Abstract: To investigate and explain the history of each copy, we must refer to its past because it highlights parts of the civilization of people among which this copy has been codified. In this paper, eight Ferdowsi’s Shahnameh of Safavid era of Tabriz doctrine available in Iranian libraries and museums are studied. Undoubtedly, it can be said that Ferdowsi’s Shahnameh is one of the most important books that has been transcribed many times in different eras because it explains the Iranian champions’ prowess and it includes the history of Iran from Pishdadian to Sasanian dynasty. In addition, it has been attractive for governors and artists. The research methodology of this article is based on the analytical-descriptive arguments. The research hypothesis is based on papers used in Shahnameh writing in Safavid era of Tabriz doctrine were mostly Isfahanian papers existed. At that time, Isfahanian paper was unique in terms of quality, clarity, flatness of the sheets, volume, shape, softness and elegance, strength, and smoothness. This paper was mostly used to prepare the courtier and exquisite copies. This shows that the prepared copies in Safavid era of Tabriz doctrine were very important because the artists and people who ordered and were out of the court have ordered Isfahanian paper for writing their books.
Abstract: Nuclear technology is a controversial issue among a great share of the Brazilian population. Misinformation and common wrong beliefs confuse public’s perceptions and the scientific community is expected to offer a wider perspective on the benefits and risks resulting from ionizing radiation in everyday life. Attentive to the need of new approaches between science and society, the Nuclear Energy Museum, in northeast Brazil, is an initiative created to communicate the growing impact of the beneficial applications of nuclear technology in medicine, industry, agriculture and electric power generation. Providing accessible scientific information, the museum offers a rich learning environment, making use of different educational strategies, such as films, interactive panels and multimedia learning tools, which not only increase the enjoyment of visitors, but also maximize their learning potential. Developed according to modern active learning instructional strategies, multimedia materials are designed to present the increasingly role of nuclear science in modern life, transforming science education into a meaningful learning experience. In year 2016, nine different interactive computer-based activities were developed, presenting curiosities about ionizing radiation in different landmarks around the world, such as radiocarbon dating works in Egypt, nuclear power generation in France and X-radiography of famous paintings in Italy. Feedback surveys have reported a high level of visitors’ satisfaction, proving the high quality experience in learning nuclear science at the museum. The Nuclear Energy Museum is the first and, up to the present time, the only permanent museum in Brazil devoted entirely to nuclear science.
Abstract: This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.
Abstract: Museums play a significant role in their communities with respect to culture, history, environment, and social development. They are considered as important sites for families, tourists, school groups, cultural visitors and individuals, looking to enjoy, learn and expand their horizons. Aim of audience development programs is to support individuals and organizations to work together to deliver messages that will raise museums' profile for both existing and potential visitors. They recognize the particular role that museums play for communities, the audiences they seek to reach, the experience they seek to offer and the extent and nature of their collections. This study aims at using both the qualitative and quantitative approach to explore the important role that audience development programs in museums can play in raising awareness in their communities concerning cultural heritage preservation and tourism. The Alexandria National Museum is considered as a valuable case study. In depth interviews with museum managers and staff was conducted as well as an online questionnaire. The study also includes suggestions and guidelines for applying audience development programs in Egyptian museums.
Abstract: Istanbul-Karakoy Port, field of this study, has lost its
former significance in time due to the transformation of urban
functions. Today, activities for regeneration of this region continue in
two forms and scales. First of these activities is the "planned
transformation projects," which also includes “Galataport project”,
and the second one is "spontaneous transformation," which consists
of individual interventions. Galataport project that based on the idea
of arranging the area specifically for tourists was prepared in 2005
and became a topic of tremendous public debate. On the other hand,
the "spontaneous transformation" that is observed in Karakoy District
starts in 2004 with the foundation of “Istanbul Modern Museum”
which allowed the cultural integration of old naval warehouses of the
port to the daily life. Following this adaptive reuse intervention, the
district started to accommodate numerous art galleries, studios, caféworkshops
and design stores. In this context, this paper first examines
regeneration studies in obsolete port regions, analyzes the planned
and ongoing socio-spatial transformations in the specific case of
Karakoy and performs a critical review of the sustainability of the
proposals on how to reinstate the district in the active life of Istanbul.
Abstract: The feedbacks obtained regarding the sense of
presence from pilot users operating a Mobile Robotic presence
(MRP) system to visit a simulated museum are reported in this paper.
The aim is to investigate how much the perception of system’s
usefulness and ease of use is affected by operators’ sense of social
telepresence (presence) in the remote location. Therefore, scenarios
of visiting a museum are simulated and the user operators are
supposed to perform some regular tasks inside the remote
environment including interaction with local users, navigation and
visiting the artworks. Participants were divided into two groups,
those who had previous experience of operation and interaction with
a MRP system and those who never had experience. Based on the
results, both groups provided different feedbacks. Moreover, there
was a significant association between user’s sense of presence and
their perception of system usefulness and ease of use.
Abstract: This qualitative research has 2 objectives: to study
marketing management of the cultural learning center in
Suansunandha Rajabhat University and to suggest guidelines to
improve its marketing management. This research is based on a case
study of the Arts and Culture Office in Suansunandha Rajabhat
University, Bangkok.
This research found the Art and Culture Office has no formal
marketing management. However, the marketing management is
partly covered in the overall business plan, strategic plan, and action
plan. The process can be divided into 5 stages. The marketing
concept has long been introduced to its policy but not apparently put
into action due to inflexible system. Some gaps are found in the
process.
The research suggests the Art and Culture Office implement the
concept of marketing orientation, meeting the needs and wants of its
target customers and adapt to the changing situation. Minor
guidelines for improvement are provided.
Abstract: This paper aims to quantify the impact of natural disaster on tourism by the change of annual visitors to scenic spots. The data of visitors to Alishan, Sun Moon Lake, Sitou and Palace Museum in Taiwan during 1986 to 2012 year is collected, and the trend analysis is used to predict the annual visitors to these scenic spots. The findings show that 1999 Taiwan earthquake had significant effect on the visitors to Alishan, Sun Moon Lake and Sitou with an average impact of 55.75% during 1999 to 2000 year except for Palace Museum. The impact was greater as closer epicenter of 1999 earthquake. And the discovery period of visitors is about 2 to 9 years. Further, the impact of heavy rainfall on Alishan, Taiwan is estimated. As the accumulative rainfall reaches to 500 mm, the impact on visitors can be predicted.
Abstract: Now a days, a significant part of commercial and governmental organisations like museums, cultural organizations, libraries, commercial enterprises, etc. invest intensively in new technologies for image digitization, digital libraries, image archiving and retrieval. Hence image authorization, authentication and security has become prime need. In this paper, we present a semi-fragile watermarking scheme for color images. The method converts the host image into YIQ color space followed by application of orthogonal dual domains of DCT and DWT transforms. The DCT helps to separate relevant from irrelevant image content to generate silent image features. DWT has excellent spatial localisation to help aid in spatial tamper characterisation. Thus image adaptive watermark is generated based of image features which allows the sharp detection of microscopic changes to locate modifications in the image. Further, the scheme utilises the multipurpose watermark consisting of soft authenticator watermark and chrominance watermark. Which has been proved fragile to some predefined processing like intentinal fabrication of the image or forgery and robust to other incidental attacks caused in the communication channel.
Abstract: The growing interest on national heritage
preservation has led to intensive efforts on digital documentation of
cultural heritage knowledge. Encapsulated within this effort is the
focus on ontology development that will help facilitate the
organization and retrieval of the knowledge. Ontologies surrounding
cultural heritage domain are related to archives, museum and library
information such as archaeology, artifacts, paintings, etc. The growth
in number and size of ontologies indicates the well acceptance of its
semantic enrichment in many emerging applications. Nowadays,
there are many heritage information systems available for access.
Among others is community-based e-museum designed to support the
digital cultural heritage preservation. This work extends previous
effort of developing the Traditional Malay Textile (TMT) Knowledge
Model where the model is designed with the intention of auxiliary
mapping with CIDOC CRM. Due to its internal constraints, the
model needs to be transformed in advance. This paper addresses the
issue by reviewing the previous harmonization works with CIDOC
CRM as exemplars in refining the facets in the model particularly
involving TMT-Artifact class. The result is an extensible model
which could lead to a common view for automated mapping with
CIDOC CRM. Hence, it promotes integration and exchange of
textile information especially batik-related between communities in
e-museum applications.
Abstract: In this paper we canvass three case studies of unique
research partnerships between universities and schools in the wider
community. In doing so, we consider those areas of indeterminate
zones of professional practice explored by academics in their
research activities within the wider community. We discuss three
cases: an artist-in-residence program designed to engage primary
school children with new understandings about local Indigenous
Australian issues in their pedagogical and physical landscapes; an
assessment of pedagogical concerns in relation to the use of physical
space in classrooms; and the pedagogical underpinnings of a
costumed museum school program. In doing so, we engage issues of
research as playing an integral part in the development,
implementation and maintenance of academic engagements with
wider community issues.
Abstract: This article describes Uruk, the virtual museum of
Iraq that we developed for visual exploration and retrieval of image
collections. The system largely exploits the loosely-structured
hierarchy of XML documents that provides a useful representation
method to store semi-structured or unstructured data, which does not
easily fit into existing database. The system offers users the
capability to mine and manage the XML-based image collections
through a web-based Graphical User Interface (GUI). Typically, at an
interactive session with the system, the user can browse a visual
structural summary of the XML database in order to select interesting
elements. Using this intermediate result, queries combining structure
and textual references can be composed and presented to the system.
After query evaluation, the full set of answers is presented in a visual
and structured way.
Abstract: The proposed paper examines strategies whose aim is
to counter the all too often sighted process of abandonment that
characterizes contemporary cities. The city of Nicosia in Cyprus is
used as an indicative case study, whereby several recent projects are
presented as capitalizing on traditional cultural assets to revive the
downtown. The reuse of existing building stock as museums,
performing arts centers and theaters but also as in the form of various
housing typologies is geared to strengthen the ranks of local residents
and to spur economic growth. Unlike the examples from the 1960s,
the architecture of more recent adaptive reuse for urban regeneration
seems to be geared in reinforcing a connection to the city where the
buildings often reflect the characteristics of their urban context.
Abstract: This research investigates the use of digital technology
namely interactive multimedia in effective art education provided by
museum. Several multimedia experience examples created for art
education are study case subjected to assistance audiences- learning
within the context of existing theory in the field of interactive
multimedia.
Abstract: This paper focuses on the 3D reconstruction of
the architectural design of Darul Ridzuan Museum. It has
concentrated on designing exterior part of the building according
to colored digital photo of the real museum. Besides viewing the
architecture, walkthroughs are generated for the user to control
it in an easier way. User can travel through the museum to get
the feel of the environment and to explore the design of the
museum as a whole; both exterior and interior. The result has
shown positive result in terms of realism, navigation, collision
detection, suitability, usability and user-s acceptance. In brief,
the 3D virtual museum has provided an alternative to present a
real museum.
Abstract: This research sought to discover the forms of
promotion and dissemination of traditional local wisdom that are
used to create occupations among the elderly at Noanmueng
Community, Muang Sub-District, Baan Doong District, Udornthani
Province. The criteria used to select the research sample group were:
having a role involved in the promotion and dissemination of
traditional local wisdom to create occupations among the elderly;
being an experienced person who the residents of Noanmueng
Community find trustworthy; and having lived in Noanmueng
Community for a long time so as to be able to see the development
and change that occurs. A total of 16 persons were thus selected. Data
was gathered through a qualitative study, using semi-structured indepth
interviews. The collected data was then summarized and
discussed according to the research objectives. Finally, the data was
presented in narrative format. Results found that the identifying
traditional local wisdom of the community (which grew from the
residents’ experience and beneficial usage in daily life, passed down
from generation to generation) was the weaving of cloth and
basketry. As for the manner of promotion and dissemination of
traditional local wisdom, these skills were passed down through
teaching by example to family members, relatives and others in the
community. This was largely the initiative of the elders or elderly
members of the community. In order for the promotion and
dissemination of traditional local wisdom to create occupations
among the elderly, the traditional local wisdom should be supported
in every way through participation of the community members. For
example, establish a museum of traditional local wisdom for the
collection of traditional local wisdom in various fields, both from the
past and present innovations. This would be a source of pride for the
community, simultaneously helping traditional local wisdom to
become widely known and to create income for the community’s
elderly. Additional ways include organizing exhibitions of products
made by traditional local wisdom, finding both domestic and
international markets, as well as building both domestic and
international networks aiming to find opportunities to market
products made by traditional local wisdom.