2019
DOI: 10.1080/09647775.2019.1683880
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Framing collaborative processes of digital transformation in cultural organisations: from literary archives to augmented reality

Abstract: At a time when it is particularly urgent to identify models of intersection across the digital and cultural sector to respond to an emergent funding and policy environment, this article contributes to a body of scholarly work around designing digital interventions for museums by identifying the role of cultural content in shaping design spaces for collaboration. The context of the article is a research project that brought together magical realist literature and the development of an Augmented Reality smartpho… Show more

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Cited by 33 publications
(14 citation statements)
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References 42 publications
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“…In order to ensure that there are already studies performed when the search query is "(Digital AND Transformation)", a search was conducted which detected that there were already 4250 entries, even though most of them are not directly related to the entire search query. In the more generic field of study of our proposal, we can also find previous work carried out in different countries and with very different approaches [35][36][37][38][39][40][41][42][43][44][45][46][47][48][49]. The works as mentioned, address proposals focused on the field of study using a wide variety of tools and methods, and open options to evaluate how they could be introduced and what scope they have in the field of study.…”
Section: State Of the Artmentioning
confidence: 94%
“…In order to ensure that there are already studies performed when the search query is "(Digital AND Transformation)", a search was conducted which detected that there were already 4250 entries, even though most of them are not directly related to the entire search query. In the more generic field of study of our proposal, we can also find previous work carried out in different countries and with very different approaches [35][36][37][38][39][40][41][42][43][44][45][46][47][48][49]. The works as mentioned, address proposals focused on the field of study using a wide variety of tools and methods, and open options to evaluate how they could be introduced and what scope they have in the field of study.…”
Section: State Of the Artmentioning
confidence: 94%
“…Only through 3D scene modeling can operations such as real-time rendering, texture mapping, lighting processing, interaction, and real-time roaming be performed on the system, thereby making the virtual world built more realistic. The current 3D scene modeling technology is mostly based on the following technologies: (1) geometry-based modeling technology; (2) image-based modeling technology; (3) geometric and imagebased hybrid modeling technology.…”
Section: A 3d Scene-modeling Technologymentioning
confidence: 99%
“…In (5), f and g represent the 2D geometric transformation function and the one-dimensional gray-scale transformation function, 2…”
Section: Image Collection and Processingmentioning
confidence: 99%
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“…While research focusing on museums as SE has included an exploration of the service experience (Minkiewicz, Bridson, & Evans, 2016) and the interplay of museum visitors, exhibition organizers, and resources in such an SE (Nakamura, Sakamoto, & Križaj, 2017), the role of technology in determining the flexibility of museum SE has been somewhat neglected, despite the insight that technologies change museum services, forcing the managers to adapt to new circumstances (Evrard & Krebs, 2018; Garrido & Camarero, 2014). In light of this fact, more research into digital solutions as potentially supporting communication, service provision, and museum organization has been called for (Arrigoni, Schofield, & Trujillo Pisanty, 2019). Giannini and Bowen (2019) questioned the role of technology in the museum exhibition experience and demanded more research into this topic.…”
Section: Introductionmentioning
confidence: 99%