Research Article
BibTex RIS Cite

Müze Eğitiminde Yeni Teknolojilerin Kullanımı ve Kazanımlar

Year 2023, , 62 - 77, 16.11.2023
https://doi.org/10.51637/jimuseumed.1376981

Abstract

İnsanoğlu var olduğu günden beri sürekli olarak çevresi ile etkileşime girmiş ve meydana getirdiği bu değişimden etkilenmiştir. Yapmış olduğu devrimler ve üretmiş olduğu teknolojiler dünyayı şekillendirirken siyasetten ekonomiye, sosyal hayattan eğitime kadar tüm dinamikler üzerinde önemli etkilerde bulunmuştur. Öyle ki bugün içerisinde bulunulan teknolojik devrim insanların dünyayı algılayış biçimleri, birbirleriyle ve çevreleriyle kurdukları etkileşim, öğrenme şekilleri gibi pek çok faktörü dönüştürmektedir. Bu duruma 2020 yılında küresel ölçekte etkili olan Covid-19 pandemisi de eklendiğinde teknoloji kullanımı kaçınılmaz bir unsur haline gelmiş ve her alana yayılan bir dijitalleşme dalgası ortaya çıkmıştır. Yaşanan bu gelişmelerin yanı sıra 1960’lı yıllar ile birlikte yaygınlaşmaya başlayan çağdaş müzecilik anlayışı, sosyal bir kurum olan müzelerin teknoloji ile olan ilişkilerini tekrar gözden geçirmelerini gerekli kılmıştır. Yeni neslin ilgi ve ihtiyaçları da düşünüldüğünde kültürel mirası aktarma misyonu taşıyan müzeler ve teknoloji arasındaki etkileşimin önemi daha da artmıştır. Bu kapsamda müzeler artırılmış gerçeklik, sanal gerçeklik ve metaverse gibi yeni teknolojilerden giderek daha fazla yararlanmaya, daha erişilebilir mekanlar olmaya ve eğitim işlevini bu teknolojiler yardımıyla daha etkin ve etkili bir biçimde sunmaya başlamıştır. Bu nedenle müzeler zengin öğrenme mekanları olarak giderek daha fazla ön plana çıkmaya başlamıştır. Bu araştırma kapsamında müzelerin eğitim etkinliklerinde artırılmış gerçeklik, sanal gerçeklik ve metaverse teknolojilerinden ne şekilde yararlanıldığı, bu teknolojilerin sunmuş olduğu avantajlar üzerinden irdelenmiştir. Araştırmada bu teknolojileri eğitim amacıyla kullanan yurtiçi ve yurtdışı müzelerinden öne çıkan örneklere yer verilmiştir.

References

  • Accenture. (2022). Technology vision 2022: Meet me in the metaverse.
  • Akkuş, G. & Akkuş, Ç. (2017). Artırılmış gerçekliğin akış deneyimine etkisi: Hatay Arkeoloji Müzesi örneği. FUTOURISM, (s. 1387-1394).
  • Akpınar, B. & Akyıldız, T., Y. (2022). Yeni eğitim ekosistemi olarak metaversal öğretim. Journal of History School, 56, 873-895.
  • Alkhamisi A. O. & Monowar, M. M. (2013). Rise of augmented reality: current and future application areas. International Journal of Internet and Distributed Systems, 1, 25-34. http://dx.doi.org/10.4236/ijids.2013.14005
  • Apple. (2023). Apple vision pro. https://www.apple.com/apple-vision-pro/ adresinden erişilmiştir.
  • AROX. (2023). Sakıp Sabancı Müzesi. http://arox.net/sakip-sabanci-muzesi.html adresinden erişilmiştir.
  • Art Full Living. (2022). İstanbul Arkeoloji Müzesi’nde dijital sergi: “Ancient Futures”. https://www.artfulliving.com.tr/gundem/istanbul-arkeoloji-muzesinde-dijital-sergi-ancient-futures-i-26479 adresinden erişilmiştir.
  • Australian National Maritime Museum. (2023). Map It! https://www.sea.museum/whats-on/exhibitions/map-it adresinden erişilmiştir.
  • Aytekin, H. & Koçak, N. (2020). Augmented realıty applıcatıons ın museums: The case of Sakıp Sabancı museum. Dokuz Eylül Üniversitesi İşletme Fakültesi Dergisi, 21 (2), 255-274. Doi: 10.24889/ifede.839762
  • Azuma, R. (1997). A survey of augmented reality. Teleoperators and Virtual Environments, 6(4), 355-385.
  • Balaguer, F. & Mangili, A. (1991). Virtual Environments, in New Trends in Animation and Visualization.
  • Ball, M. (2020). The metaverse: what ıt ıs, where to find ıt, and who will build it. https://www.matthewball.vc/all/themetaverse adresinden erişilmiştir.
  • Ball, M. (2021). Framewor iterathe Metaverse. https://www.matthewball.vc/all/forwardtothemetaverseprimer adresinden erişilmiştir.
  • Barnard, D. (2019). History of V– - Timeline of Events and Tech Development. https://virtualspeech.com/blog/history-of-vr adresinden erişilmiştir.
  • Basham, M. A. (2019). “Outside The Collection Box: Connecting Community With Collections Via Augmented Reality” https://www.aam-us.org/2019/04/05/outside-the-collection-box-connecting-community-with-collections-via-augmented-reality/ adresinden erişilmiştir.
  • Bayrak Uluğ, A. & Ertürk, N. (2022). Mobile augmented reality applications for museum exhibitions. Turkish Studies-Social, 17(2), 255-266. https://dx.doi.org/10.7827/TurkishStudies.57579
  • Bayraktar, E. & Kaleli, F. (2007). Sanal gerçeklik ve uygulama alanları. IX. Akademik Bilişim Konferansı Bildirileri.
  • Berryman, D. R. (2012) Augmented reality: a review. Medical Reference Services Quarterly, 31(2), 212-218. Doi:10.1080/02763869.2012.670604
  • Biçer, S. (2013). Bergama’da “Tarih 3 boyutlu canlanıyor. https://www.arkitera.com/haber/bergamada-tarih-3-boyutlu-canlaniyor/ adresinden erişilmiştir.
  • Billinghurst, M. (2003). Augmented reality in education. Journal of Software Engineering and Applications, 7(9).
  • Bimber, O. & Raskar, R. (2005). Spatial augmented reality: merging real and virtual worlds. A. K. Peters.
  • Buckler, N. (2022). Stolen masterpieces with Wild Robbery stories now in metaverse Gallery https://beincrypto.com/stolen-masterpieces-wild-robbery-stories-metaverse-gallery/ adresinden erişilmiştir.
  • Bulovalı, A. H. (2022). İstanbul Arkeoloji Müzeleri'nde "Antik Gelecekler" sergisi açıldı. https://www.aa.com.tr/tr/kultur/istanbul-arkeoloji-muzelerinde-antik-gelecekler-sergisi-acildi/2713873# adresinden erişilmiştir.
  • Büyüköztürk, Ş., Çakmak, E., Akgün, Ö., Karadeniz, Ş. & Demirel, F. (2021). Bilimsel araştırma yöntemleri. Ankara: Pegem Akademi.
  • Carlsson, R. (2020). How virtual reality is bringing historical sites to life? Erişim adresi: https://www.museumnext.com/article/how-virtual-reality-is-bringing-historical-sites-to-life/ adresinden erişilmiştir.
  • Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E. & Ivkovic, M. (2010). Augmented reality technologies, systems and applications. Multimed Tools Appl, 51, 341–377. https://doi.org/10.1007/s11042-010-0660-6
  • Carr, M. B., Muscat, N. & Debattista, L. (2017). Augmented reality in a Maritime Museum.
  • Cascone, S. (2018). Paintings stolen in america’s biggest art heist have returned to their frames—thanks to augmented reality. https://news.artnet.com/art-world/stolen-gardner-paintings-augmented-reality-1252211 adresinden erişilmiştir.
  • Charr, M. (2021). How are museums putting the ar into arts and culture. https://www.museumnext.com/article/how-are-museums-putting-the-ar-into-arts-and-culture/ adresinden erişilmiştir.
  • Chen, C. & Lai, H. (2021). Application of augmented reality in museums – factors influencing the learning motivation and effectiveness. Science Progress, 104(S3), 1–16.
  • Chen, M. (2021). Using AR, The French National Museum of natural history ıs bringing back the Dodo. https://jingculturecrypto.com/french-national-museum-of-natural-history-saola-studio-revivre/ adresinden erişilmiştir.
  • Chen, Q. & Liu, Y. (2023). Discussion on the application of virtual technology in museum display design. The 2nd International Conference on Culture, Design and Social Development, 739, 598-604. https://doi.org/10.2991/978-2-38476-018-3_70
  • Cipresso P., Giglioli I. A. C., Raya M. A. & Riva G. (2018). The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature. Frontiers in Psychology, 9, 1-20. DOI: 10.3389/fpsyg.2018.02086
  • Collins, B. (2021). The metaverse: How to build a massive virtual world. https://www.forbes.com/sites/barrycollins/2021/09/25/the-metaverse-how-to-build-a-massive-virtual-world/?sh=461d03e96d1c adresinden erişilmiştir.
  • Coşkun, C. (2017). Bir sergileme yöntemi olarak artırılmış gerçeklik. Sanat ve Tasarım Dergisi, 20, 61-75. DOI: 10.18603/sanatvetasarim.370723
  • Çavaş, B., Huyugüzel-Çavaş, P. & Taşkın-Can, B. (2004). Eğitimde sanal gerçeklik. The Turkish Online Journal of Educational Technology, 3(4), 110-116.
  • Çelik, R. (2022). Metaverse nedir? kavramsal değerlendirme ve genel bakış. Balkan ve Yakın Doğu Sosyal Bilimler Dergisi, 8(01), 67-74.
  • DAC İstanbul. (2023). Dijital sergi ‘Ancient Futures’ İstanbul Arkeoloji Müzesi’nde. https://dacistanbul.com/dac-oneriyor/sergi-dijital-sergi-ancient-futures-istanbul-arkeoloji-muzesinde/ adresinden erişilmiştir.
  • Davis, M. (2020). Towards frictionless augmented reality. https://www.aam-us.org/2020/06/15/towards-frictionless-augmented-reality/ adresinden erişilmiştir.
  • Debailleux, L., Hismans, G. & Duroisin, N. (2018). Exploring cultural heritage using virtual reality. In: Ioannides, M. (eds) Digital Cultural Heritage. Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-319-75826-8_24
  • Detroit Institute of Arts. (2017). Detroit Institute of Arts to premiere Lumin, a mobile tour using augmented reality, Jan. 25 Developed by DIA in partnership with Google and mobile developer GuidiGO. https://dia.org/about/media-room/news/detroit-institute-arts-premiere-lumin-mobile-tour-using-augmented-reality-0 adresinden erişilmiştir.
  • Ding, M. (2017). Augmented reality in museums. Arts, Management & Technology Laboratory.
  • Doko, E. (2021). Alternatif bir dünya arayışı: Metaverse. Lacivert Dergi, 79-81.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X.,& Cai, W. (2021). Metaverse for social good: a university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia.
  • Erbaş, Ç. & Demirer, V. (2014). Eğitimde artırılmış gerçeklik uygulamaları: Google Glass örneği. Journal of Instructional Technologies & Teacher Education, 3(2), 8-16.
  • Erbaş, Ç. & Demirer, V. (2015). Eğitimde sanal ve artırılmış gerçeklik uygulamaları. Eğitim Teknolojileri Okumaları.
  • Erol, İ., Bayrak, T. & Yengin, D. (2021). Eğitimin dijitalleşmesi sürecinde sanal gerçeklik teknolojisinin kullanımı: dört model müzesi. Communication and Technology Congress – CTC 2021, 889-905. DOI: 1 0.17932/CTC.2021/ctc21.087.
  • Farias, L., Dantas, R. & Burlamaqui, A. (2011). Educ-AR: A tool for assist the creation of augmented reality content for education. 2011 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems Proceedings, 1-5. DOI: 10.1109/VECIMS.2011.6053850.
  • Feiner S. K. (2002). Augmented reality: A new way of seeing. Scientific American, 286(4), 48–55. https://doi.org/10.1038/scientificamerican0402-48
  • Ferhat, S. (2016). Dijital dünyanın gerçekliği, gerçek dünyanın sanallığı bir dijital medya ürünü olarak sanal gerçeklik. TRT Akademi, 1(2), 724-746.
  • Fırat, Ö. & Gülaçtı, İ. E. (2022). Sergileme mekân ve teknolojilerinin tarih boyunca dönüşümü̈. International Social Sciences Studies Journal, 8(100), 2395-2411. http://dx.doi.org/10.29228/sssj.63544
  • Gaafar, A.A. (2021). Metaverse ın architectural heritage documentation & education. Advances in Ecological and Environmental Research, 6(10), 66-86.
  • George, S. (2021). Converging the physical and digital with digital twins, mixed reality, and metaverse apps. https://azure.microsoft.com/en-us/blog/converging-the-physical-and-digital-with-digital-twins-mixed-reality-and-metaverse-apps/ adresinden erişilmiştir.
  • Germak, C., Salvo, A. & Abbate, L. (2021). Augmented reality experience for ınaccessible areas in museums. EVA London 2021. 39-45. http://dx.doi.org/10.14236/ewic/EVA2021.7
  • Geronikolakis, E. (2017). A Celtic Museum experience using augmented reality. https://www.vi-mm.eu/2017/11/30/a-celtic-museum-experience-using-augmented-reality/ adresinden erişilmiştir.
  • Guo, H. & Gao, W. (2022). Metaverse-powered experiential situational english-teaching design: an emotion-based analysis method. Front. Psychol. 13. DOI: 10.3389/fpsyg.2022.859159
  • Hacking the Heist. (2022). https://www.hackingtheheist.com adresinden erişilmiştir.
  • Han L. & Cui Y. (2021). The application of virtual reality technology in museum exhibition – Take the Han Dynasty Haihunhou Ruins Museum in Nanchang as an example. E3S Web of Conferences, 236, 04045. Doi: https://doi.org/10.1051/e3sconf/202123604045
  • Hazneci, Ö. (2019). Güncel artırılmış gerçeklik uygulamalarının eğitim alanında kullanımı üzerine bir inceleme. Ondokuz Mayıs Üniversitesi Uluslararası 100.Yıl Eğitim Sempozyumu, Ondokuz Mayıs Üniversitesi. s. 499-508.
  • Huang, T., Chen, C. & Chou, Y. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82.
  • Hu-Au, E. & Lee, J. J. (2017). Virtual reality in education: a tool for learning in the experience age. International Journal of Innovation in Education, 4, 215-226.
  • İçten, T. & Bal, G. (2017). Artırılmış gerçeklik üzerine son gelişmelerin ve uygulamaların incelenmesi. Gazi Üniversitesi Fen Bilimleri Dergisi, 5(2), 111-136.
  • Köklü, N., Büyüköztürk, Ş. & Çokluk, Ö. (2007). Sosyal bilimler için istatistik. Pegem Yayınları
  • Karayılanoğlu, G. & Arabacıoğlu, B. (2020). Digital ınteractive experiences ın contemporary art museums. The Turkish Online Journal Of Design, Art And Communication, 10(4), 423-440.
  • Kayabaşı, Y. (2005). Sanal gerçeklik ve eğitim amaçlı kullanılması. The Turkish Online Journal of Educational Technology, 4(3), 151-158.
  • Kent Yaşam. (2013). Bergama’da tarih üç boyutlu canlanıyor. https://kentyasam.com/2013/07/11/bergamada-tarih-uc-boyutlu-canlaniyor/ adresinden erişilmiştir.
  • Kesim, M. & Özarslan, Y. (2012). Augmented reality in education: curren iteratüre ses and the potential for education. Procedi– - Social and Behavioral Sciences, 47, 297-302.
  • Kim, J. (2021). Advertising in the metaverse: research agenda. Journal of Interactive Advertising, 21(3), 141-144, DOI: 10.1080/15252019.2021.2001273
  • Kültür İstanbul. (2023). VR future: virtual landscapes sergisi 3-4-5 Şubat’ta Müze Gazhane’de! https://kultur.istanbul/vr-future-virtual-landspaces-sergisi-3-4-5-subatta-muze-gazhanede/ adresinden erişilmiştir.
  • Lanier, J. (2023). Brief biography of Jaron Lanier. http://www.jaronlanier.com/general.html adresinden erişilmiştir.
  • Lavery, R. (2015). Smithsonian brings historic specimens to life in free “Skin and Bones” mobile app. https://www.si.edu/newsdesk/releases/smithsonian-brings-historic-specimens-life-free-skin-and-bones-mobile-app adresinden erişilmiştir.
  • Lee, H., Jung, T. H., tom Dieck, M. C. & Chung, N. (2020). Experiencing ımmersive virtual reality in museums. Information and Management, 57(5). https://doi.org/10.1016/j.im.2019.103229
  • Lee, J. Y. (2021). A study on metaverse hype for sustainable growth. International Journal of Advanced Smart Convergence. 10(3), 72-80. http://dx.doi.org/10.7236/IJASC.2021.10.3.72
  • Lee, K. (2012). Augmented reality in education and training. Techtrends Tech Trends, 56, 13–21. https://doi.org/10.1007/s11528-012-0559-3
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z… & Hui, P. (2021). All one needs to know about metaverse: a complete survey on technological singularity, virtual ecosystem, and research agenda. Journal of Latex Class Files, 14(8).
  • Li, P. P. & Chang, P. L. (2017). A study of Virtual Reality experience value and learning efficiency of museum - using Shihsanhang museum as an example. 2017 International Conference on Applied System Innovation (ICASI), 1158-1161. Doi: 10.1109/ICASI.2017.7988391.
  • Louvre Museum. (2022). The Mona Lisa in virtual reality in your own home. https://www.louvre.fr/en/what-s-on/life-at-the-museum/the-mona-lisa-in-virtual-reality-in-your-own-home adresinden erişilmiştir.
  • Mar, R. D. (2022). Three ways epson moverio augmented reality smart glasses can enhance visitor experiences at museums. https://www.aam-us.org/2022/01/19/three-ways-epson-moverio-augmented-reality-smart-glasses-can-enhance-visitor-experiences-at-museums/ adresinden erişilmiştir.
  • Markouzis, D. & Fessakis, G. (2015). Enriching the city environment with mobile Augmented Reality edutainment applications for residents and tourists: The case of “Roads of Rhodes” game, In I. Theona & D. Charitos (Eds.) Proceedings of the 3rd International Biennial Conference, Hybrid City 2015: Data to the people, 17-19 Septembet 2015, Athens, Greece, ISBN 978-960-99791-2-2, pp.: 290-297, University Research Institute of Applied Communication (URIAC), National and Kapodistrian University of Athens.
  • Marques, D. & Costello, R. (2015). Skin & bones: an artistic repair of a science exhibition by a mobile app. Midas: Museus e Estudos Interdisciplinares, 5.
  • Meta. (2021). Founder’s Letter, 2021. https://about.fb.com/news/2021/10/founders-letter/ adresinden erişilmiştir.
  • MINT Museum of Toys. (2023). Museum’s First-ever augmented reality story-colouring books. https://emint.com/blog/museums-first-ever-augmented-reality-story-colouring-books/ adresinden erişilmiştir.
  • MINT Museum of Toys. (2023a). AR museum augmented reality cards. https://emint.com/shop/xperiencear-museum-cards/ adresinden erişilmiştir.
  • Microsoft. (2018). Sir David Attenborough ıs giving behind-the-scenes tours of the natural history museum as a hologram. https://news.microsoft.com/en-gb/2018/03/23/sir-david-attenborough-is-giving-behind-the-scenes-tours-of-the-natural-history-museum-as-a-hologram/ adresinden erişilmiştir.
  • Mídia. S.N. (2022). Virtual reality stolen art gallery. https://blog.compass.uol/noticias/saiu-na-midia/virtual-reality-stolen-art-gallery/ adresinden erişilmiştir.
  • Montgomery, A. (2015). British Museum uses new technology to take visitors back to the Bronze Age. https://www.designweek.co.uk/issues/3-9-august-2015/british-museum-uses-new-technology-to-take-visitors-back-to-the-bronze-age/ adresinden erişilmiştir.
  • Morgan, J. P. (2022). Opportunities in the metaverse. https://www.jpmorgan.com/content/dam/jpm/treasury-services/documents/opportunities-in-the-metaverse.pdf adresinden erişilmiştir.
  • Moorhouse, N., tom Dieck, M.C. & Jung, T. (2017). Augmented Reality to enhance the learning experience in cultural heritage tourism: an experiential learning cycle perspective. eReview of Tourism Research.
  • Morozova, A. (2018). How to use augmented reality in museums: examples and use cases. https://jasoren.com/how-to-use-augmented-reality-in-museums-examples-and-use-cases/ adresinden erişilmiştir.
  • Morozova, A. (2018). How to use augmented reality in museums: examples and use cases. https://jasoren.com/how-to-use-augmented-reality-in-museums-examples-and-use-cases/ adresinden erişilmiştir.
  • Musee Dezentral. (2023). The future of art is decentralized, ahttps://musee-dezentral.com/vision adresinden erişilmiştir.
  • Museo de’l'Ara Pacis. (2016). The Ara as it was. https://arapacis.it/en/mostra-evento/ara-it-was adresinden erişilmiştir.
  • Museopedagogy and Augmented Reality. (2021). Summary for museum professionals. https://www.monaproject.eu adresinden erişilmiştir.
  • Museum Booster. (2021). Museum ınnovation barometer 2021. https://www.museumbooster.com/mib adresinden erişilmiştir.
  • Muséum national’d'Histoire natürelle. (2022). Revivre, extinct animals in augmented reality. https://www.mnhn.fr/en/experience/revivre-extinct-animals-in-augmented-reality adresinden erişilmiştir.
  • Museum of Digital Life. (2023). What is the museum of digital life?, https://www.modalnft.com/info/ adresinden erişilmiştir.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2, 486-497.
  • National Gallery. (2023). Masterpieces@Home. https://www.nationalgallery.org.uk/national-gallery-x/masterpieces-home adresinden erişilmiştir.
  • Nayyar, A., Mahapatra, B., Le, D. & Suseendran, G. (2018). Virtual Reality (VR) & Augmented Reality (AR) technologies for tourism and hospitality industry. International Journal of Engineering and Technology (UAE). 7. 10.14419/ijet.v7i2.21.11858.
  • Nechita, F. & Rezeanu, C. I. (2019). Augmenting museum communication services to create young audiences. Sustainability, 11(20):5830. https://doi.org/10.3390/su11205830
  • Nesbo, E. (2021). The Metaverse vs. virtual reality: 6 key differences. https://www.makeuseof.com/metaverse-vs-virtual-reality/ adresinden erişilmiştir.
  • NFT Evening. (2021). Musee dezentral: The world’s first decentralised metaverse museum ıs transforming art curation. https://nftevening.com/musee-dezentral-the-worlds-first-decentralised-metaverse-museum-is-transforming-art-curation/?utm_source=pocket_mylist adresinden erişilmiştir.
  • Nigam, M., Metuku, A., Mitchelson, D., Saito, G., Chou, H., Maekawa, H… & Ahuja, V. (2022). Metaverse: a guide to the next-gen internet. https://www.credit-suisse.com/media/assets/corporate/docs/about-us/media/media-release/2022/03/metaverse-14032022.pdf adresinden erişilmiştir.
  • Nincarean, D., Alia, M. B., Halim, N. D. & Rahman, M. H. (2013). Mobile augmented reality: the potential for education. Procedia Social and Behavioral Sciences, 103, 657-664.
  • Nuzzaci, A. (2006). General education and museum education: between singularity and plurality. Revista Complutense de Educacion, 17(1), 65-75.
  • Park, G. (2021). Epic games believes the ınternet ıs broken. this ıs their blueprint to fix Ithttps://www.washingtonpost.com/video-games/2021/09/28/epic-fortnite-metaverse-facebook/ adresinden erişilmiştir.
  • Pavid, K. (2018). Explore the museum's collection with Sir David Attenborough. https://www.nhm.ac.uk/discover/news/2018/march/explore-the-museum-with-sir-david-attenborough.html adresinden erişilmiştir.
  • Pera Müzesi. (2018). Basın Bülteni: “Kaplumbağa Terbiyecisi” canlanıyor Osman Hamdi Bey’in dünyasına yolculuk: sanal gerçeklik deneyimi. https://www.peramuzesi.org.tr/repo/bulletin/attachments/1558510927_pm_2019_ohb_vr.docx adresinden erişilmiştir.
  • Pera Müzesi. (2022). Osman Hamdi Bey’in dünyasına yolculuk. https://www.peramuzesi.org.tr/sergi/osman-hamdi-bey%E2%80%99in-dunyasina-yolculuk-sanal-gerceklik-deneyimi/260 adresinden erişilmiştir.
  • Preloaded. (2023). Modigliani vr: the Ochre Atelier. https://preloaded.com/work/modiglianivr/ adresinden erişilmiştir.
  • Presidential Library. (2021). Informatıon technology and culture: virtual exhibition project of the state Hermitage Museum "the ethereal aether. an exhibition of digital a”t" launched. https://www.prlib.ru/en/events/1327012 adresinden erişilmiştir.
  • Qian, Y. (2021). Virtual reality and modern visitor in the museum: the technological ıntegration and ıts debates. Proceedings of the 2021 3rd International Conference on Literature, Art and Human Development (ICLAHD 2021), 290-294.
  • Recupero, A., Talamo, A., Triberti, S. & Modesti, C. (2019). Bridging Museum mission to visitors’ experience: activity, meanings, ınteractions, technology. Frontiers in Psychology, 10:2092. DOI: 10.3389/fpsyg.2019.02092
  • Richardson, J. (2023). Virtual reality is a big trend in museums, but what are the best examples of museums using VR? https://www.museumnext.com/article/how-museums-are-using-virtual-reality/ adresinden erişilmiştir.
  • Roach, J. (2021). Mesh for microsoft teams aims to make collaboration in the ‘metaverse’ personal and fun. https://news.microsoft.com/innovation-stories/mesh-for-microsoft-teams/ adresinden erişilmiştir.
  • Robson, J. & Dodd, F. (2019). Augmenting the power of artwork through a virtual reality partnered piece. Proceedings of EVA London 2019, 206-211.
  • Rodley, E. (2018). Unpacking our understanding of ımmersion. https://www.aam-us.org/2018/11/07/unpacking-our-understanding-of-immersion/ adresinden erişilmiştir.
  • Rosen, P. (2021). All museums will build a metaverse copy using nfts, predicts contemporary art chief at world's largest museum. https://markets.businessinsider.com/news/currencies/museum-metaverse-twin-digital-art-nfts-state-hermitage-museum-russia-celestial-hermitage adresinden erişilmiştir.
  • Roussou, M. (2004). Learning by doing and learning through play: an exploration of ınteractivity in virtual environments for children. ACM Computers in Entertainment, 2(1).
  • Sertalp, E. (2017). Müzelerin tanıtım kitaplarında artırılmış gerçeklik (AG) teknolojisi kullanımı: Ankara Anadolu Medeniyetleri Müzesi kitabı örneği. Sanat Yazıları, 36, 107-120.
  • Sharp, S. R. (2017). More screens, more knowledge: testing the detroit ınstitute of arts’ new augmented reality app. https://hyperallergic.com/350320/more-screens-more-knowledge-testing-the-detroit-institute-of-arts-new-augmented-reality-app/ adresinden erişilmiştir.
  • Shehade, M. & Stylianou-Lambert, T. (2020). Virtual reality in museums: exploring the experiences of museum professionals. Appl. Sci. 10, 4031.
  • Sheridan, E., Ng, M., Czura, L., Steiger, A., Vegliante, A. & Campagna, K. (2021). Framing the future of web 3.0: Metaverse edition. Goldman Sachs Research.
  • Shoulder, J. (2015). British Museum uses virtual reality to explore Bronze Age objects https://advisor.museumsandheritage.com/blogs/british-museum-uses-virtual-reality-to-explore-bronze-age-objects/ adresinden erişilmiştir.
  • Siegle, D. (2019). Seeing Is Believing: Using Virtual and Augmented Reality to Enhance Student Learning. Gifted Child Today, 42(1), 46–52. https://doi.org/10.1177/1076217518804854 adresinden erişilmiştir.
  • Şekerci, C. (2017). Sanal gerçeklik kavramının tarihçesi. Uluslararası Sosyal Araştırmalar Dergisi, 10(54), 1126- 1133.
  • Talesmith. (2023). Davıd Attenborou’h's hold the world vr. https://www.talesmith.tv/work/hold-the-world adresinden erişilmiştir.
  • Tanrıkulu, B. & Karagöl, A. (2021). Müzede sanal gerçeklik uygulamaları: bir örnek çalışma olarak kaplumbağa terbiyecisi. Yeni Medya Elektronik Dergisi, 5(2), 95-111.
  • Tasmanian Museum and Art Gallery. (2023). Bringing the dinosaurs to life with AR https://www.tmag.tas.gov.au/whats_on/newsselect/2018articles/bringing_the_dinosaurs_to_life_with_ar adresinden erişilmiştir.
  • Tate. (2023). Modigliani VR The Ochre Atelier. https://www.tate.org.uk/whats-on/tate-modern/modigliani/modigliani-vr-ochre-atelier adresinden erişilmiştir.
  • The Kremer Museum. (2023). The Kremer Museum, https://www.thekremercollection.com/the-kremer-museum/ adresinden erişilmiştir.
  • Trunfio, M., Lucia, M. D., Campana, S. & Magnelli A. (2021). Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction. Journal of Heritage Tourism, 17(1), 1 19. DOI: 10.1080/1743873X.2020.1850742
  • Türk, G. D., Bayrakcı, S. & Akçay, E. (2022). Metaverse ve benlik sunumu. The Turkish Online Journal of Design Art and Communication, 12(2), 316-333.
  • Türkiye İş Bankası. (2022). İş Sanat yeni sergisini metaverse’te açıyor. https://www.isbank.com.tr/bankamizi-taniyin/is-sanat-yeni-sergisini-metaverse-te-aciyor adresinden erişilmiştir.
  • Vargün, Ö. (2022). Teknolojinin belirleyiciliğinde müzelerde dijitalleşme süreci ve insan odaklı tasarım yaklaşımları. İdil, 92, 565–584.
  • Vince, C. (2016). David Attenborough’s virtual reality experiences come to australian museum. https://australian.museum/about/organisation/media-centre/david-attenboroughs-virtual-reality-experiences-come-to-australian-museum-from-8-april/ adresinden erişilmiştir.
  • Vive Arts. (2017). Modigliani VR: the ochre atelier https://www.vivearts.com/projects/modigliani-vr adresinden erişilmiştir.
  • Wang, B. & Liu, Y. (2019). The Research on application of virtual reality technology in museums. Journal of Physics: Conference Series. 1302. DOI: 10.1088/1742-6596/1302/4/042049.
  • Wang, C. & Zhu, Y. (2022). A survey of museum applied research based on mobile augmented reality. Computational İntelligence and Neuroscience. 2926241. https://doi.org/10.1155/2022/2926241
  • Wang, S. (2023). A bodies-on museum: the transformation of museum embodiment through virtual technology. Curator: The Museum Journal, 66(1), 107-128. https://doi.org/10.1111/cura.12534
  • Watson, K. (2021). How could the metaverse effect the way we operate and support digital practice in museums? https://www.vam.ac.uk/blog/digital/how-could-the-metaverse-effect-the-way-we-operate-and-support-digital-practice-in-museums adresinden erişilmiştir.
  • Wikitude. (2023). Augmented Celtic Museum experience. https://www.wikitude.com/showcase/speaking-celt-museum-experience/ adresinden erişilmiştir.
  • Winters, T. (2022). Metaverse. (M. Z. Çamoğlu Çev.). KODLAB.
  • Yaşar Üniversitesi Haber Portalı. (2013). Tarih üç boyutlu canlanıyor. https://haber.yasar.edu.tr/genel/3215.html adresinden erişilmiştir.
  • Yumak, S. (2023). Müze eğitiminde sanal gerçeklik, artırılmış gerçeklik ve metaverse kullanımı. Yüksek Lisans Tezi, Ankara Üniversitesi.

Use of New Technologies in Museum Education and Outcomes

Year 2023, , 62 - 77, 16.11.2023
https://doi.org/10.51637/jimuseumed.1376981

Abstract

Human beings have continuously interacted with their environment since the day they came into existence and have been affected by this change. While the revolutions and technologies it has produced have shaped the world, it has had significant effects on all dynamics from politics to economy, from social life to education. In fact, the current technological revolution is transforming many factors such as the way people perceive the world, the way they interact with each other and their environment, and the way they learn. When the Covid-19 pandemic, which was effective on a global scale in 2020, is added to this situation, the use of technology has become an inevitable element and a wave of digitalization has emerged in every field. In addition to these developments, the understanding of contemporary museology, which became widespread in the 1960s, made it necessary for museums, which are social institutions, to reconsider their relations with technology. Considering the interests and needs of the new generation, the importance of the interaction between museums, which have the mission of transmitting cultural heritage, and technology has increased even more. In this context, museums have started to benefit more and more from new technologies such as augmented reality, virtual reality and metaverse, to become more accessible places and to offer their educational function more effectively and efficiently with the help of these technologies. For this reason, museums have become increasingly prominent as rich learning spaces. Within the scope of this research, how museums utilize augmented reality, virtual reality and metaverse technologies in their educational activities is examined through the advantages offered by these technologies. In the research, prominent examples from domestic and international museums that use these technologies for educational purposes are included.

References

  • Accenture. (2022). Technology vision 2022: Meet me in the metaverse.
  • Akkuş, G. & Akkuş, Ç. (2017). Artırılmış gerçekliğin akış deneyimine etkisi: Hatay Arkeoloji Müzesi örneği. FUTOURISM, (s. 1387-1394).
  • Akpınar, B. & Akyıldız, T., Y. (2022). Yeni eğitim ekosistemi olarak metaversal öğretim. Journal of History School, 56, 873-895.
  • Alkhamisi A. O. & Monowar, M. M. (2013). Rise of augmented reality: current and future application areas. International Journal of Internet and Distributed Systems, 1, 25-34. http://dx.doi.org/10.4236/ijids.2013.14005
  • Apple. (2023). Apple vision pro. https://www.apple.com/apple-vision-pro/ adresinden erişilmiştir.
  • AROX. (2023). Sakıp Sabancı Müzesi. http://arox.net/sakip-sabanci-muzesi.html adresinden erişilmiştir.
  • Art Full Living. (2022). İstanbul Arkeoloji Müzesi’nde dijital sergi: “Ancient Futures”. https://www.artfulliving.com.tr/gundem/istanbul-arkeoloji-muzesinde-dijital-sergi-ancient-futures-i-26479 adresinden erişilmiştir.
  • Australian National Maritime Museum. (2023). Map It! https://www.sea.museum/whats-on/exhibitions/map-it adresinden erişilmiştir.
  • Aytekin, H. & Koçak, N. (2020). Augmented realıty applıcatıons ın museums: The case of Sakıp Sabancı museum. Dokuz Eylül Üniversitesi İşletme Fakültesi Dergisi, 21 (2), 255-274. Doi: 10.24889/ifede.839762
  • Azuma, R. (1997). A survey of augmented reality. Teleoperators and Virtual Environments, 6(4), 355-385.
  • Balaguer, F. & Mangili, A. (1991). Virtual Environments, in New Trends in Animation and Visualization.
  • Ball, M. (2020). The metaverse: what ıt ıs, where to find ıt, and who will build it. https://www.matthewball.vc/all/themetaverse adresinden erişilmiştir.
  • Ball, M. (2021). Framewor iterathe Metaverse. https://www.matthewball.vc/all/forwardtothemetaverseprimer adresinden erişilmiştir.
  • Barnard, D. (2019). History of V– - Timeline of Events and Tech Development. https://virtualspeech.com/blog/history-of-vr adresinden erişilmiştir.
  • Basham, M. A. (2019). “Outside The Collection Box: Connecting Community With Collections Via Augmented Reality” https://www.aam-us.org/2019/04/05/outside-the-collection-box-connecting-community-with-collections-via-augmented-reality/ adresinden erişilmiştir.
  • Bayrak Uluğ, A. & Ertürk, N. (2022). Mobile augmented reality applications for museum exhibitions. Turkish Studies-Social, 17(2), 255-266. https://dx.doi.org/10.7827/TurkishStudies.57579
  • Bayraktar, E. & Kaleli, F. (2007). Sanal gerçeklik ve uygulama alanları. IX. Akademik Bilişim Konferansı Bildirileri.
  • Berryman, D. R. (2012) Augmented reality: a review. Medical Reference Services Quarterly, 31(2), 212-218. Doi:10.1080/02763869.2012.670604
  • Biçer, S. (2013). Bergama’da “Tarih 3 boyutlu canlanıyor. https://www.arkitera.com/haber/bergamada-tarih-3-boyutlu-canlaniyor/ adresinden erişilmiştir.
  • Billinghurst, M. (2003). Augmented reality in education. Journal of Software Engineering and Applications, 7(9).
  • Bimber, O. & Raskar, R. (2005). Spatial augmented reality: merging real and virtual worlds. A. K. Peters.
  • Buckler, N. (2022). Stolen masterpieces with Wild Robbery stories now in metaverse Gallery https://beincrypto.com/stolen-masterpieces-wild-robbery-stories-metaverse-gallery/ adresinden erişilmiştir.
  • Bulovalı, A. H. (2022). İstanbul Arkeoloji Müzeleri'nde "Antik Gelecekler" sergisi açıldı. https://www.aa.com.tr/tr/kultur/istanbul-arkeoloji-muzelerinde-antik-gelecekler-sergisi-acildi/2713873# adresinden erişilmiştir.
  • Büyüköztürk, Ş., Çakmak, E., Akgün, Ö., Karadeniz, Ş. & Demirel, F. (2021). Bilimsel araştırma yöntemleri. Ankara: Pegem Akademi.
  • Carlsson, R. (2020). How virtual reality is bringing historical sites to life? Erişim adresi: https://www.museumnext.com/article/how-virtual-reality-is-bringing-historical-sites-to-life/ adresinden erişilmiştir.
  • Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E. & Ivkovic, M. (2010). Augmented reality technologies, systems and applications. Multimed Tools Appl, 51, 341–377. https://doi.org/10.1007/s11042-010-0660-6
  • Carr, M. B., Muscat, N. & Debattista, L. (2017). Augmented reality in a Maritime Museum.
  • Cascone, S. (2018). Paintings stolen in america’s biggest art heist have returned to their frames—thanks to augmented reality. https://news.artnet.com/art-world/stolen-gardner-paintings-augmented-reality-1252211 adresinden erişilmiştir.
  • Charr, M. (2021). How are museums putting the ar into arts and culture. https://www.museumnext.com/article/how-are-museums-putting-the-ar-into-arts-and-culture/ adresinden erişilmiştir.
  • Chen, C. & Lai, H. (2021). Application of augmented reality in museums – factors influencing the learning motivation and effectiveness. Science Progress, 104(S3), 1–16.
  • Chen, M. (2021). Using AR, The French National Museum of natural history ıs bringing back the Dodo. https://jingculturecrypto.com/french-national-museum-of-natural-history-saola-studio-revivre/ adresinden erişilmiştir.
  • Chen, Q. & Liu, Y. (2023). Discussion on the application of virtual technology in museum display design. The 2nd International Conference on Culture, Design and Social Development, 739, 598-604. https://doi.org/10.2991/978-2-38476-018-3_70
  • Cipresso P., Giglioli I. A. C., Raya M. A. & Riva G. (2018). The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature. Frontiers in Psychology, 9, 1-20. DOI: 10.3389/fpsyg.2018.02086
  • Collins, B. (2021). The metaverse: How to build a massive virtual world. https://www.forbes.com/sites/barrycollins/2021/09/25/the-metaverse-how-to-build-a-massive-virtual-world/?sh=461d03e96d1c adresinden erişilmiştir.
  • Coşkun, C. (2017). Bir sergileme yöntemi olarak artırılmış gerçeklik. Sanat ve Tasarım Dergisi, 20, 61-75. DOI: 10.18603/sanatvetasarim.370723
  • Çavaş, B., Huyugüzel-Çavaş, P. & Taşkın-Can, B. (2004). Eğitimde sanal gerçeklik. The Turkish Online Journal of Educational Technology, 3(4), 110-116.
  • Çelik, R. (2022). Metaverse nedir? kavramsal değerlendirme ve genel bakış. Balkan ve Yakın Doğu Sosyal Bilimler Dergisi, 8(01), 67-74.
  • DAC İstanbul. (2023). Dijital sergi ‘Ancient Futures’ İstanbul Arkeoloji Müzesi’nde. https://dacistanbul.com/dac-oneriyor/sergi-dijital-sergi-ancient-futures-istanbul-arkeoloji-muzesinde/ adresinden erişilmiştir.
  • Davis, M. (2020). Towards frictionless augmented reality. https://www.aam-us.org/2020/06/15/towards-frictionless-augmented-reality/ adresinden erişilmiştir.
  • Debailleux, L., Hismans, G. & Duroisin, N. (2018). Exploring cultural heritage using virtual reality. In: Ioannides, M. (eds) Digital Cultural Heritage. Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-319-75826-8_24
  • Detroit Institute of Arts. (2017). Detroit Institute of Arts to premiere Lumin, a mobile tour using augmented reality, Jan. 25 Developed by DIA in partnership with Google and mobile developer GuidiGO. https://dia.org/about/media-room/news/detroit-institute-arts-premiere-lumin-mobile-tour-using-augmented-reality-0 adresinden erişilmiştir.
  • Ding, M. (2017). Augmented reality in museums. Arts, Management & Technology Laboratory.
  • Doko, E. (2021). Alternatif bir dünya arayışı: Metaverse. Lacivert Dergi, 79-81.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X.,& Cai, W. (2021). Metaverse for social good: a university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia.
  • Erbaş, Ç. & Demirer, V. (2014). Eğitimde artırılmış gerçeklik uygulamaları: Google Glass örneği. Journal of Instructional Technologies & Teacher Education, 3(2), 8-16.
  • Erbaş, Ç. & Demirer, V. (2015). Eğitimde sanal ve artırılmış gerçeklik uygulamaları. Eğitim Teknolojileri Okumaları.
  • Erol, İ., Bayrak, T. & Yengin, D. (2021). Eğitimin dijitalleşmesi sürecinde sanal gerçeklik teknolojisinin kullanımı: dört model müzesi. Communication and Technology Congress – CTC 2021, 889-905. DOI: 1 0.17932/CTC.2021/ctc21.087.
  • Farias, L., Dantas, R. & Burlamaqui, A. (2011). Educ-AR: A tool for assist the creation of augmented reality content for education. 2011 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems Proceedings, 1-5. DOI: 10.1109/VECIMS.2011.6053850.
  • Feiner S. K. (2002). Augmented reality: A new way of seeing. Scientific American, 286(4), 48–55. https://doi.org/10.1038/scientificamerican0402-48
  • Ferhat, S. (2016). Dijital dünyanın gerçekliği, gerçek dünyanın sanallığı bir dijital medya ürünü olarak sanal gerçeklik. TRT Akademi, 1(2), 724-746.
  • Fırat, Ö. & Gülaçtı, İ. E. (2022). Sergileme mekân ve teknolojilerinin tarih boyunca dönüşümü̈. International Social Sciences Studies Journal, 8(100), 2395-2411. http://dx.doi.org/10.29228/sssj.63544
  • Gaafar, A.A. (2021). Metaverse ın architectural heritage documentation & education. Advances in Ecological and Environmental Research, 6(10), 66-86.
  • George, S. (2021). Converging the physical and digital with digital twins, mixed reality, and metaverse apps. https://azure.microsoft.com/en-us/blog/converging-the-physical-and-digital-with-digital-twins-mixed-reality-and-metaverse-apps/ adresinden erişilmiştir.
  • Germak, C., Salvo, A. & Abbate, L. (2021). Augmented reality experience for ınaccessible areas in museums. EVA London 2021. 39-45. http://dx.doi.org/10.14236/ewic/EVA2021.7
  • Geronikolakis, E. (2017). A Celtic Museum experience using augmented reality. https://www.vi-mm.eu/2017/11/30/a-celtic-museum-experience-using-augmented-reality/ adresinden erişilmiştir.
  • Guo, H. & Gao, W. (2022). Metaverse-powered experiential situational english-teaching design: an emotion-based analysis method. Front. Psychol. 13. DOI: 10.3389/fpsyg.2022.859159
  • Hacking the Heist. (2022). https://www.hackingtheheist.com adresinden erişilmiştir.
  • Han L. & Cui Y. (2021). The application of virtual reality technology in museum exhibition – Take the Han Dynasty Haihunhou Ruins Museum in Nanchang as an example. E3S Web of Conferences, 236, 04045. Doi: https://doi.org/10.1051/e3sconf/202123604045
  • Hazneci, Ö. (2019). Güncel artırılmış gerçeklik uygulamalarının eğitim alanında kullanımı üzerine bir inceleme. Ondokuz Mayıs Üniversitesi Uluslararası 100.Yıl Eğitim Sempozyumu, Ondokuz Mayıs Üniversitesi. s. 499-508.
  • Huang, T., Chen, C. & Chou, Y. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82.
  • Hu-Au, E. & Lee, J. J. (2017). Virtual reality in education: a tool for learning in the experience age. International Journal of Innovation in Education, 4, 215-226.
  • İçten, T. & Bal, G. (2017). Artırılmış gerçeklik üzerine son gelişmelerin ve uygulamaların incelenmesi. Gazi Üniversitesi Fen Bilimleri Dergisi, 5(2), 111-136.
  • Köklü, N., Büyüköztürk, Ş. & Çokluk, Ö. (2007). Sosyal bilimler için istatistik. Pegem Yayınları
  • Karayılanoğlu, G. & Arabacıoğlu, B. (2020). Digital ınteractive experiences ın contemporary art museums. The Turkish Online Journal Of Design, Art And Communication, 10(4), 423-440.
  • Kayabaşı, Y. (2005). Sanal gerçeklik ve eğitim amaçlı kullanılması. The Turkish Online Journal of Educational Technology, 4(3), 151-158.
  • Kent Yaşam. (2013). Bergama’da tarih üç boyutlu canlanıyor. https://kentyasam.com/2013/07/11/bergamada-tarih-uc-boyutlu-canlaniyor/ adresinden erişilmiştir.
  • Kesim, M. & Özarslan, Y. (2012). Augmented reality in education: curren iteratüre ses and the potential for education. Procedi– - Social and Behavioral Sciences, 47, 297-302.
  • Kim, J. (2021). Advertising in the metaverse: research agenda. Journal of Interactive Advertising, 21(3), 141-144, DOI: 10.1080/15252019.2021.2001273
  • Kültür İstanbul. (2023). VR future: virtual landscapes sergisi 3-4-5 Şubat’ta Müze Gazhane’de! https://kultur.istanbul/vr-future-virtual-landspaces-sergisi-3-4-5-subatta-muze-gazhanede/ adresinden erişilmiştir.
  • Lanier, J. (2023). Brief biography of Jaron Lanier. http://www.jaronlanier.com/general.html adresinden erişilmiştir.
  • Lavery, R. (2015). Smithsonian brings historic specimens to life in free “Skin and Bones” mobile app. https://www.si.edu/newsdesk/releases/smithsonian-brings-historic-specimens-life-free-skin-and-bones-mobile-app adresinden erişilmiştir.
  • Lee, H., Jung, T. H., tom Dieck, M. C. & Chung, N. (2020). Experiencing ımmersive virtual reality in museums. Information and Management, 57(5). https://doi.org/10.1016/j.im.2019.103229
  • Lee, J. Y. (2021). A study on metaverse hype for sustainable growth. International Journal of Advanced Smart Convergence. 10(3), 72-80. http://dx.doi.org/10.7236/IJASC.2021.10.3.72
  • Lee, K. (2012). Augmented reality in education and training. Techtrends Tech Trends, 56, 13–21. https://doi.org/10.1007/s11528-012-0559-3
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z… & Hui, P. (2021). All one needs to know about metaverse: a complete survey on technological singularity, virtual ecosystem, and research agenda. Journal of Latex Class Files, 14(8).
  • Li, P. P. & Chang, P. L. (2017). A study of Virtual Reality experience value and learning efficiency of museum - using Shihsanhang museum as an example. 2017 International Conference on Applied System Innovation (ICASI), 1158-1161. Doi: 10.1109/ICASI.2017.7988391.
  • Louvre Museum. (2022). The Mona Lisa in virtual reality in your own home. https://www.louvre.fr/en/what-s-on/life-at-the-museum/the-mona-lisa-in-virtual-reality-in-your-own-home adresinden erişilmiştir.
  • Mar, R. D. (2022). Three ways epson moverio augmented reality smart glasses can enhance visitor experiences at museums. https://www.aam-us.org/2022/01/19/three-ways-epson-moverio-augmented-reality-smart-glasses-can-enhance-visitor-experiences-at-museums/ adresinden erişilmiştir.
  • Markouzis, D. & Fessakis, G. (2015). Enriching the city environment with mobile Augmented Reality edutainment applications for residents and tourists: The case of “Roads of Rhodes” game, In I. Theona & D. Charitos (Eds.) Proceedings of the 3rd International Biennial Conference, Hybrid City 2015: Data to the people, 17-19 Septembet 2015, Athens, Greece, ISBN 978-960-99791-2-2, pp.: 290-297, University Research Institute of Applied Communication (URIAC), National and Kapodistrian University of Athens.
  • Marques, D. & Costello, R. (2015). Skin & bones: an artistic repair of a science exhibition by a mobile app. Midas: Museus e Estudos Interdisciplinares, 5.
  • Meta. (2021). Founder’s Letter, 2021. https://about.fb.com/news/2021/10/founders-letter/ adresinden erişilmiştir.
  • MINT Museum of Toys. (2023). Museum’s First-ever augmented reality story-colouring books. https://emint.com/blog/museums-first-ever-augmented-reality-story-colouring-books/ adresinden erişilmiştir.
  • MINT Museum of Toys. (2023a). AR museum augmented reality cards. https://emint.com/shop/xperiencear-museum-cards/ adresinden erişilmiştir.
  • Microsoft. (2018). Sir David Attenborough ıs giving behind-the-scenes tours of the natural history museum as a hologram. https://news.microsoft.com/en-gb/2018/03/23/sir-david-attenborough-is-giving-behind-the-scenes-tours-of-the-natural-history-museum-as-a-hologram/ adresinden erişilmiştir.
  • Mídia. S.N. (2022). Virtual reality stolen art gallery. https://blog.compass.uol/noticias/saiu-na-midia/virtual-reality-stolen-art-gallery/ adresinden erişilmiştir.
  • Montgomery, A. (2015). British Museum uses new technology to take visitors back to the Bronze Age. https://www.designweek.co.uk/issues/3-9-august-2015/british-museum-uses-new-technology-to-take-visitors-back-to-the-bronze-age/ adresinden erişilmiştir.
  • Morgan, J. P. (2022). Opportunities in the metaverse. https://www.jpmorgan.com/content/dam/jpm/treasury-services/documents/opportunities-in-the-metaverse.pdf adresinden erişilmiştir.
  • Moorhouse, N., tom Dieck, M.C. & Jung, T. (2017). Augmented Reality to enhance the learning experience in cultural heritage tourism: an experiential learning cycle perspective. eReview of Tourism Research.
  • Morozova, A. (2018). How to use augmented reality in museums: examples and use cases. https://jasoren.com/how-to-use-augmented-reality-in-museums-examples-and-use-cases/ adresinden erişilmiştir.
  • Morozova, A. (2018). How to use augmented reality in museums: examples and use cases. https://jasoren.com/how-to-use-augmented-reality-in-museums-examples-and-use-cases/ adresinden erişilmiştir.
  • Musee Dezentral. (2023). The future of art is decentralized, ahttps://musee-dezentral.com/vision adresinden erişilmiştir.
  • Museo de’l'Ara Pacis. (2016). The Ara as it was. https://arapacis.it/en/mostra-evento/ara-it-was adresinden erişilmiştir.
  • Museopedagogy and Augmented Reality. (2021). Summary for museum professionals. https://www.monaproject.eu adresinden erişilmiştir.
  • Museum Booster. (2021). Museum ınnovation barometer 2021. https://www.museumbooster.com/mib adresinden erişilmiştir.
  • Muséum national’d'Histoire natürelle. (2022). Revivre, extinct animals in augmented reality. https://www.mnhn.fr/en/experience/revivre-extinct-animals-in-augmented-reality adresinden erişilmiştir.
  • Museum of Digital Life. (2023). What is the museum of digital life?, https://www.modalnft.com/info/ adresinden erişilmiştir.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2, 486-497.
  • National Gallery. (2023). Masterpieces@Home. https://www.nationalgallery.org.uk/national-gallery-x/masterpieces-home adresinden erişilmiştir.
  • Nayyar, A., Mahapatra, B., Le, D. & Suseendran, G. (2018). Virtual Reality (VR) & Augmented Reality (AR) technologies for tourism and hospitality industry. International Journal of Engineering and Technology (UAE). 7. 10.14419/ijet.v7i2.21.11858.
  • Nechita, F. & Rezeanu, C. I. (2019). Augmenting museum communication services to create young audiences. Sustainability, 11(20):5830. https://doi.org/10.3390/su11205830
  • Nesbo, E. (2021). The Metaverse vs. virtual reality: 6 key differences. https://www.makeuseof.com/metaverse-vs-virtual-reality/ adresinden erişilmiştir.
  • NFT Evening. (2021). Musee dezentral: The world’s first decentralised metaverse museum ıs transforming art curation. https://nftevening.com/musee-dezentral-the-worlds-first-decentralised-metaverse-museum-is-transforming-art-curation/?utm_source=pocket_mylist adresinden erişilmiştir.
  • Nigam, M., Metuku, A., Mitchelson, D., Saito, G., Chou, H., Maekawa, H… & Ahuja, V. (2022). Metaverse: a guide to the next-gen internet. https://www.credit-suisse.com/media/assets/corporate/docs/about-us/media/media-release/2022/03/metaverse-14032022.pdf adresinden erişilmiştir.
  • Nincarean, D., Alia, M. B., Halim, N. D. & Rahman, M. H. (2013). Mobile augmented reality: the potential for education. Procedia Social and Behavioral Sciences, 103, 657-664.
  • Nuzzaci, A. (2006). General education and museum education: between singularity and plurality. Revista Complutense de Educacion, 17(1), 65-75.
  • Park, G. (2021). Epic games believes the ınternet ıs broken. this ıs their blueprint to fix Ithttps://www.washingtonpost.com/video-games/2021/09/28/epic-fortnite-metaverse-facebook/ adresinden erişilmiştir.
  • Pavid, K. (2018). Explore the museum's collection with Sir David Attenborough. https://www.nhm.ac.uk/discover/news/2018/march/explore-the-museum-with-sir-david-attenborough.html adresinden erişilmiştir.
  • Pera Müzesi. (2018). Basın Bülteni: “Kaplumbağa Terbiyecisi” canlanıyor Osman Hamdi Bey’in dünyasına yolculuk: sanal gerçeklik deneyimi. https://www.peramuzesi.org.tr/repo/bulletin/attachments/1558510927_pm_2019_ohb_vr.docx adresinden erişilmiştir.
  • Pera Müzesi. (2022). Osman Hamdi Bey’in dünyasına yolculuk. https://www.peramuzesi.org.tr/sergi/osman-hamdi-bey%E2%80%99in-dunyasina-yolculuk-sanal-gerceklik-deneyimi/260 adresinden erişilmiştir.
  • Preloaded. (2023). Modigliani vr: the Ochre Atelier. https://preloaded.com/work/modiglianivr/ adresinden erişilmiştir.
  • Presidential Library. (2021). Informatıon technology and culture: virtual exhibition project of the state Hermitage Museum "the ethereal aether. an exhibition of digital a”t" launched. https://www.prlib.ru/en/events/1327012 adresinden erişilmiştir.
  • Qian, Y. (2021). Virtual reality and modern visitor in the museum: the technological ıntegration and ıts debates. Proceedings of the 2021 3rd International Conference on Literature, Art and Human Development (ICLAHD 2021), 290-294.
  • Recupero, A., Talamo, A., Triberti, S. & Modesti, C. (2019). Bridging Museum mission to visitors’ experience: activity, meanings, ınteractions, technology. Frontiers in Psychology, 10:2092. DOI: 10.3389/fpsyg.2019.02092
  • Richardson, J. (2023). Virtual reality is a big trend in museums, but what are the best examples of museums using VR? https://www.museumnext.com/article/how-museums-are-using-virtual-reality/ adresinden erişilmiştir.
  • Roach, J. (2021). Mesh for microsoft teams aims to make collaboration in the ‘metaverse’ personal and fun. https://news.microsoft.com/innovation-stories/mesh-for-microsoft-teams/ adresinden erişilmiştir.
  • Robson, J. & Dodd, F. (2019). Augmenting the power of artwork through a virtual reality partnered piece. Proceedings of EVA London 2019, 206-211.
  • Rodley, E. (2018). Unpacking our understanding of ımmersion. https://www.aam-us.org/2018/11/07/unpacking-our-understanding-of-immersion/ adresinden erişilmiştir.
  • Rosen, P. (2021). All museums will build a metaverse copy using nfts, predicts contemporary art chief at world's largest museum. https://markets.businessinsider.com/news/currencies/museum-metaverse-twin-digital-art-nfts-state-hermitage-museum-russia-celestial-hermitage adresinden erişilmiştir.
  • Roussou, M. (2004). Learning by doing and learning through play: an exploration of ınteractivity in virtual environments for children. ACM Computers in Entertainment, 2(1).
  • Sertalp, E. (2017). Müzelerin tanıtım kitaplarında artırılmış gerçeklik (AG) teknolojisi kullanımı: Ankara Anadolu Medeniyetleri Müzesi kitabı örneği. Sanat Yazıları, 36, 107-120.
  • Sharp, S. R. (2017). More screens, more knowledge: testing the detroit ınstitute of arts’ new augmented reality app. https://hyperallergic.com/350320/more-screens-more-knowledge-testing-the-detroit-institute-of-arts-new-augmented-reality-app/ adresinden erişilmiştir.
  • Shehade, M. & Stylianou-Lambert, T. (2020). Virtual reality in museums: exploring the experiences of museum professionals. Appl. Sci. 10, 4031.
  • Sheridan, E., Ng, M., Czura, L., Steiger, A., Vegliante, A. & Campagna, K. (2021). Framing the future of web 3.0: Metaverse edition. Goldman Sachs Research.
  • Shoulder, J. (2015). British Museum uses virtual reality to explore Bronze Age objects https://advisor.museumsandheritage.com/blogs/british-museum-uses-virtual-reality-to-explore-bronze-age-objects/ adresinden erişilmiştir.
  • Siegle, D. (2019). Seeing Is Believing: Using Virtual and Augmented Reality to Enhance Student Learning. Gifted Child Today, 42(1), 46–52. https://doi.org/10.1177/1076217518804854 adresinden erişilmiştir.
  • Şekerci, C. (2017). Sanal gerçeklik kavramının tarihçesi. Uluslararası Sosyal Araştırmalar Dergisi, 10(54), 1126- 1133.
  • Talesmith. (2023). Davıd Attenborou’h's hold the world vr. https://www.talesmith.tv/work/hold-the-world adresinden erişilmiştir.
  • Tanrıkulu, B. & Karagöl, A. (2021). Müzede sanal gerçeklik uygulamaları: bir örnek çalışma olarak kaplumbağa terbiyecisi. Yeni Medya Elektronik Dergisi, 5(2), 95-111.
  • Tasmanian Museum and Art Gallery. (2023). Bringing the dinosaurs to life with AR https://www.tmag.tas.gov.au/whats_on/newsselect/2018articles/bringing_the_dinosaurs_to_life_with_ar adresinden erişilmiştir.
  • Tate. (2023). Modigliani VR The Ochre Atelier. https://www.tate.org.uk/whats-on/tate-modern/modigliani/modigliani-vr-ochre-atelier adresinden erişilmiştir.
  • The Kremer Museum. (2023). The Kremer Museum, https://www.thekremercollection.com/the-kremer-museum/ adresinden erişilmiştir.
  • Trunfio, M., Lucia, M. D., Campana, S. & Magnelli A. (2021). Innovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction. Journal of Heritage Tourism, 17(1), 1 19. DOI: 10.1080/1743873X.2020.1850742
  • Türk, G. D., Bayrakcı, S. & Akçay, E. (2022). Metaverse ve benlik sunumu. The Turkish Online Journal of Design Art and Communication, 12(2), 316-333.
  • Türkiye İş Bankası. (2022). İş Sanat yeni sergisini metaverse’te açıyor. https://www.isbank.com.tr/bankamizi-taniyin/is-sanat-yeni-sergisini-metaverse-te-aciyor adresinden erişilmiştir.
  • Vargün, Ö. (2022). Teknolojinin belirleyiciliğinde müzelerde dijitalleşme süreci ve insan odaklı tasarım yaklaşımları. İdil, 92, 565–584.
  • Vince, C. (2016). David Attenborough’s virtual reality experiences come to australian museum. https://australian.museum/about/organisation/media-centre/david-attenboroughs-virtual-reality-experiences-come-to-australian-museum-from-8-april/ adresinden erişilmiştir.
  • Vive Arts. (2017). Modigliani VR: the ochre atelier https://www.vivearts.com/projects/modigliani-vr adresinden erişilmiştir.
  • Wang, B. & Liu, Y. (2019). The Research on application of virtual reality technology in museums. Journal of Physics: Conference Series. 1302. DOI: 10.1088/1742-6596/1302/4/042049.
  • Wang, C. & Zhu, Y. (2022). A survey of museum applied research based on mobile augmented reality. Computational İntelligence and Neuroscience. 2926241. https://doi.org/10.1155/2022/2926241
  • Wang, S. (2023). A bodies-on museum: the transformation of museum embodiment through virtual technology. Curator: The Museum Journal, 66(1), 107-128. https://doi.org/10.1111/cura.12534
  • Watson, K. (2021). How could the metaverse effect the way we operate and support digital practice in museums? https://www.vam.ac.uk/blog/digital/how-could-the-metaverse-effect-the-way-we-operate-and-support-digital-practice-in-museums adresinden erişilmiştir.
  • Wikitude. (2023). Augmented Celtic Museum experience. https://www.wikitude.com/showcase/speaking-celt-museum-experience/ adresinden erişilmiştir.
  • Winters, T. (2022). Metaverse. (M. Z. Çamoğlu Çev.). KODLAB.
  • Yaşar Üniversitesi Haber Portalı. (2013). Tarih üç boyutlu canlanıyor. https://haber.yasar.edu.tr/genel/3215.html adresinden erişilmiştir.
  • Yumak, S. (2023). Müze eğitiminde sanal gerçeklik, artırılmış gerçeklik ve metaverse kullanımı. Yüksek Lisans Tezi, Ankara Üniversitesi.
There are 145 citations in total.

Details

Primary Language Turkish
Subjects Museum Education
Journal Section Research Articles
Authors

Selen Yumak 0009-0008-9258-0570

Ceren Karadeniz 0000-0001-5773-8557

Early Pub Date November 2, 2023
Publication Date November 16, 2023
Submission Date October 16, 2023
Acceptance Date October 29, 2023
Published in Issue Year 2023

Cite

APA Yumak, S., & Karadeniz, C. (2023). Müze Eğitiminde Yeni Teknolojilerin Kullanımı ve Kazanımlar. Journal of International Museum Education, 5("Cumhuriyetin 100. Yılında Türkiye’de Müzecilik ve Müze Eğitimi" Özel Sayısı), 62-77. https://doi.org/10.51637/jimuseumed.1376981

Map

JOURNAL OF INTERNATIONAL MUSEUM EDUCATION [JIMuseumED]

by-nc.png This work is licensed under a Creative Commons Attribution 4.0 International License

27839download