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[null,"1.","Record Nr.",null,"UNISANNIOPUV1085921"]
[null,null,"Titolo",null,"Diritti dell'uomo e libertà fondamentali : la giurisprudenza della Corte europea dei diritti dell'uomo e della Corte di giustizia delle Comunità europee / [direzione scientifica]: Michele De Salvia, Vladimiro Zagrebelsky"]
[null,null,"Pubbl/distr/stampa",null,"Milano, : Giuffrè"]
[null,null,"Descrizione fisica",null,"v. ; 24 cm."]
[null,null,"Disciplina",null,"341"]
[{"$nulls":4},"341.48"]
[{"$nulls":4},"341.481"]
[{"$nulls":4},"341.4810268"]
[null,null,"Collocazione",null,"D         (C) 24                  09201D         (C) 24                  094"]
[null,null,"Lingua di pubblicazione",null,"Italiano"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910299278203321"]
[null,null,"Titolo",null,"Museum Experience Design : Crowds, Ecosystems and Novel Technologies / / edited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018"]
[null,null,"ISBN",null,"3-319-58550-9"]
[null,null,"Edizione",null,"[1st ed. 2018.]"]
[null,null,"Descrizione fisica",null,"1 online resource (355 pages) : illustrations, tables"]
[null,null,"Collana",null,"Springer Series on Cultural Computing, , 2195-9056"]
[null,null,"Disciplina",null,"069.5"]
[null,null,"Soggetti",null,"User interfaces (Computer systems)"]
[{"$nulls":4},"Graphic design"]
[{"$nulls":4},"Cultural property"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Interaction Design"]
[{"$nulls":4},"Cultural Heritage"]
[{"$nulls":4},"Computer Appl. in Arts and Humanities"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references at the end of each chapters."]
[null,null,"Nota di contenuto",null,"Foreword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.- BrainChain App: A Fully Crowdsourced Design Process For Museums.- Fostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.- PART 3. OPPORTUNITIES THROUGH TECHNOLOGY.- Augmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.- Mobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.-  Using Mobile "]
[{"$nulls":4},"Technologies to Capture the Visitor Experience.- A Critical Reflection on Three Paradigms in Museum Technology and Experience Design.- PART 4. MUSEUMS AS PART OF AN ECOSYSTEM.- Becoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.- Designing Trajectories of Experiences: in Museums, around Museums or Including Museums.- The Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum."]
[null,null,null,"Sommario/riassunto","This state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences – including participatory exhibits, crowd sourcing and crowd mining – that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums."]