2014
DOI: 10.1111/cura.12073
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Gallery One at the Cleveland Museum of Art

Abstract: How can art museums use interpretive technology to engage visitors actively in new kinds of experiences with works of art? What are the best strategies for integrating technology into the visitor experience? In 2012, the Cleveland Museum of Art responded with Gallery One, an interactive art gallery that opened to stakeholders on December 12, and went through a six‐week testing period before its public opening on January 21, 2013. Gallery One drew from extensive audience research and was part of a major buildin… Show more

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Cited by 6 publications
(3 citation statements)
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“…Therefore, the details must be provided in a separate text. To compensate for these problems, Alexander et al [23] suggested an interactive art-based system that lets visitors search for traditional paintings by subject; the system piques the interest of the user in the paintings, increasing their curiosity about them. However, this method does not give visitors a sense of immersion and instead only provides information.…”
Section: A Extended Reality (Xr) Contents In Traditional Paintingsmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, the details must be provided in a separate text. To compensate for these problems, Alexander et al [23] suggested an interactive art-based system that lets visitors search for traditional paintings by subject; the system piques the interest of the user in the paintings, increasing their curiosity about them. However, this method does not give visitors a sense of immersion and instead only provides information.…”
Section: A Extended Reality (Xr) Contents In Traditional Paintingsmentioning
confidence: 99%
“…Experiential learning theory [22], [23] defines learning as a continuous process based on experience with the concept that knowledge is created from the learner's experience. The four types of experiential learning theory are specific experiences (motivation for new experiences), reflective reflection (observation of new experiences), abstract conceptualization (new ideas), and positive behavior (competence used in the field).…”
Section: ) System Experience In Designmentioning
confidence: 99%
“…I emphasised my interests in exploring innovative forms of storytelling and facilitating participatory experiences in gallery settings, which I continued to explore in (Serrell & Raphling, 1992) to augmenting a whole gallery with screen-based technology (Alexander, 2014). Given this broad range and timescale, in section 2.3, I focus on reviewing projects in museums that fit within the framework for tangible interaction (Hornecker & Buur, 2006).…”
Section: Introduction Summarymentioning
confidence: 99%