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      Vignettes of Computer-based Museum Interactive and Games Software through the Years

      Published
      proceedings-article
      , , , ,
      Proceedings of EVA London 2022 (EVA 2022)
      Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
      4–8 July 2022
      Computer interactives, Digital culture, Digital preservation, Museum exhibits, Online gaming, Serious games
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            Abstract

            Museums have used computers to develop exhibition interactives and games over the years. This paper provides early case study examples and historical context. During the 1980s, computer-based displays in museum exhibitions were largely standalone. In the 1990s, the availability of the web allowed networked interactivity. In the 2000s, access via smartphones became increasingly widespread, enabling mobile access from personal devices. As well as the early examples, the paper provides an overview of more recent developments. Online gaming, including serious games with the purpose of not just entertainment, but educational and cultural, has increased in prevalence. Preservation and access to these digital resources have their own unique issues, and these are reflected in the paper, especially for early examples.

            Content

            Author and article information

            Contributors
            Conference
            July 2022
            July 2022
            : 158-166
            Affiliations
            [0001]InvisibleStudio

            London

            UK
            [0002]Department of Information Studies

            University College London

            London

            UK
            [0003]London South Bank University

            School of Engineering

            London, UK
            [0004]InvisibleStudio

            Milan

            Italy
            [0005]Pratt Institute

            School of Information

            New York, USA
            Article
            10.14236/ewic/EVA2022.30
            73b522c1-7967-421a-9d05-848f7d339002
            © Boiano et al. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2022, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2022
            EVA 2022
            London
            4–8 July 2022
            Electronic Workshops in Computing (eWiC)
            Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2022.30
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Digital culture,Online gaming,Serious games,Digital preservation,Museum exhibits,Computer interactives

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