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Immersive Museum Technologies in Turkey and Future Projections in the Field

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The development of virtual approaches in the museums increase the digitization of cultural, natural, and technological heritage and the demand to make collections more accessible. The idea behind this museum type is to build a digital extension of the museum on the Internet, like a museum without walls. Museums with the goal of making the next generation of virtual environments and exhibitions: more communicative and effective, more sustainable, more accessible, and more visible in public space or online. In two decades parallel with the physical development of Turkish museums, utilizing digital technologies in the museum space is widely recognized. Using new technology multimedia devices to reach widerange audiences opens up a new path in new Turkish Museums. The purpose of this study is to identify the visual culture activities which take place in modern museums in the framework of educational activities, and to display practice samples in Turkish museums in detail. The study contains the history and highlight samples of virtual museums and using digital technologies in Turkish Museums. In addition to that immersive virtual reality and digital heritage studies which is used in museum Education. The study is a result of a descriptive survey model research that contains samples regarding visual culture practices in Turkish Museums and the future perceptions through the outputs of COVID19 pandemic.

Keywords: art ; digital heritage ; education ; future of museums ; gallery education ; heritage ; immersive virtual reality ; interactivity ; museum education ; museum technologies ; Turkish museums ; Virtual Museum ; virtual museum

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References

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References

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    [Google Scholar]
  2. Bartlem, E. (2005). Immersive artificial life (A-life) art. Journal of Australian Studies, 28(84), 95107. https://doi.org/10.1080/14443050509387995
    [Google Scholar]
  3. Çıldır, Z. , & Karadeniz, C. (2014). Museum, education and visual culture practices: Museums in Turkey. American Journal of Educational Research, 2(7), 543551. https://doi.org/10.12691/education-2-7-18
    [Google Scholar]
  4. Derda, I. (2020). Immersion, so what? From engagement to immersion in sports activations. In P. Godlewski & P. Matecki (Eds.), Sports marketing: Professional management in sports (pp. 3955). Gdansk University of Physical Education and Sport.
    [Google Scholar]
  5. Desvallées, A. , & Mairesse, F. (2010). Key concepts of museology. Armand Colin.
    [Google Scholar]
  6. Gazziro, M. , Gois, J. P. , Gonzales, C. T. , & Rodrigues, J. F., Jr. (2018). A computational method for interactive design of marbling patterns. In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) (pp. 1–109). https://doi.org/10.1109/SBGAMES.2018.00010
  7. Gilbert, H. (2002). Immersive exhibitions: What's the big deal? Visitor Studies Today, 5(3), 1013.
    [Google Scholar]
  8. İşçi, C. , Güzel, B. , Maktal Canko, D. , İşçi, T. , & Moroğlu, F. (2020). Müze deneyimi: Yönetim ve ziyaretçi perspektiflerinin karşılaştırılması. Turizm Akademik Dergisi, 7(1), 2945.
    [Google Scholar]
  9. Karp, C. (2004). Digital heritage in digital museums. Museum International, 56(1–2), 4551.
    [Google Scholar]
  10. Kovavisaruch, L. , Sanpechuda, T. , Chinda, K. , Wongsatho, T. , Chaiwongyen, A. , & Wisadsud, S. (2015). Museum's pool: A mobile application for museum network. Portland International Conference on Management of Engineering and Technology (pp. 1230–1235). https://doi.org/10.1109/PICMET.2015.7273028
  11. Lehn, D. , & Heath, C. (2005). Accounting for new technology in museum exhibitions. International Journal of Arts Management, 7(3), 1121.
    [Google Scholar]
  12. Lepouras, G. , & Vassilakis, C. (2005). Virtual museums for all: Employing game technology for edutainment. Virtual Reality, 8, 96106.
    [Google Scholar]
  13. Montsho, G. (2020, January 22). Making museums accessible to those with disabilities. MuseumNext. https://www.museumnext.com/article/making-museums-accessible-to-those-with-disabilities/
  14. Mortensen, M. F. (2010). Designing immersion exhibits as border-crossing environments. Museum Management and Curatorship, 25(3), 323336.
    [Google Scholar]
  15. Murphy, A. (2018). Technology in museums: Introducing new ways to see the cultural world. Museums + Heritage. https://advisor.museumsandheritage.com/features/technology-museums-introducing-new-ways-see-cultural-world/
  16. Museum with No Frontiers . (2021). About the project. http://sharinghistory.museumwnf.org/about.php404
  17. Muthiah, K. , & Suja, S. (2013). Experiential marketing – A designer of pleasurable and memorable experiences. Journal of Business Management & Social Sciences Research, 2(3), 2834.
    [Google Scholar]
  18. Olesen, A. R. , Holdgaard, N. , & Laursen, D. (2020). Challenges of practicing digital imaginaries in collaborative museum design. CoDesign, 16(3), 189201. https://doi.org/10.1080/15710882.2018.1539109
    [Google Scholar]
  19. Popoli, Z. , & Derda, I. (2021). Developing experiences: Creative process behind the design and production of immersive exhibitions. Museum Management and Curatorship, 36(4), 384402. https://doi.org/10.1080/09647775.2021.1909491
    [Google Scholar]
  20. Poria, Y. , Reichel, A. , & Brandt, Y. (2008). People with disabilities visit art museums: An exploratory study of obstacles and difficulties. Journal of Heritage Tourism, 4(2), 117129.
    [Google Scholar]
  21. Reino, S. , Mitsche, N. , & Frew, A. (2007). The contribution of technology-based heritage. In M. Sigala , L. Mich , & J. Murphy , (Eds.), Information and communication technologies in tourism (pp. 341352). Springer.
    [Google Scholar]
  22. Vaz, F. I. R. , Fernandes, O. P. , & Veiga, R. C. A. (2018). Interactive technologies in museums: How digital installations and media are enhancing the visitors’ experience. In F. M. J. Rodgriues , Q. M. C. Ramos , S. J. P. Cardoso , & C. Henriques (Eds.), Handbook of research on technological developments for cultural heritage and e-tourism applications (pp. 3053). IGI Global.
    [Google Scholar]
  23. Wang, Q. , & Lei, Y. (2016). Minds on for the wise: Rethinking the contemporary interactive exhibition. Museum Management and Curatorship, 31(4), 331348. https://doi.org/10.1080/09647775.2016.1173575
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  24. Watson, S. (2007). Museums and their communities. Routledge.
    [Google Scholar]
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