Page 214 - AC/E's Digital Culture Annual Report 2015
P. 214

AC/E Digital Culture Annual Report 2015214Museums have been addressing this challenge for years. Whereas fear that the virtual dimen- sion would deter citizens from paying actual visits to museums was initially a concern, it has now been proven that, very much on the contrary, not only does it attract people tothe actual museum but also that these are two realities that coexist, complement each other, and share the same objectives – two realities that exist concurrently in contemporary society which the museum, as its agent, must occupy.Technology is proving to be a fantastic tool for meeting the needs of regular visitors to museums and, naturally, for broadening museum audienc- es. One of the main objectives of museums is (or should be) to cater to as many people as possi- ble. New websites, the social media, the digiti- sation of documents, crowdfunding and many other digital strategies that are being adopted have allowed museums to venture beyond their own walls as never before, making them acces- sible to anyone with an Internet connection, wherever they are. The possibilities of communi- cating, and of promoting and disseminating the heritage museums house are multiplied. And so are the possibilities of engaging and constructing content and experiences with the user as well.Nowadays people who are interested in museums not only want to stroll around their galleries, passively being there and seeing. They are calling for active involvement in constructing the stories the museum generates, for being a part of what is happening, as the museum is part of theirown reality and identity. Technology provides an excellent means of personalising a museum visit, making it immersive and shared. Through its use institutions achieve a more social museum.Many of the following technologies we will be looking at have become integrated thanks to mobile supports, and it is therefore increasingly common for some of the implementations and applications of many of them to be designed in relation to others. Nowadays it is smartphones and tablets that dictate the use of these tech- nologies. Cameras, microphones, light sensors, GPS, accelerometers, etc. that are integrated into mobiles make possible a wider use of augmented reality, 3D, NFC (Near Field Communication) technology or QR codes, among so many, that are going to provide visitors to a broad range of cultural institutions with a new experience.It is common for the institutions with the most financial and human resources to spearhead experimentation and initiatives, but we will highlight the work of museums with lower budgets which have launched technological and digital projects with very good results.The aim of this study is to detect the most innovative technologies that institutions are currently using, in addition to analysing a few which, despite having been around for years, are being used creatively and dynamically, renewing concepts and attitudes in the tasks of profession- als and the institution.We set out to explain how they function, stress- ing the benefits they can bring museums. We will provide examples of good practice that can be used as examples and as a guide for insti- tutions that are considering introducing these technologies. To observe trends in technology and how they can be adopted in the museum sphere is another of our aims.Focus 2015. Museums and New Technologies


































































































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