COMMON FACETS OF MUSEUM VIRTUAL SELF-PRESENTATION: EXPERIMENTING WITH INTERACTIVE IMAGE AND TEXT

Authors

  • Judita Kasperiuniene Vytautas Magnus University (LT)
  • Odeta Norkute Vytautas Magnus University (LT)

DOI:

https://doi.org/10.17770/sie2018vol1.3141

Keywords:

museum website, science and technology museum, thematic analysis, virtual museum self-presentation, visitors experience

Abstract

In the modern world, all the museums, especially science and technology centers, seek transforming from storages of valuable historical objects to the knowledge exchange and construction places. This study aims to research official sites and social media channels of twenty European science and technology museums in order to understand how the virtual museum self-presentation is done. Using thematic analysis five common facets of the science and technology museum official site were coded: i) site interoperability; ii) home page; iii) first ten news; iv) science and education activities; v) information “about us”. All the data were anonymized. The study showed two contradicted science and technology museum virtual self-presentation behavior styles: orientation “Museum as a storage” and orientation “Visitor as a creator”. Researching how science and technology museums experimented with interactive image and text in their official web pages, museum social media site follower responses and museum ratings in social media, we expanded The Museum Visitor Experience Model with insights how the virtual self-presentation could help attracting museum visitors.

References

Atkins, L. J. (2009). Digital technologies and the museum experience: Handheld guides and other media. Science Education, 93(6), 1149-1151.

Boyatzis, R. E. (1998). Transforming qualitative information: Thematic analysis and code development. Sage.

Charitonos, K., Blake, C., Scanlon, E., & Jones, A. (2012). Museum learning via social and mobile technologies: (How) can online interactions enhance the visitor experience? British Journal of Educational Technology, 43(5), 802-819.

Falk, J. H. (2016). Identity and the museum visitor experience. Routledge.

Falk, J. H., & Dierking, L. D. (2008). Enhancing visitor interaction and learning with mobile technologies. Digital technologies and the museum experience: Handheld guides and other media, 19-33.

Falk, J. H., & Dierking, L. D. (2016). The museum experience revisited. Routledge.

Kaptelinin, V. (2011, January). Designing technological support for meaning making in museum learning: an activity-theoretical framework. In System Sciences (HICSS), 2011 44th Hawaii International Conference on (pp. 1-10). IEEE.

Miller, P. (2000). Interoperability: What is it and why should I want it? Ariadne, (24). Retrieved on March 5, 2018 from http://www.ariadne.ac.uk/issue24/interoperability

Morse, J. M., Barrett, M., Mayan, M., Olson, K., & Spiers, J. (2002). Verification strategies for establishing reliability and validity in qualitative research. International journal of qualitative methods, 1(2), 13-22.

Neumann, S. (2016). Art Museums online-New visual challenges of Modern and Contemporary Art Collections (Doctoral dissertation, Bremen, Jacobs Univ., Diss., 2015).

Newman, N., Fletcher, R., Kalogeropoulos, A., Levy, D. A., & Nielsen, R. K. (2017). Reuters institute digital news report 2017.

Samis, P. (2008). The exploded museum. Digital technologies and the museum experience: Handheld guides and other media, 3-17.

Shearer, E., & Gottfried, J. (2017). News Use Across Social Media Platforms 2017. Pew Res Cent.

Shenton, A. K. (2004). Strategies for ensuring trustworthiness in qualitative research projects. Education for information, 22(2), 63-75.

Downloads

Published

2018-05-25

How to Cite

Kasperiuniene, J., & Norkute, O. (2018). COMMON FACETS OF MUSEUM VIRTUAL SELF-PRESENTATION: EXPERIMENTING WITH INTERACTIVE IMAGE AND TEXT. SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference, 5, 304-314. https://doi.org/10.17770/sie2018vol1.3141