A large variety of industries, also called under the term “cultural and creative industries”. The term is used to describe a wide variety of organizations and private companies enabling in an even wider list of activities including (representatively): Museums, galleries and libraries, IT, software and computer services, Architecture, Advertising and marketing, Crafts, Design (product, graphic and fashion design), Film, TV, video, radio and photography, Publishing, Music, performing and visual arts.
Published in Chapter:
Reinventing Museums in 21st Century: Implementing Augmented Reality and Virtual Reality Technologies Alongside Social Media's Logics
Antonios Kargas (National and Kapodistrian University of Athens, Greece), Nikoletta Karitsioti (Department of Political Sciences and International Relations, University of Peloponnese, Greece), and Georgios Loumos (COMIC, Greece)
Copyright: © 2020
|Pages: 22
DOI: 10.4018/978-1-7998-1796-3.ch007
Abstract
The forthcoming Industry 4.0 is expected to change not only manufacturing and industrial services, but will rearrange how services are offered in a variety of sectors, including museum's services. Museums will inevitably be led to more digital (VR & AR) and promoting (Social Media) paths. A forthcoming “digital convergence” between VR & AR technologies and social media's promoting logic could enlarge museums' potentialities in attracting more visitors, younger visitors, while new patterns for connecting learning effects and amusement should be established. This chapter contributes to the following: • Presenting existing theoretical and empirical research on Virtual Reality and Augmented Reality technological implementation in Museums. • Presenting current tensions on social media's usage from cultural organizations. • Exploring how VR & AR applications can incorporate various elements coming from social media operational logic.