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ÇAĞDAŞ SANAT MÜZELERİNDE DİJİTAL ETKİLEŞİMLİ TEKNOLOJİLER

Yıl 2020, Cilt: 10 Sayı: 4, 423 - 440, 30.09.2020

Öz

21. Yüzyıl’da gerçekleşen bir dizi teknolojik gelişme ile birlikte kültür-sanat etkinliklerinin üretim ve tüketim şekilleri de eşzamanlı olarak dönüşmektedir. Sanat müzeleri; kültürün aktarımı ve sanat eserlerinin sergilenmesinde ziyaretçilerine etkin bir müze deneyimi sunma amacıyla çağdaş yöntemleri kullanan öncü kamusal ve kurumsal mekanlardır. Bu çalışma; çağdaş sanat müzelerinde kullanılan dijital teknolojik uygulamaları “müze deneyimi” odağında irdelemeyi amaçlamaktadır. Araştırmada deneyim kavramı ve dijital etkileşimli teknolojilerin gelişim süreci literatürdeki temel kaynak ve verilerin taranması ile tespit edilmiş, çağdaş sanat müzelerinde kullanılan dijital etkileşimli teknolojiler, saha araştırmaları, basılı yayınlar ve çevrimiçi kaynaklar üzerinden incelenmiştir. Elde edilen veriler ışığında tespit edilen dijital etkileşimli teknolojiler; dokunmatik ekranlar, dijital ses sistemleri, projeksiyon haritalama, kare kod uygulamaları, sanal gerçeklik, artırılmış gerçeklik, karma gerçeklik ve yapay zeka teknolojileri olarak belirlenmiş, tarihsel gelişimleri ve çağdaş sanat müzelerinde kullanım alanları üzerinden örneklerle incelenmiştir. Çalışma sonucunda dijital etkileşimli teknolojilerle çağdaş sanat müzelerinde deneyimi artırmaya yönelik öneriler getirilmiştir.

Kaynakça

  • Althoff T, White RW, Horvitz E. (2016). Influence of Pokémon Go on Physical Activity: Study and Implications, J Med Internet Res 2016;18(12):e315, URL: https://www.jmir.org/2016/12/e315, DOI: 10.2196/jmir.6759
  • Arabacıoğlu, B.C. (2008). ‘Etkileşimli Mekan' Tasarımı KMİM 3, 43-51.
  • Arabacioglu, B.C. (2011). Interactive Space Design: The New Architectural Design Thinking by Using Intelligent Building Systems in Interior Spaces. VDM Publishing.
  • Arabacıoğlu, B.C., Aytıs, S. (2016). Bilgi-İletişim Teknolojileri Destekli Etkileşimli Mekân Tasarımı Süreci, Megaron 2016 Cilt Vol. 11 - Sayı No. 2, İstanbul.
  • Bedford, L. (2014). The Art of Museum Exhibitions : How Story and Imagination Create Aesthetic Experiences. WalnutCreek: Routledge.
  • Bedno, J, Bedno E., (1999). Museum Exhibitions: Past Imperfect, Future Tense. September/October 1999 issue of Museum News,The American Association of Museums. 4.
  • Black, G. (2012). The Engaging Museum : Developing Museums for Visitor Involvement. Hoboken: Routledge.
  • Black M., Hein, G. E. (2003). You’re Taking Us Where? Reaction and Response to a Guided Art Museum Fieldtrip, in M. Xanthoudaki, L. Tickle & V. Sekules (eds.) Researching Visual Arts Education in Museums and Galleries, Dordrecht: Kluwer Publishers.
  • Buxton, B. (2010). 31.1: Invited Paper: A Touching Story: A Personal Perspective on the History of Touch Interfaces Past and Future, Society, Information Display International Symposium Digest of Technical Papers, SID 10 Digest, 444, ISSN 0097-966X/10/4101-0444-$1.00.
  • Carrozzino, M., Bergamasco, M. (2010). Beyond Virtual Museums: Experience Immersive Virtual Reality in Real Museums. Journal of Cultural Heritage, 11(4), 452-458.
  • Chang, E. (2006). Interactive Experiences and Contextual Learning in Museums, Studies in Art Education A Journal of Issues and Research 2006,47(2), 170-186.
  • Christians, C., Steiner, L. (2010). Key Concepts in Critical Cultural Studies. [N.p.]: University of Illinois Press.
  • Confalonieri, R., Yee-King M., Hazelden K., D'Inverno M., Jonge, D., Osman, N., Sierra, C., Agmoud L., Prade, H. (2015). Engineering multiuser museum interactives for shared cultural experiences. Engineering Applications of Artificial Intelligence 46 (2015)180–195.
  • Di Giuseppantonio Di Franco, P., Camporesi, C., Galeazzi, F., Kallmann, M. (2015) 3D Printing and Immersive Visualization for Improved Perception of Ancient Artifacts, The Massachusetts Institute of Technology, Cambridge.
  • Falk, J., H., Dierking, L. D. (1992). The Museum Experience, Washington D.C., Whalesback books, s:113.
  • Falk, J., H., Dierking, L. D. (2000). Learning from Museums: Visitor Experiences and the Making of Meaning, Altamira Press.
  • Falk, J. H., Dierking, L. D. (2012). The Museum Experience Revisited. Walnut Creek: Routledge.
  • Fouseki, K., Vacharopoulou, K. (2013). Digital Museum Collections and Social Media: Ethical Considerations of Ownership and Use. Journal of Conservation and Museum Studies, 11(1), Art. 5. DOI: http://doi.org/10.5334/jcms.1021209.
  • Galani, A. (2003). Mixed Reality Museum Visits: Using new technologies to support co-visiting for local and remote visitors. Museological Review. Leicester: Department of Museum Studies,
  • Gülel, Z., Arabacıoğlu, B.C. (2019). Arttırılmış Gerçekliğin (AG) Mekan Tasarımı Eğitiminde Kullanımına Potansiyeller ve Kısıtlamalar Işığında Güncel Bir Bakış. STD 2019 Haziran –E-ISSN 2149 – 6595, S: 151-177.
  • Hooper-Greenhill, E. (1999). The Educational Role of the Museum. Routledge.
  • Hooper-Greenhill, E. (2000). Changing values in the art museum: Rethinking communication and learning. International Journal of Heritage Studies 6:1, 9-31, DOI: 10.1080/135272500363715.
  • Hooper-Greenhill, E. (2007). Museums and Education Purpose, Pedagogy, Performance. Routledge.
  • Hooper-Greenhill, E. (2010). Changing Values in The Art Museum: Rethinking Communication and Learning.
  • Huyssen, A. (1999). Alacakaranlık Anıları: Bellek Yitimi Kültüründe Zamanı Belirlemek, Metis Yayınları, İstanbul.
  • Kaminsky, J. (1957). Dewey's Concept of an Experience, Philosophy and Phenomenological Research, Vol. 17, No. 3 (Mar., 1957), pp. 316-330.Published by: International Phenomenological Society.
  • Karayılanoğlu, G. (2019). Digital Transformation in Contemporary Art Museums with The Example of Barcelona Museum of Contemporary Art. 5th International Conference on New Trends in Architecture and Interior Design Nisan 26 - 28, 2019, Istanbul, Turkey.
  • Karayılanoğlu, G., Arabacioglu, B. (2017). Integration of New Visual Technology Experiences into Museum Interiors. Conference: 3rd International Conference on New Trends in Architecture and Interior Design, Helsinki, Finland.
  • Kılıç, T. (2016). Artırılmış Gerçeklik Teknolojisinin İç Mekân Tasarım Sürecinde Kullanılması, Mimar Sinan Güzel Sanatlar Üniversitesi, Fen Bilimleri Enstitüsü, İç Mimarlık Anabilim Dalı, Yüksek Lisans Tezi.
  • Lee, S.K., Buxton, W., Smith, K.C. (1985). A multi-touch three-dimensional touch-sensitive tablet, Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI’85), 21-27.
  • Loscos, C., Tecchia, F., Frisoli, A., Carrozzino, M., Ritter Widenfeld, H., Swapp D., Bergamasco, M. (2004). The Museum of Pure Form: Touching Real Statues in An Immersive Virtual Museum. The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritage Vast.
  • Milgram, P., Kishino, F. (1994). A Taxonomy Of Mixed Reality Visual Displays. IEICE Transactions on Information Systems, Vol E77-D, No.12 December 1994. 2.
  • Moss, M. S., Endicott-Popovsky, B., & Dupuis, M. J. (2015). Is Digital Different? : How Information Creation, Capture, Preservation and Discovery Are Being Transformed. London: Facet Publishing.
  • Pallasmaa, J. (2011). The Embodied Image Imagination and Imaginery in Architecture, John Wiley & Sons Ltd. Publication, West Sussex, İngiltere.
  • Raskar, R.; Welch, G.; Fuchs, H. (1998). Spatially augmented reality. In Proceedings of the 1st IEEE Workshop on Augmented Reality (IWAR ’98): Placing Artificial Objects in Real Scenes, pp. 63-72.
  • Sutherland, I. E. (1965). The Ultimate Display. Proceedings of IFIP Congress 2, S: 506-509.
  • Tribe, M., Jana, R. (2009) New Media Art, Taschen, 12-13.
  • Tuan, Y. F. (1977). Space and Place: The Perspective of Experience, University of Minnesota Press, Minneapolis, Londra.
  • Turing, A. M. (1950). Computing Machinery And Intelligence. Computing Machinery and Intelligence. Mind 49: 433-460.
  • White, M., Panagiotis, P., Liarokapis, F. (2007). Multimodal Mixed Reality Interfaces for Visualizing Digital Heritage. International Journal of Architectural Computing • June 2007 DOI: 10.1260/1478-0771.5.2.32.

DIGITAL INTERACTIVE EXPERIENCES IN CONTEMPORARY ART MUSEUMS

Yıl 2020, Cilt: 10 Sayı: 4, 423 - 440, 30.09.2020

Öz

As a result of a series of technological developments in the 21st century, the production and consumption of cultural and artistic activities have simultaneously transformed. Art museums are pioneering public and institutional spaces that use contemporary methods to provide an effective museum experience in the transfer of culture and the display of artworks. With this study, it is aimed to examine the digital technological applications used in contemporary art museums in the focus of “museum experience”. In this research, the concept of experience and the development process of digital interactive technologies have been determined by literature review through printed publications and online sources. Furthermore, a series of field researches were conducted at several contemporary art museums that use digital interactive technologies. In light of the data obtained, digital interactive technologies were identified as; touch screens, digital audio systems, projection mapping, quick response codes, virtual reality, augmented reality, mixed reality, and artificial intelligence. As a result of this study, suggestions were made to increase the experience in contemporary art museums with digital interactive technologies.

Kaynakça

  • Althoff T, White RW, Horvitz E. (2016). Influence of Pokémon Go on Physical Activity: Study and Implications, J Med Internet Res 2016;18(12):e315, URL: https://www.jmir.org/2016/12/e315, DOI: 10.2196/jmir.6759
  • Arabacıoğlu, B.C. (2008). ‘Etkileşimli Mekan' Tasarımı KMİM 3, 43-51.
  • Arabacioglu, B.C. (2011). Interactive Space Design: The New Architectural Design Thinking by Using Intelligent Building Systems in Interior Spaces. VDM Publishing.
  • Arabacıoğlu, B.C., Aytıs, S. (2016). Bilgi-İletişim Teknolojileri Destekli Etkileşimli Mekân Tasarımı Süreci, Megaron 2016 Cilt Vol. 11 - Sayı No. 2, İstanbul.
  • Bedford, L. (2014). The Art of Museum Exhibitions : How Story and Imagination Create Aesthetic Experiences. WalnutCreek: Routledge.
  • Bedno, J, Bedno E., (1999). Museum Exhibitions: Past Imperfect, Future Tense. September/October 1999 issue of Museum News,The American Association of Museums. 4.
  • Black, G. (2012). The Engaging Museum : Developing Museums for Visitor Involvement. Hoboken: Routledge.
  • Black M., Hein, G. E. (2003). You’re Taking Us Where? Reaction and Response to a Guided Art Museum Fieldtrip, in M. Xanthoudaki, L. Tickle & V. Sekules (eds.) Researching Visual Arts Education in Museums and Galleries, Dordrecht: Kluwer Publishers.
  • Buxton, B. (2010). 31.1: Invited Paper: A Touching Story: A Personal Perspective on the History of Touch Interfaces Past and Future, Society, Information Display International Symposium Digest of Technical Papers, SID 10 Digest, 444, ISSN 0097-966X/10/4101-0444-$1.00.
  • Carrozzino, M., Bergamasco, M. (2010). Beyond Virtual Museums: Experience Immersive Virtual Reality in Real Museums. Journal of Cultural Heritage, 11(4), 452-458.
  • Chang, E. (2006). Interactive Experiences and Contextual Learning in Museums, Studies in Art Education A Journal of Issues and Research 2006,47(2), 170-186.
  • Christians, C., Steiner, L. (2010). Key Concepts in Critical Cultural Studies. [N.p.]: University of Illinois Press.
  • Confalonieri, R., Yee-King M., Hazelden K., D'Inverno M., Jonge, D., Osman, N., Sierra, C., Agmoud L., Prade, H. (2015). Engineering multiuser museum interactives for shared cultural experiences. Engineering Applications of Artificial Intelligence 46 (2015)180–195.
  • Di Giuseppantonio Di Franco, P., Camporesi, C., Galeazzi, F., Kallmann, M. (2015) 3D Printing and Immersive Visualization for Improved Perception of Ancient Artifacts, The Massachusetts Institute of Technology, Cambridge.
  • Falk, J., H., Dierking, L. D. (1992). The Museum Experience, Washington D.C., Whalesback books, s:113.
  • Falk, J., H., Dierking, L. D. (2000). Learning from Museums: Visitor Experiences and the Making of Meaning, Altamira Press.
  • Falk, J. H., Dierking, L. D. (2012). The Museum Experience Revisited. Walnut Creek: Routledge.
  • Fouseki, K., Vacharopoulou, K. (2013). Digital Museum Collections and Social Media: Ethical Considerations of Ownership and Use. Journal of Conservation and Museum Studies, 11(1), Art. 5. DOI: http://doi.org/10.5334/jcms.1021209.
  • Galani, A. (2003). Mixed Reality Museum Visits: Using new technologies to support co-visiting for local and remote visitors. Museological Review. Leicester: Department of Museum Studies,
  • Gülel, Z., Arabacıoğlu, B.C. (2019). Arttırılmış Gerçekliğin (AG) Mekan Tasarımı Eğitiminde Kullanımına Potansiyeller ve Kısıtlamalar Işığında Güncel Bir Bakış. STD 2019 Haziran –E-ISSN 2149 – 6595, S: 151-177.
  • Hooper-Greenhill, E. (1999). The Educational Role of the Museum. Routledge.
  • Hooper-Greenhill, E. (2000). Changing values in the art museum: Rethinking communication and learning. International Journal of Heritage Studies 6:1, 9-31, DOI: 10.1080/135272500363715.
  • Hooper-Greenhill, E. (2007). Museums and Education Purpose, Pedagogy, Performance. Routledge.
  • Hooper-Greenhill, E. (2010). Changing Values in The Art Museum: Rethinking Communication and Learning.
  • Huyssen, A. (1999). Alacakaranlık Anıları: Bellek Yitimi Kültüründe Zamanı Belirlemek, Metis Yayınları, İstanbul.
  • Kaminsky, J. (1957). Dewey's Concept of an Experience, Philosophy and Phenomenological Research, Vol. 17, No. 3 (Mar., 1957), pp. 316-330.Published by: International Phenomenological Society.
  • Karayılanoğlu, G. (2019). Digital Transformation in Contemporary Art Museums with The Example of Barcelona Museum of Contemporary Art. 5th International Conference on New Trends in Architecture and Interior Design Nisan 26 - 28, 2019, Istanbul, Turkey.
  • Karayılanoğlu, G., Arabacioglu, B. (2017). Integration of New Visual Technology Experiences into Museum Interiors. Conference: 3rd International Conference on New Trends in Architecture and Interior Design, Helsinki, Finland.
  • Kılıç, T. (2016). Artırılmış Gerçeklik Teknolojisinin İç Mekân Tasarım Sürecinde Kullanılması, Mimar Sinan Güzel Sanatlar Üniversitesi, Fen Bilimleri Enstitüsü, İç Mimarlık Anabilim Dalı, Yüksek Lisans Tezi.
  • Lee, S.K., Buxton, W., Smith, K.C. (1985). A multi-touch three-dimensional touch-sensitive tablet, Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI’85), 21-27.
  • Loscos, C., Tecchia, F., Frisoli, A., Carrozzino, M., Ritter Widenfeld, H., Swapp D., Bergamasco, M. (2004). The Museum of Pure Form: Touching Real Statues in An Immersive Virtual Museum. The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritage Vast.
  • Milgram, P., Kishino, F. (1994). A Taxonomy Of Mixed Reality Visual Displays. IEICE Transactions on Information Systems, Vol E77-D, No.12 December 1994. 2.
  • Moss, M. S., Endicott-Popovsky, B., & Dupuis, M. J. (2015). Is Digital Different? : How Information Creation, Capture, Preservation and Discovery Are Being Transformed. London: Facet Publishing.
  • Pallasmaa, J. (2011). The Embodied Image Imagination and Imaginery in Architecture, John Wiley & Sons Ltd. Publication, West Sussex, İngiltere.
  • Raskar, R.; Welch, G.; Fuchs, H. (1998). Spatially augmented reality. In Proceedings of the 1st IEEE Workshop on Augmented Reality (IWAR ’98): Placing Artificial Objects in Real Scenes, pp. 63-72.
  • Sutherland, I. E. (1965). The Ultimate Display. Proceedings of IFIP Congress 2, S: 506-509.
  • Tribe, M., Jana, R. (2009) New Media Art, Taschen, 12-13.
  • Tuan, Y. F. (1977). Space and Place: The Perspective of Experience, University of Minnesota Press, Minneapolis, Londra.
  • Turing, A. M. (1950). Computing Machinery And Intelligence. Computing Machinery and Intelligence. Mind 49: 433-460.
  • White, M., Panagiotis, P., Liarokapis, F. (2007). Multimodal Mixed Reality Interfaces for Visualizing Digital Heritage. International Journal of Architectural Computing • June 2007 DOI: 10.1260/1478-0771.5.2.32.
Toplam 40 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Makaleler
Yazarlar

Gamze Karayılanoğlu 0000-0002-7874-4902

Burçin Cem Arabacıoğlu 0000-0002-1204-4479

Yayımlanma Tarihi 30 Eylül 2020
Gönderilme Tarihi 5 Temmuz 2020
Kabul Tarihi 18 Ağustos 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 10 Sayı: 4

Kaynak Göster

APA Karayılanoğlu, G., & Arabacıoğlu, B. C. (2020). DIGITAL INTERACTIVE EXPERIENCES IN CONTEMPORARY ART MUSEUMS. Turkish Online Journal of Design Art and Communication, 10(4), 423-440.


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