984 resultados para Vernacular Exhibition


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The purpose of this evaluation is to develop a framework that will help in planning and implementing the mobile sport exhibition, increase visitor satisfaction and aid At Bristol in building successful exhibits. The evaluation mainly focuses on visitor interaction with exhibits. It is believed that learning does occur in science centres and museums. The evaluation will therefore find out if learning occurs in the Sports exhibition and if so, the nature of the learning outcomes. The evaluation also discusses advantages and disadvantages of travelling exhibitions and identifies the characteristics of good exhibits that form the basis of the framework.From the results, an indication is that children make the larger proportion of visitors to Sportastic. Their age ranges, under 10 and 10 to 15 years constituted 21% and 30% respectively. The three most enjoyed exhibits are the Sprint Challenge (running), BATAK (test your reaction and Hot Shots (football). Visitors say these exhibits are enjoyed because they are fun, competitive, entertaining, interactive and hands-on. Skateboard Challenge and Skeleton Bob are among the exhibits least enjoyed since they are reported to be boring and uncomfortable to use. The learning outcomes from the exhibits are; increased knowledge about balancing, reaction, pulse and strength.

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The current paper presents a study conducted at The National Museum of Science and Technology in Stockholm to investigate the exhibition “Antarctica – that’s cool” from its first concept to the first workshop that is held in the exhibition. The focus is on the influence of floor staff on an exhibition and workshops as learning facilities in museums. Findings, based on visitor observation and the exhibition building process, go into the characteristics of low-budget productions and discuss the importance of staff on the exhibition floor for museums as life-long learning facilities. The holistic approach of the study provides deep insights into the complex interplay of visitors, staff and exhibitions. The results can be used for future exhibition building processes and educational programs in museums and should strengthen the museum’s position as life-long learning facility in nowadays society.

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This is a study conducted at, and for, the National Museum of History in Stockholm. The aim of the study was to confirm or disconfirm the hypothesis that visitors in a traditional museum environment might not take part in interactivity in an interactive exhibition. And if they do the visitors might skip the texts and objects on display. To answer this and other questions a multiple method was used. Both non participant observations and exit interviews were conducted. After a description of the interactive exhibits, theory of knowledge and learning is presented before the gathered data is presented. All together 443 visitors were observed. In the observations the visitors were timed on how much time they spent in the room, the time spent on the interactivity, texts and objects. In the 40 interviews information about visitors’ participation in the interactivity was gathered. What interactivity the visitor found easiest, hardest, funniest and most boring.The result did not confirm the hypothesis. All kinds of visitors, children and adults, participated in the interactivities. The visitors took part in the texts and objects and the interactive exhibits.

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På uppdrag av STEM bevakade Eva Lindberg från Centrum för solenergi-forskning, SERC, Högskolan Dalarna, 20th European Photovoltaic Solar Energy Conference and Exhibition, Barcelona, 6-10 juni 2005. Ca 1700 personer fanns på deltagarlistan. På grund av konferensen omfattning kan endast ett litet urval av föredrag och utställare kommenteras i rapporten. Konferensprogrammet var indelat på följande områden:1. Grundläggande fakta, nya komponenter och material2. Kristallina kiselsolceller and materialteknologi3. Amorft och mikrokristallint kisel4. CIS, CdTe och andra (II-VI) ternära tunnfilmsceller5. PV-moduler och komponenter i PV-system6. PV-system i nätanslutna applikationer7. Globala aspekter på PV-solelektricitet8. PV-industrins resultatFoU om kristallina solceller dominerade stort, sedan tunnfilmsceller av främst amorft kisel. Intressant var att återvinning är föremål för FoU; dels återvinning av kiselsolceller när panelen tjänat ut; dels återvinning av Cu, Cd, Se och Te när tunnfilmscellerna tas ur bruk.237 företag fanns representerade i utställningen, varav 20 från Kina. Tyskland dominerade stort. Utställningen teman var följande: 1) Tillverkare av kiselplattor, solceller, PV-moduler, koncentratorer, solföljare (se bild nedan) 2) Tillverkare och återförsäljare av utrustning och material 3) Integrering och distribution av system 4) Mätningar och kontrollteknologi 5) Forskning och laboratorier 6) Service, teknik, konsulting 7) Myndigheter och föreningar 8) Media och förlag 9) Tillverkare av inverterare 10) Övrigt.

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The outcome of an audience study supports theories stating that stories are a primary means by which we make sense of our experiences over time. Empirical examples of narrative impact are presented in which specific fiction film scenes condense spectators' lives, identities and beliefs. One conclusion is that spectators test the emotional realism of the narative for greater significance, connecting diegetic fiction experiences with their extra-diegetic world in their quest for meaning, self and identity. The 'banal' notion of the mediatization of religion theory is questioned as unsatisfactory in the theoretical context of individualized meaning-making processes. As a semantically negatively charged concept, it is problematic when analyzing empirical examples of spectators' use of fictional narratives, especially when trying to characterize the idiosyncratic and complex interplay between spectators' fiction emotions and their testing of mediated narratives in an exercise to find moral significance in extra-filmic life. Instead vernacular meaning-making is proposed.

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During 1999 and 2000, the author was employed by the Papua New Guinea Department of Education. Part of her duties at the Papua New Guinea Education Institute was to deliver in-service professional development programs to teachers who were implementing the country’s new curriculum. A focus of this curriculum is the use of two languages in early education; it also responds to the notion of the “bridging years” when children in Papua New Guinea develop skills and knowledge in two cultures and two languages. In this article, the author casts a critical gaze on the implications of developing literacy technologies for oral languages in Papua New Guinea. She uses examples drawn from the in-service course she developed for practicing teachers, as well as referring to theoretical understandings of the importance of literacy practices being learned in social and cultural contexts.

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This article investigates aspects of the production, dissemination and consumption of UNESCO’s first international touring exhibition, Australian Aboriginal Culture, in order to explore the relationship between UNESCO and Australia in the development of a key cultural heritage program. It argues that the exhibition indicates a national and international spirit of universalism that attempted to address crosscultural ignorance in a period of post-war optimism.

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The international exhibitions of the late nineteenth and early twentieth centuries are now generally seen as sites for the dissemination of an evolving discourse on modernity's primary theme: progress. These technological and cultural spectacles represented 'the self-congratulatory pride' of the bourgeoisie in their attainment of world power (Corbey 1994:60). The didactic function of international exhibitions lay embedded in their carefully arranged, itemised and annotated displays, as well as in the very architecture within which such displays were housed. It was a pedagogy palely echoed in every elementary classroom and school textbook of the newly created mass education systems of the day (Cote 2000a). The exhibitions were also modern in their embrace of the mass audience and their intentionally populist focus. An exhibition was intended to provide the visitor, already touched by a modern curiosity, with personal access to the wonders of modernity.

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Sveta Bogorodica (Church of the Holy Mother), Zavoj, is a small church built in 1934 in a village in the Republic of Macedonia. It presented a quintessential architectural division between a richly ornamented interior and a pure white formal exterior. The paper will examine the question of tradition in relation to architecture. What of the formal Byzantine architectural tradition is inherited in this folk vernacular church building? Secondly, tradition as an inherited liturgical ritual and ceremony. How are these two forms of tradition autonomous or intertwined, and how the question about transcendence in architecture pursued in the 2005 paper on Hagia Sofia might be understood within the parameters offered by this church building, will be explored in the paper .

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Drawing on cultural artefacts, images and interactive audio-visual material, this exhibition depicts a vivid portrait of the Anglo-Indian community in Australia.

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This paper argues that the influence of multimedia on exhibition practices can be felt not only by the presence of multimedia interactives in the exhibition itself but more generally by the presence of similar structural principles. The argument is conducted by borrowing from Stephen Johnson’s (2005) thesis that contemporary forms of popular culture, particularly those found in video games, television and film, are based on an ‘architecture of rewards’. In taking this term across to exhibition practices, I use it to analyse an approach to the interpretation of a heritage site, which attempts neither to reconstruct its former uses nor to insert traditional forms of ‘contextual’ displays. Instead, I argue that the curatorial attempt to find ways in which the site could become the principal object of display resulted in the conscious production of narrative gaps which become the structural armature for the encouragement of game playing in a similar process to that discussed by Johnson in relation to video games.