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Targeting to convey reliable and adequate information from academic sources to non-academic community, a fast growing low-cost e-museum project has been executed. Our effort to seeking solution to solution to some of the problems, e.g., on selecting development model, on deciding to structural architecture and on maintenance of the web site and museum itself provide some real-life experience that could be taken as a reference to develop similar applications for both academic and non-academic purposes for even presenting site-specific artifacts or products in developing countries. Visiting statistic pointed out that number of visitor is reciprocal to display technologies. The more static the exhibition environment is, the less attractive it becomes. Web applications are the recent technology that can be adapted to conventional museum and convey vast amount of the information to the visitors and help them to digest it much effectively. A prototype web application, which uses QR code to access predefined web sites, has been developed and tested in our museum. Both animation and web based additional information from well-established web sites are used wherever possible to improve the technicality and attractiveness of the displays. Overall test results indicate that the application is successful.
2002 •
2010 •
One of the challenges of CSUL (Computer Supported Ubiquitous Learning) research is capturing what learners have learned with the contextual data, and reminding the learners of it in the right place and the right time. This paper proposes a ubiquitous learning log system called SCROLL (System for Capturing and Reminding Of Learning Log). Ubiquitous Learning Log (ULL) is defined as a digital record of what learners have learned in the daily life using ubiquitous technologies.
2014 •
Proc. of ICCE 2011
Effectiveness of Ubiquitous Learning Log SystemAbstract. This paper proposes a ubiquitous learning log system called SCROLL (System for Capturing and Reminding of Learning Log). Ubiquitous Learning Log (ULL) is defined as a digital record of what you have learned in the daily life using ubiquitous technologies. It allows you to log your learning experiences with photos, audios, videos, geography data, QR-code, RFID tag, and sensor data, and to share and to reuse ULL with others. Using SCROLL, you can receive context-based and personalized quizzes. In addition, you can ...
Multimedia Technologies, communication and WEB allow the opportunity to develop tools to apply new teaching methodologies and learning way in the School. On the other side Museum resources are available online to support teaching activities. The research team (Digilab of Sapienza University and “Via Val Maggia” School) has launched a project to develop a new way to teaching based on objects specially museum digital resources, therefore new learning environments have been created. A particularly Information System and a tool to build e-book have been designed to teachers to improve student learning by use digital museum objects information. The Polo Museale Sapienza has given a important contribution with its digital cultural heritage. Linked and Open Data technologies have been applied to share cultural heritage with education materials. We will discuss the results of the project and we will show examples of the creative means that teachers have built to use museum objects in the classroom through tools developed by Project. The project results could be important to develop a distance learning system to help student at home or to long life learning
14th SGEM GeoConference on ECOLOGY, ECONOMICS, EDUCATION AND LEGISLATION
A Common Point Between Virtual and Conventional Education in Earth Science: E - Museum2014 •
ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
Virtual in Real. Interactive Solutions for Learning and Communication in the National Archaeological Museum of MarcheToday the ICTs are favourable additions to museum exhibitions. This work aims to realize an innovative system of digital exploitation of artefacts in the National Archaeological Museum of Marche (MANaM), in order to create a shared museum that will improve the knowledge of cultural contents through the paradigm "learning by interacting" and “edutainment”. <br><br> The main novelty is the implementation of stand-alone multimedia installations for digital artefacts that combine real and virtual scenarios in order to enrich the experience, the knowledge and the multi-sensory perception. <br><br> A Digital Library (DL) is created using Close Range Photogrammetry (CRP) techniques applied to 21 archaeological artefacts belonging to different categories. Enriched with other data (texts, images, multimedia), all 3D models flow into the cloud data server from which are recalled in the individual exhibitions. In particular, we have chosen three types of techn...
2024 •
Yüzüncü Yıl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi
İlhanlılar Zamanında Tıp ve Eczacılık Bilimlerine Genel Bir Bakış A General Overview of Medical and Pharmaceutical Sciences in the Time of the Ilkhanate2024 •
DUTSIN-MA JOURNAL OF ENGLISH AND LITERATURE (DUJEL)
DISCURSIVE STRATEGIES IN SELECTED 2019 PRESIDENTIAL CAMPAIGN SPEECHES2022 •
Journal of Contaminant Hydrology
Groundwater salinity in a floodplain forest impacted by saltwater intrusion2014 •
Clinical journal of sport medicine : official journal of the Canadian Academy of Sport Medicine
Relationship Between Short Sleep Duration and Preseason Concussion Testing2015 •
Medical Physics
The use of zeolites to generate PET phantoms for the validation of quantification strategies in oncology2012 •
Walisongo: Jurnal Penelitian Sosial Keagamaan
Infusing Local Tradition Values into School Culture: How Indonesian Islamic School Set Up Character Education?2018 •