A term to refer to a set of knowledge-based and –generating economic sectors, ranging from advertising, broadcasting, crafts, film, graphic design, music, publishing, tourism, etc. This term is often used along with “creative”. This concept originated from Marxist philosophy and was coined by Theodor Adorno and Max Horkheimer to describe the production and marketing of culture as a branch of the industry. It often covers a wide variety of industries, such as architecture, craft, film and television production, music, publication, etc.
Published in Chapter:
Employing Digital Reality Technologies in Art Exhibitions and Museums: A Global Survey of Best Practices and Implications
Yowei Kang (National Taiwan Ocean University, Taiwan) and
Kenneth C. C. Yang (The University of Texas at El Paso, USA)
Copyright: © 2020
|Pages: 23
DOI: 10.4018/978-1-7998-1796-3.ch008
Abstract
The global AR, MR, and VR markets will reach USD$40.6 billion in 2019. As a result, digital reality technologies have become a key component of promoting art exhibition and museum industries to the general public around the world. Emerging applications such as ARCHEOGUIDE, ARCO, and 3D-MURALE have allowed museum-goers to access archeological artefacts and sites remotely without physically visiting the museums. Digital reality technologies have therefore been perceived to have the great potential to promote (creative) cultural industry contents, because of the characteristics of these platforms (e.g., interactivity, realism, and visualization). This chapter employs a case study approach to discuss the current state of digital reality technology applications in museums and art exhibitions around the world. The study provides several best practice examples to demonstrate how digital reality technologies have fundamentally transformed the art exhibitions and museums.