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Collecting and Exhibiting Computer-Based Technology

Collecting and Exhibiting Computer-Based Technology
Author: Petrina Foti
Publisher: Routledge
Total Pages: 166
Release: 2018-11-05
Genre: Art
ISBN: 1351174320

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Computer technology has transformed modern society, yet curators wishing to reflect those changes face difficult challenges in terms of both collecting and exhibiting. Collecting and Exhibiting Computer-Based Technology examines how curators at the history and technology museums of the Smithsonian Institution have met these challenges. Focusing on the curatorial process, the book explores the ways in which curators at the institution have approached the accession and display of technological artifacts. Such collections often have comparatively few precedents, and can pose unique dilemmas. In analysing the Smithsonian’s approach, Foti takes in diverse collection case studies ranging from DNA analyzers to Herbie Hancock’s music synthesizers, from iPods to born-digital photographs, from the laptop used during the filming of the television program Sex and the City to "Stanley" the self-driving car. Using her proposed model of "expert curation", she synthesizes her findings into a more universal framework for undertanding the curatorial methods associated with computer technology and reflects on what it means to be a curator in a postdigital world. Collecting and Exhibiting Computer-Based Technology offers a detailed analysis of curatorial practice in a relatively new field that is set to grow exponentially. It will be useful reading for curators, scholars, and students alike.


Museums and the History of Computing

Museums and the History of Computing
Author: Simone Natale
Publisher: Taylor & Francis
Total Pages: 132
Release: 2024-07-26
Genre: Language Arts & Disciplines
ISBN: 1040127843

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Museums and the History of Computing examines the critical role that cultural organizations, such as museums and galleries, play in shaping ‘digital heritage’: the cultural heritage surrounding computer technology. Focusing on digital technologies as objects and practices that museums collect, exhibit, and preserve for the future, this book highlights how and why museums play a crucial role in preserving the rich heritage of the digital world, constructing powerful narratives that help make it relevant to the public. It demonstrates that the museum can be a powerful means of safeguarding and interpreting ephemeral and continually changing digital technology, offering new pathways for rethinking the very meaning of digital objects and practices in contemporary societies. It provides practices and strategies for the preservation and exhibition of computing artifacts and ways to accommodate and respond to narratives about histories of computing that circulate in the public arena. Bringing together leading museum and university researchers and practitioners, and mobilizing cross-cutting debates and approaches in areas such as museum studies, cultural heritage, history of technology, anthropology, and media studies, this book challenges us to think critically about what ‘digital’ is when examined not only as a tool but as a cultural object deserving of attention and a place within the museum. Museums and the History of Computing is for museum studies students and researchers as well as museum practitioners – especially those with an interest in digital technology and heritage. It will be of interest to researchers and students interested in histories of computing and digital media and in digital media studies.


The Private Collector's Museum

The Private Collector's Museum
Author: Georgina S Walker
Publisher: Routledge
Total Pages: 288
Release: 2019-05-17
Genre: Business & Economics
ISBN: 1351370510

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The Private Collector’s Museum connects the rising popularity of private museums with evolving models of collecting and philanthropy, and new inter-relationships between private and public space. It examines how contemporary collectors construct museums to frame themselves as cultural arbiters of global distinction. By exploring a range of in-depth contemporary case studies, the book aims for a more complex understanding of the private collector’s museum, assessing how it is realised, funded and understood in a broader cultural context. It examines the ways in which this particular museum model has evolved within a historical Western tradition of collecting and museum-building, and considers how private museums will endure alongside their public counterparts. It also sheds light on the shifting patterns of collecting, such as the transition of personal art collections into the public sphere. The developments are situated within the wider context of private–public engagement in general. Providing a new analysis of philanthropy, public access and the museum, The Private Collector’s Museum is essential reading for scholars and students interested in the private museum, and key reading for those interested in related issues.


The von Neumann Computer Game

The von Neumann Computer Game
Author: Richard Vahrenkamp
Publisher: via tolino media
Total Pages: 33
Release: 2022-11-24
Genre: Education
ISBN: 375469880X

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The educational game "von Neumann Computer Game" can be used in schools to teach pupils the basic principles of how a computer works, based on the von Neumann architecture, in a playful and step-by-step manner. The game can also be used in the museum education of computer museums and technology museums as well as in adult education. The goal of the "von Neumann Computer Game" is to playfully recreate the information logistics in the computer, how, under the supervision of the control unit, data is transferred from the memory to the computing unit, processed there, and stored back. The processes are controlled by the control unit with a program. The processes in the control unit and in the arithmetic unit are played by one pupil each. Each piece of information is represented as a number by a pupil with a sign. The seats in the class become storage locations of numerical data. In the class, the pupils carry the information back and forth on signs. The "von Neumann Computer Game" can be used in didactics for the subjects computer science, mathematics and media literacy. The game can be used in schools, where it can be played in the classroom, and in exhibition rooms of museums, where it can be guided by museum education. It can be played from grade 3 and up and covers only elementary arithmetic operations of plus, minus, times and division. Depending on the grade level, the game can be played at different levels of difficulty. In grade 10, for example, the values of a polynomial of degree 3 can be calculated step by step. The "von Neumann Computer Game" can be used not only in schools but also in adult education to acquire media competence or in retraining programs to teach learners the basic principles of how a computer works. The "von Neumann Computer Game" can be taught at universities and colleges of education for teacher training in courses on didactics for the subjects of computer science, mathematics and media competence. In terms of media theory, the game is of interest because it opens a rift to the immeasurable space of human creativity in the field of software development and software application, which can take place on hardware that at first seems a bit brittle.


Milestones in Analog and Digital Computing

Milestones in Analog and Digital Computing
Author: Herbert Bruderer
Publisher: Springer Nature
Total Pages: 2072
Release: 2021-01-04
Genre: Computers
ISBN: 3030409740

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This Third Edition is the first English-language edition of the award-winning Meilensteine der Rechentechnik; illustrated in full color throughout in two volumes. The Third Edition is devoted to both analog and digital computing devices, as well as the world's most magnificient historical automatons and select scientific instruments (employed in astronomy, surveying, time measurement, etc.). It also features detailed instructions for analog and digital mechanical calculating machines and instruments, and is the only such historical book with comprehensive technical glossaries of terms not found in print or in online dictionaries. The book also includes a very extensive bibliography based on the literature of numerous countries around the world. Meticulously researched, the author conducted a worldwide survey of science, technology and art museums with their main holdings of analog and digital calculating and computing machines and devices, historical automatons and selected scientific instruments in order to describe a broad range of masterful technical achievements. Also covering the history of mathematics and computer science, this work documents the cultural heritage of technology as well.


Digital Collections and Exhibits

Digital Collections and Exhibits
Author: Juan Denzer
Publisher: Rowman & Littlefield
Total Pages: 133
Release: 2015-07-22
Genre: Language Arts & Disciplines
ISBN: 1442243767

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Today’s libraries are taking advantage of cutting-edge technologies such as flat panel displays using touch, sound, and hands-free motions to design amazing exhibits using everything from simple computer hardware to advanced technologies such as the Microsoft Kinect. Libraries of all types are striving to add new interactive experiences for their patrons through exciting digital exhibits, both online and off. Digital Collections and Exhibits takes away the mystery of designing stunning digital exhibits to spotlight library treasures by walking the reader through implementation projects that are sure to astound and impress. This collection of easy-to-follow instructions will give readers the knowledge and confidence to create and design their very own extraordinary digital exhibits. Readers will learn: How to Create a Digital Exhibit Using Omeka.net How to Create a Hands-Free Digital Exhibit Showcase with Microsoft Kinect How to Create a Digital Exhibit Using Open Exhibits How to Create 3D Objects and Add them to Online Exhibits


Digital Technologies and the Museum Experience

Digital Technologies and the Museum Experience
Author: Loïc Tallon
Publisher: Rowman Altamira
Total Pages: 264
Release: 2008
Genre: Business & Economics
ISBN: 0759111219

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The biggest trend in museum exhibit design today is the creative incorporation of technology. Digital Technologies and the Museum Experience: Handheld Guides and Other Media explores the potential of mobile technologies (cell phones, digital cameras, MP3 players, PDAs) for visitor interaction and learning in museums, drawing on established practice to identify guidelines for future implementations.


The Personalization of the Museum Visit

The Personalization of the Museum Visit
Author: Seph Rodney
Publisher: Routledge
Total Pages: 255
Release: 2019-05-13
Genre: Social Science
ISBN: 135169586X

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The Personalization of the Museum Visit examines a fundamental shift in institutional behavior in museums located in the United States and the United Kingdom. Contending that art museums have moved toward a new paradigm of public engagement, it posits that modern museum visitors are treated as self-directed "clients", with the agency to make meaning for themselves. The book then considers how this change has come about, examining factors such as the onset of a new museology, an experience economy, and a marketing revolution. Drawing on extensive research undertaken at Britain’s Tate Modern, the book examines a range of issues, including visitor engagement, curatorial practice, and museum management. A visit experience that is customizable to the individual visitor, in which curators and marketers work together with visitor-clients to create an experience of personalized meaning, is, Rodney argues, rising in prevalence in the art museum field, but it is also being stymied by certain structural impediments. This book examines such obstacles, including institutional division of labor, long-standing conceptions, or misconceptions, of the museum’s mission, and the orientation of museums toward a certain conceptual model of their visitors. The Personalization of the Museum Visit is essential reading for scholars and students engaging with issues of visitor engagement, curatorial practice, and museum management. With a particular focus on the role of business interests and public policy, the book should also be of interest to those undertaking research in fields outside of museum and visitor studies.


Museum Innovation and Social Entrepreneurship

Museum Innovation and Social Entrepreneurship
Author: Haitham Eid
Publisher: Routledge
Total Pages: 157
Release: 2019-03-14
Genre: Art
ISBN: 0429647182

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Museum Innovation and Social Entrepreneurship makes a contribution towards building a museum perspective of innovation that takes into consideration the unique role of museums in society. Beginning and ending with the idea of museum innovation in a wider sense, the book takes digital innovation as a particular focus. Drawing on innovation theories from business studies and case studies from national museums in the US and the UK, as well as numerous examples of innovative museum projects around the globe, the author unpacks, in practical terms, what it means for museums to be innovative and socially enterprising. As a result, Eid presents a research-based model of innovation in museums, which is flexible enough to be fully or partially adopted by any museum, regardless of size, location, mission or nature of the collections it houses. As such, this model makes innovation in museums scalable, replicable and feasible to start and operate. Supplying the museum studies field with essential terminologies and conceptual frameworks related to innovation, Museum Innovation and Social Entrepreneurship helps to forge new ideas and create common ground with other disciplines. Therefore, the book should be essential reading for academics, researchers and graduate students working in the fields of museum and heritage studies, digital humanities and business studies. It should also be of great interest to practitioners working in museums around the globe.


Biculturalism at New Zealand’s National Museum

Biculturalism at New Zealand’s National Museum
Author: Tanja Schubert-McArthur
Publisher: Routledge
Total Pages: 249
Release: 2019-03-14
Genre: Art
ISBN: 1351121375

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The Museum of New Zealand Te Papa Tongarewa has been celebrated as an international leader for its bicultural concept and partnership with Māori in all aspects of the museum, but how does this relationship with the indigenous partner work in practice? Biculturalism at New Zealand’s National Museum reveals the challenges, benefits and politics of implementing a bicultural framework in everyday museum practice. Providing an analysis of the voices of museum employees, the book reflects their multifaceted understandings of biculturalism and collaboration. Based on a year of intensive fieldwork behind the scenes at New Zealand’s national museum and drawing on 68 interviews and participant observations with 18 different teams across the organisation, this book examines the interactions and cultural clashes between Māori and non-Māori museum professionals in their day-to-day work. Documenting and analysing contemporary museum practices, this account explores how biculturalism is enacted, negotiated, practised and envisioned on different stages within the complex social institution that is the museum. Lessons learnt from Te Papa will be valuable for other museums, NGOs, the public service and organisations facing similar issues around the world. Biculturalism at New Zealand’s National Museum addresses a gap in the literature on biculturalism and reaffirms the importance of ethnography to the anthropological enterprise and museum studies research. As such, it will be essential reading for academics, researchers and postgraduate students in the fields of cultural anthropology, museum anthropology, museum studies, and Māori studies or indigenous studies. It should also be of great interest to museum professionals.