nas sociedades contemporâneas, também as empresas estão investindo na organização e preservação de suas memórias e um sem número de iniciativas materializou-se na publicação de livros, exposições, criação de “museus virtuais” e fundação de Centros de Documentação ou de Memória. Neste trabalho analisamos como a história das empresas vem sendo organizada com base na experiência do programa Memória Petrobras. Ao longo de 6 anos a estatal implementou um amplo conjunto de iniciativas voltadas para a recuperação dos marcos históricos da empresa, ordenação de dados, coleta de depoimentos e preparação de um suporte de pesquisa e divulgação materializado em um museu virtual. Discutimos a relevância desta proposta no conjunto de outras iniciativas semelhantes no âmbito da história das empresas.
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The rapid development of Information and Communication Technologies - TIC, coupled with the advancement of the global Internet computer network have framed new concepts and definitions such as virtual reality, immersive environments, webmuseums, digital museums, electronic art, cyber art, among other terminologies that are becoming more and more common and are present in everyday Web users. To better understand the terminologies used to describe museum in the virtual environment, we present a summarized table of terms such as webmuseum, virtual museum, digital museum and their derivatives in order to define the elements that differentiate or resemble them. We used the bibliographic descriptive method for identifying the concepts presented by some expert authors in the field. In conclusion, we recommend the use of the term webmuseum for museums in cyberspace as the most appropriate and we define the concept, comprehending its meaning and characteristics.
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The subject of the present research is related to the field of computer technology applied to support intellectual activities such as text translation, screenwriting and content organization of popular and education courses, especially concerning museum visits. The research has started with the deep analysis of the cognitive process which characterizes a screenwriter while working. This choice has been made because a screenplay is not only an aid to the realization of a show but, more in general, it can be considered as the planning of an education, popular and formative intellectual activity. After this analysis, the research has focused on the specific area of the planning, description and introduction of topics related to the history of science, and in particular, of computer science. To focus on this area it has been fundamental to analyse subjects concerning the didactics of museum visits organization. The aim was to find out the guide lines that a teacher should follow when planning the visit of a museum (virtual museum of the history of computer science). The consequent designing and realisation of an automatic support system for the description and the production of a formative, education and popular multimedia product (for the history of computer science), has been possible thanks to the results achieved through this research. The system obtained is provided by the following features: ·management of multimedia slides (such as texts, video, audio or images) which can be classified on the bases of the topic and of the profile of the user; ·automatic creation of a sequence of multimedia slides which introduce the topic; ·management of the interaction with the user to check and give validity to the product. The most innovative aspect of the present research is represented by the fact that the product is realised on the bases of the profile of the user.
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La geometría de la bóveda de crucería española en s. XVI. Publicada en INTERNET en Gothicmed.com. A virtual museum of mediterranean gothic arquitecture
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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.
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Europeana is the European virtual museum which was established in 2008. Its ambition is to create a common space allowing to access the cultural heritage of Europe from a single portal, by creating a network in all European countries. To make the initiative technically possible, Europeana has built a technological infrastructure to aggregate metadata from the different Europeana countries and memory institutions, while keeping the original digitized content on their sites. This paper presents Bulgariana, the Bulgarian chapter of Europeana. It is part of the technical infrastructure of Europeana, an established technical aggregator of Bulgarian cultural heritage content. It uses the two Europeana representation models ESE and EDM. Bulgariana is also a community building initiative putting in place a Bulgarian wide network of professionals and institutions working together to preserve and present Bulgarian cultural heritage around the world.
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Protection and preservation of our cultural and literary historical and documentary heritage are particularly relevant today. The paper presents methods for creating digital resources of historical artifacts related to the Balkan war. Special attention is paid to the process of 3D scanning of objects. The methodology will be used in building an electronic archive and Virtual Museum.
Virtual Cellar of the Estonian Literary Museum: the Challenges of the Open Access in the Digital Era
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Poster at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
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Contém artigos apresentados na International Conference “Uncertain Spaces: Virtual Configurations in Contemporary Art and Museums”, na Fundação Calouste Gulbenkian (Lisboa), 31 Outubro - 1 de Novembro de 2014) de: Helena Barranha e Susana S. Martins - Introduction: Art, Museums and Uncertainty (pp.1-12); Alexandra Bounia e Eleni Myrivili - Beyond the ‘Virtual’: Intangible Museographies and Collaborative Museum Experiences (pp.15-32); Annet Dekker - Curating in Progress. Moving Between Objects and Processes (pp.33-54); Giselle Beiguelman - Corrupted Memories. The aesthetics of Digital Ruins and the Museum of the Unfinished (pp.55-82); Andrew Vaas Brooks - The Planetary Datalinks (pp.85-110); Sören Meschede - Curators’ Network: Creating a Promotional Database for Contemporary Visual Arts (pp.11-130); Stefanie Kogler - Divergent Histories and Digital Archives of Latin American and Latino Art in the United States – Old Problems in New Digital Formats (pp.131-156); Luise Reitstätter e Florian Bettel - Right to the City! Right to the Museum!(pp.159-182); Roberto Terracciano - On Geo-poetic systems: virtual interventions inside and outside the museum space (pp.183-210); e, Catarina Carneiro de Sousa e Luís Eustáquio - Art Practice in Collaborative Virtual Environments (pp.211-240).
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Gràcies a la introducció d'Internet, les institucions de la memòria poden anar ara un pas endavant i proporcionar narratives i documentació en línia. La present comunicació intenta descobrir com poden ser utilitzades les memòries en línia basant-se en dues experiències: una exposició de nens de la guerra i un portal d'immigració.