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Bibliography

The Museums and the Web Bibliography comprises all papers published on MW conference websites or in annual selected proceedings. Entries can be
filtered by year and are listed alphabetically by the primary author’s name. Clicking a paper title shows details including an abstract and a live URL link if appropriate. Clicking an author’s name lists all papers by that author. This bibliography is a work in progress as we standardize all entries.

Copies of the MW selected proceedings are for sale here.

1416 entries

all | 2020 | 2019 | 2018 | 2017 | 2016 | 2015 | 2014 | 2013 | 2012 | 2011 | 2010 | 2009 | 2008 | 2007 | 2006 | 2005 | 2004 | 2003 | 2002 | 2001 | 2000 | 1999 | 1998 | 1997

32 results

, . “Art museum collections online: Extending their reach.” . – edit

, . ““Houston, We’ve HAD a Problem.” Successful Failures: Lessons from the Adler’s “Year of the Moon” Programming and the Importance of Community Partners and Digital Interactions.” . – edit

, . “Art of Escape, Magic, and immersive storytelling: The Museum as a Limitless Escape Game.” . – edit

, . “AI Sees What? The Good, the Bad, and the Ugly of Machine Vision for Museum Collections.” . – edit

, . “Designing CLIO, An Open-Source Toolkit for Museum Pop-Up Digital Interactives.” . – edit

, . “Capacity Planning for Meaning.” . – edit

, . “How to Build, When to Buy: Scalable Tactics for Digital Projects and Services.” . – edit

, . ““Bring Your Own Device” (BYOD) programming facilitates accessibility for people who are blind or have low vision.” . – edit

, . “Capturing Large-Scale Artifacts via Reflectance Transformation Imaging with a Drone.” . – edit

, . “The Power of Speech: Connecting Audiences in Dialogue with Voice User Interfaces.” . – edit

, . “Physical Visualizations: Turning Data into Space.” . – edit

, . “Humans in the Machine – Bringing Intimacy of Voice Back to Digital Interactions..” . – edit

, . “IIIF at Scale.” . – edit

, . “Performing Heritage and Creating Community Through Digital Games, Narrative Agency and Critical Play.” . – edit

, . “Tangible Augmented Reality for Archival Research: Using Augmented Reality to Research Cultural Heritage Items.” . – edit

, . “Developing Mobile Augmented Reality with Unity and Vuforia.” . – edit

, . “The Other Interface. Using linked (open) data to provide a different kind of access.” . – edit

, . “Museums, artefacts and original Cultural Heritage sites. Using Augmented Reality to mend the gaps between indoors/outdoors and center/periphery in Cultural Heritage Communication.” . – edit

, . “Fostering deep engagement and enhanced learning through wonder, creativity, and play.” . – edit

, . “Digital Transformation: It’s a Process and You Can Start Now.” . – edit

, . “The value of a 3D asset and the Future of Museums of Costume.” . – edit

, . “As We May Learn: The Coming Fusion of Maker Technologies, Spatial Computing, and IoT.” . – edit

, . “Digital journey mapping at The National Gallery: Understanding the role of digital touchpoints in a real world or online only visitor journey..” . – edit

, . “Losing our Heads: Leveraging Headless Content Management Systems to Bridge Dynamic Web Interfaces and Backend Content.” . – edit

, . “Bundle of joy: Optimizing the purchase experience for add-ons and upsells.” . – edit

, . “Reimagining the Museum Lobby.” . – edit

, . “Addressing social media choices of top European museums: framework, realities, and trends.” . – edit

, . “Teaching the Digital Museum: A Collaborative Museum-University Partnership to Develop Curriculum for Digital Interaction.” . – edit

, . “Citizen History – so close or too far? Current results from Citizen History and the Problems of Creating Participatory Projects.” . – edit

, . “Implementing a Digital Strategy for Musea Brugge: from goals to principles.” . – edit

, . “Redesigning Getty.edu with Structured Content.” . – edit

, . “A Configurable Gamified Web Application for Museum Visitors.” . – edit

For additional items please consult the MW bibliography archive