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Information Systems in Museums

Title: Information Systems in Museums

Term Paper , 2003 , 18 Pages , Grade: 1,0 (A)

Autor:in: Tom Kuehner (Author), Michael Schmidt (Author), Christoph Hinze (Author), Samuel Glemee (Author)

Engineering - Industrial Engineering and Management
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Summary Excerpt Details

In almost every part of modern life we have contact with different information systems. In the last few decades the computer became a more and more important medium for collecting, structuring and providing of information. A relative new invention is the possibility to locate a certain device in the physical space. It was originally developed for military purposes, but comes now to a broader application in the private and public sector. As a rather specific but never the less significant example we would like to present a connection of computing in one of its latest appearances and the possibility of locating devices connected to a totally new kind of information system. We would like to introduce the use of handheld computers for the use of a push/pull information system in the context of an exhibition or museum. Automation technologies were introduced to museums in the early 1960s. Projects like SELGEM (Self Generating Master) involved several museums and supported data entry to track collection information. Large scale computer use by museums was not feasible at that time because early computers were expensive and required space for installation. But that would change quickly. In 1968 Hewlett-Packard released its first programmable calculators. The early machines, such as the HP-9100, weighed 40 pounds and might be considered the first desktop computers. While Texas Instruments is credited with inventing the first pocket calculator in 1967, Hewlett-Packard developed the first programmable pocket calculator in 1974. After a NASA mission, the pocket HP-65 was promoted as having served "as a backup for Apollo's on-board computer." In ten years programmable computers had evolved from filling rooms to fitting in pockets.
While pocket computers may have found immediate use in museum offices, evidence of pocket computers enhancing the visitor experience was not found. The use of hand helds in museum exhibitions seems to have been inspired by the early personal digital assistants (PDAs) such as the Zaurus, Psion, and Newton. In 1993 two young men formed a company, Visible Interactive, around their modification of the Apple Newton they called iGo. Promoting it as the “world’s first interactive audio tour” their idea was to provide museum visitors with an enhanced personal experience through the accessibility of multimedia, text, and audio while walking through an exhibit space. [...]

Excerpt


Table of Contents

1 Introduction

1.1

1.2 A brief recent history

2 Information systems in museums, an overview

2.1 Printed information-systems

2.2 Acoustic information systems

2.3 Information systems with use of computers

3 HIPS Hyper Interaction within Physical Space

3.1 A school visit scenario

4 Features of portable information systems

4.1 Advantages

4.2 Disadvantages

5 Conclusion

6 References

Objectives and Research Themes

This report explores the integration and development of portable information systems within museum environments, balancing technological advancements with the human element of visitor interaction. The research questions examine how handheld technologies, specifically the HIPS system, can facilitate navigation and information retrieval, while identifying the associated benefits and challenges of deploying such systems in public exhibition spaces.

  • Evolution of information delivery in museums from print to digital
  • Mechanisms and paradigms of human-computer interaction in physical spaces
  • Technical architecture and practical implementation of HIPS
  • Analysis of user experience, personalization, and social interaction
  • Comparison between pull and push information strategies

Excerpt from the Book

3.1 A school visit scenario

A good opportunity to explain the HIPS with an example is a school visit. A class has studied the food chain and is visiting with its biology teacher a local natural science museum. Every child gets a hippie (handheld with HIPS device), whom the teacher set to “student mode” and activate the predator/prey game. The teacher himself has a hippie in “teacher mode”, which displays the plan of the museum and for each child a dot. As the children are moving through the museum the teacher can track everyone (getting labels for each spot) and can check to progress of learning. The teacher explains the game to the pupils and divides them in two groups: predators and preys. When the children put the headphones on they hear sounds of the nature and a voice that explains the rules again. The goal is to survive, the predators have to identify from various clues what animals are on their team, and to find their prey. If they manage to find it they “eat” and survive. The prey has the opposite task, first finding the prey then trying to detect the predator (by finding it in the museum). If they spot a predator the prey is considered safe, and thus survives. The team with the most survivors wins. Through listening to sounds and explanations, looking to diagrams, pictures, and maps, filling out multiple choice tests about what they have learned they are moving closer and closer to their ultimate goal. To finally prove that they have found the right animal they have to stand in front of it for the system to register that they “got” it. The spotted or “eaten” child will be informed that it has been spotted or eaten.

Through the HIPS functionality the activities of the group are enhanced, they can contact and interact even while displaced. This social function is missing from audio-based tours.

Summary of Chapters

1 Introduction: Provides an overview of the role of information systems in modern life and outlines the historical development of computing technology in museum contexts.

2 Information systems in museums, an overview: Categorizes different types of museum information systems, ranging from traditional printed tags and acoustic guides to computer-based interactive systems.

3 HIPS Hyper Interaction within Physical Space: Details the HIPS project, an EU-funded initiative designed to create pull-based, interactive navigation systems for museum visitors.

4 Features of portable information systems: Evaluates the technological advantages and practical challenges of implementing mobile computing in exhibition environments.

5 Conclusion: Synthesizes the findings, emphasizing the importance of human-centric design alongside technological capacity to prevent information overload.

6 References: Lists the magazines, scientific papers, and internet resources consulted during the research.

Keywords

Information Systems, Museums, HIPS, Human-Computer Interaction, Handheld Computers, Multimedia Kiosks, Ubiquitous Computing, Visitor Experience, Push-Pull Systems, Digital Interaction, Mobile Computing, Interactive Exhibits, Educational Technology

Frequently Asked Questions

What is the core focus of this report?

The report examines the development and integration of portable information systems within museum settings, focusing on how technology can enhance visitor engagement.

What are the primary thematic areas covered?

Key themes include the historical evolution of museum guidance, the transition from push to pull information models, and the practical implementation of mobile devices for interactive exhibitions.

What is the main objective of the research?

The objective is to explore how portable systems like HIPS enable personalized interaction, navigation, and educational experiences for diverse museum audiences.

Which scientific approach is utilized?

The work utilizes a descriptive analytical approach, reviewing existing case studies, pilot projects, and technological architectures to evaluate efficacy.

What topics are discussed in the main body?

The main body covers the taxonomy of museum systems, specific technical implementations such as HIPS, and a detailed analysis of the pros and cons regarding user interaction and system maintenance.

Which keywords characterize this work?

The most relevant keywords include Information Systems, HIPS, Museum technology, Human-Computer Interaction, and Ubiquitous Computing.

How does the HIPS system differ from traditional guided tours?

Unlike traditional guided tours, which are typically "push" systems with fixed itineraries, HIPS acts as a "pull" system allowing visitors to control their own path and information depth.

What role does the "school visit scenario" play in the text?

It serves as a practical application example, demonstrating how HIPS can turn a standard museum visit into an interactive, gamified learning experience with social components.

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Details

Title
Information Systems in Museums
College
Linköping University  (Institute for technology)
Course
Information Systems
Grade
1,0 (A)
Authors
Tom Kuehner (Author), Michael Schmidt (Author), Christoph Hinze (Author), Samuel Glemee (Author)
Publication Year
2003
Pages
18
Catalog Number
V18074
ISBN (eBook)
9783638224932
Language
English
Tags
Information Systems Museums Information Systems
Product Safety
GRIN Publishing GmbH
Quote paper
Tom Kuehner (Author), Michael Schmidt (Author), Christoph Hinze (Author), Samuel Glemee (Author), 2003, Information Systems in Museums, Munich, GRIN Verlag, https://www.grin.com/document/18074
Look inside the ebook
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