العنوان بلغة أخرى: |
The Use Of Augmented Reality Technology In Museums: A Case Study On The Educational Museum Of The Faculty Of Arts, Tanta University |
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المصدر: | المجلة الدولية لعلوم المكتبات والمعلومات |
الناشر: | الجمعية المصرية للمكتبات والمعلومات والأرشيف |
المؤلف الرئيسي: | دنيا، هبة فتحي (مؤلف) |
المؤلف الرئيسي (الإنجليزية): | Donia, Heba Fathy |
المجلد/العدد: | مج8, ع3 |
محكمة: | نعم |
الدولة: |
مصر |
التاريخ الميلادي: |
2021
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الشهر: | سبتمبر |
الصفحات: | 171 - 206 |
DOI: |
10.21608/IJLIS.2020.46631.1038 |
ISSN: |
2356-8003 |
رقم MD: | 1183238 |
نوع المحتوى: | بحوث ومقالات |
اللغة: | العربية |
قواعد المعلومات: | HumanIndex |
مواضيع: | |
كلمات المؤلف المفتاحية: |
الواقع المعزز | المتاحف الأثرية | الواقع المعزز بالمتاحف | Augmented Reality | Archaeological Museums | Augmented Reality in Museums
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رابط المحتوى: |
المستخلص: |
هدفت الدراسة إلي استكشاف تقنية الواقع المعزز واستخدامها في المتاحف كأحد التقنيات الناشئة الرئيسة التي تعزز تجربة زائري المتاحف، وذلك بالاعتماد على منهج دراسة الحالة حيث تم تطبيق التقنية على عينة من مجموعات المتحف التعليمي لكلية الآداب جامعة طنطا باستخدام تطبيقZapper للواقع المعزز، وقد أسفرت نتائج الدراسة عن أنه كلما زاد دمج تقنية الواقع المعزز في خدمات المتاحف، كلما زادت القيم التعليمية والتجريبية والتاريخية والمعرفية والثقافية والإجتماعية والإقتصادية، وزاد رضا الزائرين. وأن الهواتف الذكية هي منصة الواقع المعزز المفضلة بالمتاحف لسهولة التنفيذ والتكاليف المنخفضة والموثوقية والقدرة على تشغيل تطبيقات الواقع المعزز ذات الكفاءة. وأن استخدام تطبيق Zapper للواقع المعزز جاء مناسبا في تقديم طريقة مبتكرة للتعريف بمجموعات المتحف التعليمي لكلية الآداب جامعة طنطا. حيث تم تقديم مجموعة متنوعة من المعلومات الرقمية عن مجموعات المتحف تشمل ألبومات صور، مقاطع فيديو، مقاطع صوتية، روابط لمواقع ذات صلة من المتاحف العالمية...إلخ، والتي تظهر بمجرد معاينة كاميرا الهاتف الذكي لأكواد القطع الأثرية من خلال التطبيق. وكانت أبرز مشكلات التطبيق تأثر سرعة معاينة الأكواد وإسترجاع ما يرتبط بها من معلومات بسرعة الإنترنت المتاحة بالمتحف. "The Use Of Augmented Reality Technology In Museums: A Case Study On The Educational Museum Of The Faculty Of Arts, Tanta University The study aimed to explore augmented reality technology and its use in museums as one of the main emerging technologies that enhance the experience of museum visitors, by relying on the case study methodology where the technology was applied to a sample of the educational museum collections of the Faculty of Arts, Tanta University, using the Zapper application of augmented reality. The more augmented reality technology is integrated into museum services, the more educational, experimental, historical, knowledge, cultural, social and economic values increase, and the greater the satisfaction of the visitors. Smartphones are the museums' preferred augmented reality platform for ease of implementation, low costs, reliability and the ability to run efficient augmented reality applications. And that the use of the Zapper application for augmented reality was appropriate in providing an innovative way to introduce the educational museum collections of the Faculty of Arts, Tanta University. Where a variety of digital information about the museum's collections has been presented, including photo albums, video clips, audio clips, links to related sites from international museums ... etc., which appear as soon as a smartphone camera preview the artifact codes through the application. The main problems of the application were the impact of the speed of previewing the codes and retrieving the associated information with the Internet speed available in the museum. The study reached the following results: 1. Museums have tended to integrate augmented reality technology into their services because of their need for an interesting and safe way to benefit from artifacts and museum collections of high value, as well as the possibility of providing smart systems for managing museums' archaeological databases. 2. The augmented reality technology is implemented in museums, either through the tag system or depending on the geographical location. Using smartphones and tablets, or fixed or wearable projectors. 3. Smartphones are the preferred augmented reality platform for museums, for ease of implementation, low costs, reliability and the ability to run efficient augmented reality applications. 4. One of the most prominent problems of applying augmented reality technology in museums is the lack of or poor internet connection, in addition to affecting the field of vision in crowded museums, which negatively affects the accuracy and success of this technology. 5. International museums used augmented reality technology either by using specially designed applications such as: the “A Gift for Athena” application to learn about Greek culture at the British Museum, and the “Skin and Bones” application to see the skeletons displayed in a new way in the Bones Hall at the Smithsonian National Museum of Natural History in Washington . Or using an Android or iOS ready app such as the Aurasma app used at the MUVIG Museum in Viggiano, Italy. Tablets and smartphones were the most commonly used display devices in these museums. 6. The use of the Zapper Augmented Reality application was appropriate in providing an innovative way to introduce the educational museum collections of the Faculty of Arts, Tanta University. A variety of digital information was presented about the museum's collections of artifacts, including photo albums, video clips, audio clips, links to relevant sites from international museums...etc, which appear as soon as the smartphone camera previews the artifact codes through the application. 7. The Zapper app and platform are characterized by its simplicity of interface and ease of use, and its ability to encourage students to learn, collaborate, and gain museum exposure experiences. The application is affected by the speed of previewing the codes of the artifacts models and retrieving the associated information at the speed of the Internet available in the museum." |
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ISSN: |
2356-8003 |