chapter 2 value proposition - binus...
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CHAPTER 2
VALUE PROPOSITION
In this chapter we will discuss about the market and industry analysis consist of
macro-environment museum and its website global and Indonesia’s market, market
profile and opportunity.
2. 1. Market and Industry Analysis
We will analyze market and industry from two point of view current Global and
Indonesia’s market.
2. 1. 1. Macro-environment in Museum Industry 2013
To understand macro-environment Global and Indonesia’s market, one of the tools is
PESTLE analysis.
1. Politic
Management of the museum in Indonesia and the region previously handled
by the central government, since 2001 with the implementation of the
decentralization of management authority museum handed over to local
government.
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Museum was established for cultural heritage preservation and development
in order to develop the national culture, as well as a tool of non-formal
education. Therefore, the government considers that the museum be a matter
that needs to be addressed by conducting:
Conservation objectives, management of museums and opening a new
museum in region regulated in Law No. 5 of 1992 on Heritage and Decree
No. 33 and Regulation No. 19.
The Ministry of Culture and Tourism doing strategic efforts, they
launched the Love Museum National Movement in 2010-2014, with
activities initiated by the Museum Visit the Year 2010. Love Museum
National Movement is raising responsibilities among stakeholders in order
to achieve the functionalization of the museum in order to strengthen
public appreciation of the historical and cultural values of the nation.
Strategic efforts the Ministry of Culture and Tourism was then followed
up with the introduction of national programs such as Revitalizing
Indonesia Museum, which is a program that seeks to improve the quality
of museums to serve the public in accordance with the function of the
museum, it is expected to eventually become a viable and attractive place
to visit.
In the beginning of 2013 Indonesia government through Ministry of
Tourism and Creative Economy supported augmented reality technology
by using it to promote Indonesia tourism. The augmented reality was
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implanted into several area and also they create some post card that shows
Indonesia most favorite tourism destination.
2. Economic
The weakening of economic growth in the United States and Europe impact to
Indonesia, with the decline in exports. Despite Indonesia's economic growth
in 2012 could still reach 6.23% (YoY) and is one of the highest in Asia after
China which grew by 7.8% (YoY), but lower than the assumption of the State
Budget (Budget ) 2012 by 6.5%. This growth is also lower than in 2011 which
is able to reach 6.5%. The value of Indonesia's GDP at constant prices 2000 in
2012 reached USD 2618.1 trillion, an increase of EUR 153.4 trillion
compared to 2011 to reach USD 2464.7 trillion.
In conditions an uncertain global economy, Indonesia will still rely on
domestic consumption and investment to boost economic growth in 2013 due
to the contribution of exports can not be expected due to the declining global
demand. From the field of business, 9 sectors recorded positive growth
business field in 2012. In 2012, transport and communications sector recorded
the highest growth of 9.98% followed by trade, hotels and restaurants grew by
8.11%.
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According to The Ministry of Culture and Tourism, culture and tourism sector
contribute as fifth largest export commodity that contribute nation foreign
exchange. It contribute USD 5,35 million in 2007, USD 7,35 million in 2008,
USD 6,3 million in 2009, USD 7,66 million and USD 8,55 million in 2011.
By develop culture and tourism sector, it will attract domestic and
international tourists.
3. Social
According to APJII (Asosiasi Jasa Penyedia Internet Indonesia/ Indonesia
Internet Service Provider Association) in 2012, internet users had increase up
to 63 millions or 28% of Indonesia population and by the end of 2013 it
increased up to 71,19 millions users. Internet usage had change people’s
behavior in daily activity for instanse it change people the communicate,
looking or sharing information about news and products in social media and
also change people’s perspective. Their activities tend to be more practical,
faster and effctive.
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Figure 2.1 Indonesia Internet Users, Source: Indonesia Internet Service Provider
Association , 2012
4. Technology
The development of technologies in the world is creating new improvement in
all sectors of industry. In culture and tourism industry, digital era transform
museum business model into virtual museum utilized web base and mobile
phone technologies. Visitors can have new experience of learning Indonesian
history through various platform and channel. These effected to private and
government sector in running museum’s business, where museum very
important to young generation which in the long run strengthen nationality.
Private company see this fact as new opportunies to do Corporate Social
Rensponsibility (CSR), support brand image of company to educate and
preserve Indonesia culture. The important is the development of the web
(millions) APJII
Projection
P
pROJECT)
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technology, where the Web is entering a new phase of evolution. Start from
PC Era (1980-1990), Web 1.0 (1990-2000), Web 2.0 (2000-2010), Web 3.0
(2010-2020), and Web 4.0 (2020-2030).
Figure 2.2 The evolution of website, Source: Radar Networkd, 2007
Web 3.0 is being reffered to by experts as the semantic web; semantic
meaning data driven. The data will come from user and will essentialy adjust
to meet the needs of the user. A huge benefit of Web 3.0 is the move towards
being able to access data from anywhere. This mainly being driven by the
heavy usage of smart phones and cloud applications. The ideas here is to
make sure that the user can access as much data as possible from anywhere.
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5. Legal
Information technology are stated on the ITE (Law of the Republic of
Indonesia number 11 year 2008 about information technology and electronic
transactions) regulation as follow:
Article 1 paragraph 1: Electronic information is one or a set of electronic
data, including but not limited to text, sound, images, maps, plans,
photographs, electronic data interchange (EDI), electronic mail (electronic
mail), telegram, telex, telecopy or the like, letters, marks, numbers, access
codes, symbols, or perforations that have been processed that has meaning
or can be understood by people who are able to understand.
Article 3: Information Technology and Electronic Transactions conducted
under the principles of legal certainty, benefits, prudence, good faith, and
freedom of choice of technology or technology neutral.
Article 4: Information Technology and Electronic Transactions carried out
with the aim to:
o The intellectual life of the nation as part of a world information
society;
o Developing trade and the national economy in order to improve
welfare of the community;
o Improve the effectiveness and efficiency of public services;
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o Open up greater opportunities for each person to advance thinking
and capabilities in the field of use and optimum utilization of
Information Technology and may be responsible, and
o Provide a sense of security, justice, and legal certainty for users
and Information Technology organizers.
6. Environment
Augmented reality can reduce the paper usage cause most of the information
was stored in the code implanted in the one picture, so advertisement that
usually printed in pages can now be printed in one page contain the same
quantity of information.
2. 1. 2. Museum Website Industry
The phenomenon information technology such as World Wide Web (WWW) have
made shift of museum concept into more informative, interactive and exhibit to wider
public. They have made the content and context of museum collection more
accessible, attractive and enriched visitor’s experience.
Currently thousands of virtual museum been developed all of the world. According
to The InternationaI Council of Museums (ICOM) virtual museum divided into three
forms:
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1. The brochure museum is providing basic information such as locations,
opening hours, calendar of events to the future visitors to create motivation to
come to physical museum.
2. The content museum is a website created with the purpose of making
information about museum collections available. It contains detailed database
of museum collections.
3. The learning museum is a website, which offers different point of access to its
virtual visitors, depending on their age, background and knowledge. This
information intended to motivate virtual visitors to learn more about a subject
of particular interest and visit the site again.
To analyze the museum website industry in Global, we use Porter’s 5 Forces (Porter,
1979) to describe the situation. Porter five forces analysis is a framework for industry
analysis and business strategy development. It draws industrial organization
economics to derive five forces that determine the competitive intensity and
attractiveness of a market. Porter’s five forces include three forces from ‘horizontal’
competition; the threat of substitute products or services, the threat of established
rivals, and the threat of new entrants; an the other two forces from ‘vertical’
competition; the bargaining power of suppliers and the bargaining power of
customers.
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Figure 2.3 Porter 5 Forces, Source: Porter,1979
1. Threat of new entrants
Profitable markets that yield high returns will attract new firms. This results in
many new entrants, which eventually will decrease profitability for all firms
in the industry. Unless the entry of new firms can be blocked by incumbents,
the abnormal profit rate will trend toward zero (perfect competition). Threat
of new entrants sources are: economic scale, product differentiation, cost
disadvantages independent of size, access to distribution channels, and
government policy.
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2. Threat of substitute products or services
The existence of products outside of the realm of the common product
boundaries increases the propensity of customers to switch to alternatives.
3. Bargaining power of customers
The bargaining power of customers is also described as the market of outputs;
the ability of customers to put the firm under pressure, which also affect the
customer’s sensitivity to price changes.
4. Bargaining power of suppliers
The bargaining power of suppliers is also described as the market of inputs.
Suppliers of raw materials, components, labor, and services to the firm can be
source of power over the firm, when there are few substitutes.
5. Intentisty of competitive rivalry
Intensity of the competition among company is the major determinant of the
competitiveness of the industry.
Furthermore analysis, will talk about the Five forces Porter’s analysis both in
Museum website industry as globally and in Indonesia;
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Figure 2.4 Porter 5 Forces Museum Website in Europe and USA, Source: Porter,1979
1. Industry Rivalry
In museum website is moderate. Museum website had various features that
make not just getting information but more than that, people can actually
experience in virtual museum utilized augmented reality, mobile application,
interactive games which create engagement between physical and virtual
musem in website. The moderate rivalry among museum management build
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collaboration that enrich not only in content but also involve community,
government as regulator as mutual ecosystem.
2. Potential New Entrants
In museum on line is high. Physical museum in overseas country certainly
including its website development. In developed country 78% households are
connected to internet (Source: ITU World Telecommunication/ ICT indicators
database), so people in developed country much more familiar with
technology. The development of museum website are to enhance people to
see, learn and experience easier in term of accessibility.
3. Buyers
Number of museum website’s visitors are high. Based on the Annual
Condition of Museum in the Economy survey 2012 was conducted by the
American Alliance of Museums released that people in the United State 52%
reported increases in annual onsite attendance, in some cases a boost 20%,
28% experienced declining attendance.
4. Substitute Products
The number of substitute product is high. Beside physical museum itself,
other sources about museum that avalable in the market such as books, movie,
theme park also tend to reduce visitor intensity in access museum website.
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5. Suppliers
The number of suppliers are low. Museum website management has to ready
its resources such as capabilities, knowledge, technology and infrastructure to
established the business.
After we discussed about the Five forces Porter’s analysis in Museum website as
globally, then we will discussed the condition in Indonesia.
Figure 2.5 Porter 5 Forces Museum Website in Indonesia, Source: Porter,1979
1. Industry Rivalry
In museum website is low. The internet technology is growing rapidly, but
museum website that containt all of information about museum in Indonesia
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still limited. Nowadays website that support comprehensive is
www.indonesia.travel.com and www.indonesiakaya.com, they are not only
serve information about museum but also tell us about Indonesia heritage in
general.
2. Potential New Entrants
In museum website is moderate. Government institution, private company
have opportunity to create social movement by preserve national heritage and
deliver all of Indonesia museum in website.
3. Buyers
The number of visitor in museum website is moderate. Based on survey that
conducted by Indonesia Internet Service Provider Associationn in 2012,
internet usage in Indonesia 63 million people with level of penetration 24,
23%.
4. Substitute Products
In museum website are high. Substitute product can be physical museum,
under certain cases physical museum free of charge, others subsitute products
are available in the market such as book, audio book, movie and museum at
mall.
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5. Suppliers
The number of suppliers are low. Museum website management has to ready
its resources such as capabilities, knowledge, technology and infrastructure to
established the business.
2. 1. 3. Market Profile and Opportunity
Museum web site target market is peoples who love Indonesian museum or history
and also internet users. Market profile of peoples who love museum are students and
professionals. Below is the detail market profile of museum web site.
We identify museum web site visitors into four categories, first category by
geographic which describe where the web visitors located. We are targeting people
who live in the city and have been used to access the internet. According to APJII
(2012) as shown in Table 2.2, DKI Jakarta has 3,5 million of internet users, Surabaya
has 956 thousand of internet users, Bekasi has 677 thousand of internet users,
Bandung has 579 thousand of internet users, Depok has 502 thousand of nternet users
and Makasar has 472 thousand of internet users, are cities with bigger pentration od
population internet users.
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T
able 2.1 Museum website visitors segmentation
Second category we are segmenting web visitors by demographic or personal
characters. People in the range of age 16 – 45 years old and the life stage as student
and professional. Based on APJII (2012), age of the internet users divide into two
genaration digital imigrant and digital native. Digital imigrant is generation of people
with age above 34 years old and they learn how to use internet when they grew up.
Digital native is generation of people with age below 34 years old, they born and live
in digital era. Age of the highest Internet users are aged 12-34 years old. Museum
web site targeting 69,5% of internet users total population.
Third category we are segmenting web visitors by socioeconomic. Their income or allowance
per month are categorized SES A, B, C and have digital devices for instance PC, notebook,
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smartphone or tablet. Their minimum education background graduated from junior high
school and currently their occupation asstudents, employee or entrepreneur.
Fourth category, we are segmenting web visitors by psychographic. Common way analyze by
their value, attitude and lifestlye.
Figure 2.6 Age of Internet Users, Source: Indonesia Internet Service Provider Association ,
2012
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No City Population Internet Users Pentration of Internet
1 Banda Aceh 244.000 88.000 36,1%
2 Medan 2.294.000 389.000 17,0%
3 Batam 1.033.000 263.000 25,4%
4 Pekan Baru 982.000 199.000 20,3%
5 Padang 912.000 223.000 24,4%
6 Bengkulu 338.000 88.000 26,1%
7 Jambi 582.000 153.000 26,3%
8 Palembang 1.592.000 383.000 24,1%
9 Bandar Lampung 965.000 290.000 30,1%
10 DKI Jakarta 9.583.000 3.538.000 36,9%
11 Bekasi 2.554.000 677.000 26,5%
12 Tangerang 1.967.000 371.000 18,9%
13 Cilegon 410.000 67.000 16,4%
14 Depok 1.902.000 502.000 26,4%
15 Bogor 1.040.000 273.000 26,3%
16 Bandung 2.620.000 579.000 22,1%
17 Surakarta 546.000 90.000 16,4%
18 Yogyakarta 425.000 164.000 38,5%
19 Semarang 1.702.000 398.000 23,4%
20 Purwekerto 249.000 49.000 19,8%
21 Malang 897.000 160.000 17,9%
22 Surabaya 3.025.000 956.000 31,6%
23 Sidoarjo 2.124.000 293.000 13,8%
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24 Gresik 1.288.000 151.000 11,8%
25 Jember 292.000 50.000 17,1%
26 Denpasar 863.000 291.000 33,7%
27 Mataram 441.000 160.000 36,4%
28 Kupang 368.000 74.000 20,2%
29 Pontianak 607.000 101.000 16,6%
30 Palangkaraya 242.000 51.000 21,3%
31 Balikpapan 610.000 112.000 18,4%
32 Banjarmasin 684.000 148.000 21,7%
33 Samarinda 796.000 177.000 22,3%
34 Manado 449.000 119.000 26,5%
35 Gorontalo 197.000 46.000 23,4%
36 Palu 368.000 96.000 26,1%
37 Makasar 1.464.000 472.000 32,3%
38 Kendari 317.000 69.000 21,7%
39 Ambon 362.000 73.000 20,2%
40 Ternate 203.000 36.000 17,9%
41 Sorong 209.000 28.000 13,6%
42 Jayapura 281.000 78.000 27,8%
Table 2.2 Penetration of Internet Users by Region, Source: Indonesia Internet Service
Provider Association , 2012
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2. 2. Museum Website Industry Analysis
Based on The Art Newspaper “The Economist” in 2008, below is the detail of top 20
world’s most popular museum website in global market.
Figure 2.7 Museum website industry (The art Newspaper, 2008)
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2. 2. 1 Competitor Analysis
In this section we try to compare several point from our competitor as shown as
below table:
Table 2.3 Competitor Analysis
As shown by the comparison AR web based for museum would be the specific focus
web technology that accommodates the inquiry from customer. It will facilitate all the
curiosity of the people around the world regarding the historical artefacts in
Indonesiainyourhand.com Indonesiakaya.com Yogyes.com
Content Indonesia tourism and
travel based on
destination
Indonesia art,
tradition, tourism,
public figure, culture,
culinary, museum and
event
Yogyakarta attraction,
hotel, transportation,
and museum
Features Augmented reaility,hotel,
train, flight online booking,
link to social media Video and search engine
Search engine, online
chat forum, and link to
social media
Revenue
Stream
AR tourism and travel
magazine and selling travel
package
Funding by CSR budget
multinational company Advertising and private
company sponsorship
Platform Website, Mobile
Application and AR
Magazine Website Website
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Indonesia, comparing with the other competitor that has similar like web but not
focus into one specific area.
2. 3. TOWS Strategy in Museum Website
In this section we create TOWS Matrix analysis as shown as below table:
Table 2.4 TOWS Matrix Analysis
The threat of museum website is potential new entrant player which supported by
private sector and existing museum website which supported by multinational
company. Another threat to the business is less interest people to the museum.
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Oopportunity in museum website industry nowadays, is the growth of internet user.
Directly it will give many benefit of the website industry in Indonesia. With presence
of 275 museum website according to Ministry of Education and Culture, we believed
it will enhance people to learn Indonesia museum easier and increase physical
museum visitor. Development of museum website also aligned with Ministry of
Tourism and Economy Creative and Ministry of Education and Culture, they
promoted activity love museum national movement. Government alocate 20% of the
State budget to Department of Education and Culture.
The TOWS Matrix indicates four main stretegies below:
The WT Strategy: strategy in order to minimize both weaknesses and
threats. Strengthen financial aspect by offering ads to advertising agency
and selling thematic games and AR merchandise.
The WO Strategy: strategy in order to minimize weaknesses and
maximize opportunities. The strategy would be cooperate with physical
museum management to provide information, photo, data to enrich AR
museum web site content. Regarding the capability of IT and AR system,
we hire two of programmer and journalist who is specialize in culture.
Cooperate with Ministry of Education and Culture in term of supporting
for see-Indonesia.com content and sponsorship.
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The ST Strategy: strategy which aims to maximize strength of the
business and overcome the threats from external organization. Our main
strategy is creating interactive communication through online forum so
people can easliy discuss, sharing n transfering information about museum
collections or events, strong bonding communication will engage virtual
community. To encourage the spirit of Indonesia heritage and culture, we
have to educate people about the beauty of Indonesia. Our strategy is
roadshow by opening booth at schools, offices and museums so people
can remember how attractive Indonesia heritage and culture and show it
by AR museum web site.
The SO Strategy: any company will optimize these two factors, maximize
internal strengths and maximize in utilizing external opportunities. At this
point, we can see there is opportunity in tourism industry especially in
museum business, creating museum web site is one of main action to
preserve Indonesia museum collection, to make more interesting, we put
additional features AR technology. To delivery updated and high quality
content we cooperate with startegic partners for instance government
intitutions, museum managment, communities and online media to publish
editorial about the existence of AR museum web site.
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2. 4. Current Museum Website Business Model Canvas
Figure 2.8 Current Government & Private Museum Website Business Model Canvas
The picture above is the business model of website industry, there are 9 main parts
that represent the government museum web site business:
1. The segment in government and private museum web sites targeted to
national tourists, foreign tourits, students, teachers and researchers.
2. Value propositions in government and private museum web sites are easy to
access, increase people’s knowledge of museums in Indonesia, and boosting
Indonesia tourists. Additional value proposition for private museum web sites
is increase corporate image.
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3. The channels to communicate to customer through online media consist of
news portal and social media, newspapers, magazines and radios.
4. To keep the business going and sustain in every condition, current
government and private museum web sites maintain the relationship by built
the community.
5. Government museum web sites revenue come from the budget of Ministry
Education and Culture and local government. Private museum web sites
revenue come from CSR budget.
6. To make sure the business run, current government and private museum web
sites supported by key resources for instance staff, technology, equipment
and facility.
7. The key activities in current government and private museum web sites are
sharing knowledge and information, community’s event and museum’s
collection conservation.
8. The key partners in current government and private museum web sites are IT
producers in hardware and software to keep the technology updated, and also
licensing organization to make sure there are no copyright offense, physical
museum, schools and media.
9. The cost structure from the current government and private museum web sites
are human resources costs, development cost and maintanance cost.
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2.5. Idea Generation
The increment of total tourist that came to Indonesia every year, and reach 8.04
million in 2012 according to Minisry of Tourism and Economy Creative, it shows
Indonesia has a huge opportunity in tourism industry. 4,13 million of tourists visited
museum in Indonesia. Reasons of developing museum web site conservation, less
interest of youth go to physical mseum, accessing museum web site offer flexibility
time and free of charge.
2. 6. Value Proposition of Website
Today’s world have made museum presence on the internet. This initiative objective
to increase the museum image, access updated information and improve people’s
knowledge. The main value proposition for museum website: social movement,
content and access.
In order to offer easy accessibility and to improve people knowledge and experience
through website, there are differentiations of museum website are:
1. Physical presence could be any in location. The world wide web allows
people to visit museum from any part of the world.
2. Information more easily available. Internet has made information or related
content instantly publish on museum website and share with the whole world.
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3. Ability to do business 24 hours. The biggest advantage of doing business
utilize website is open 24 hours a day year round.
4. Better customer support. Customer acquition and retention is one of the key
factors of business value chain. Because of internet technology, business can
provide customer support more effectively. This means better customer
satisfaction can increase virtual museum visitors that effect to profitability.
5. Lower costs. By applied internet technology, in term of cost, customer will
benefited rather than visit museum directly. They can visit museum virtually
to get Indonesian museum knowledge. On the other hands, streamlining these
business processes through website will allow museum to cut costs
significantly in almost sphere of any business.
6. Go global. Another advantages of internet, this museum website can instantly
become a global player. People in all over the world can access about
Indonesian museum.
7. Social movement. Museum website presence will arise pride and respect to
Indonesian culture. This positive movement give Indonesian especially to
young generation and families to be proud of Indonesian history.
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2. 7. Content Design
Many of creativity in the world related to digital sphere. This is a pressing challenge
for museums to deliver content virtually. Museums might serve as a platform for
understanding digital artifacts. This digital knowledge provides new identities for
physical artifacts. One of the key roles of the museum artifact is to served visitors for
digital experience. By access museum website, museum well placed to discover the
socially potential of interactive technology,
The museum website must engage directly and fulfill expectation of visitors,
employees and industrial partners.
1. The Content
To develop informative and successful content, we have to deliver complete,
updated and consitency information. Content including main article, title,
author, date, supporting pictures and related links to inform related stiry and
give visitors to explore a topic. This information must engange visitor’s
experience about Indonesian museum by blogging. Because Indonesian
museum website relatively new, we have to make marketing strategy to
promote Indonesian museum website’s presence and educate market
gradually. Indonesian museum website is online site to learn about
comprehensive Indonesian history with flexibility, interactive and new
experience of technollogy, augmented reality.
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2. The Design
Providing a search function in museum web page is a design strategy that
offers visitors a way to find content. Visitors can alocate content by searching
for spesifics words or phrases about museum without need to understand or
navigate through the structure of website. This feature can make vistors easier
way to find content.
3. Accessibility
In the digital era, Indonesian museum website will provide convenience in
access information through platform and channel. Visitors can access it trough
personal computer (PC), notebook, tablet and smartphone. The rising of
smartphone usage, Indonesian museum website also provide free mobile
application. Visitors can access it anywhere and anytime while they are in
daily activities.
Less Time. Learning Indonesian history through a website definety
saving time rather than directly go to the museum. In this case, alow
people have much more quality time.
Community. All visitors become virtual community that care about
Indonesian history. They can share about their experience and
information that encourage others to make social movement to save
Indonesian histrory.
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Features. Various content and features provided in the website.
Visitors allow to get articles, pictures, virtual musem tours with
augmented reality, merchandises and sharing session in the blog and
event.
2. 8. Competitive Strategic Movements
To implement Indonesia museum website strategy, we use the Strategic Diamond
Analysis (Hambrick and Fredrickson, 2005).
2. 8. 1. Diamond Strategy Approach
To examine Indonesian museum website strategy, Hambrick and Fredrickson have
provided us with analytical model through five key pillars by answering these
questions:
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Figure 2.9 Diamond Strategy Approach (Hambrick & Fredrickson, 2005, page 54)
2. 9. Key Consideration of Museum Website
Museum definition from a brick and mortar point of view is cultural institutions that
similar to contemporary media to entertain, inform physically about culture and
artifacts.
The idea of virtual museum introduced by Andre Malraux in 1947. He put forward
the concept of an imaginary museum, a museum without walls, location or spatial
boundaries, like a virtual museum, with its content and information surrounding the
objects, might be made accessible around the world. A virtual museum is: “ a
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collection of digitally recorded images, sound files, text documents, and other data of
historical, scientific, or cultural interests that are accessed through electronic
media”. (Source: S.Styliani et. All Journal of Cultural Heritage 10 (2009) p.521).
According to Conferences and Hypermedia Interactivity in Museum, the museum
website established in 1997, highlight the importance of introducing new
technologies in museum by combining virtual reality, augmented reality and website
technologies. Below is the difference between museum website and traditional
museum.
2. 9. 1. The Difference between Museum Website and Physical Museum
In this section we try describe about The Difference between museum ebsite and
Physical Museum as shown as below table:
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Table 2.5 Difference between Museum website and Physical museum
From the table above, we can conclude that the Key Consideration of museum
website are:
Technology. Because of the accessing information is 100% relaying on
technology, once the internet connection is down, the visitors can not get the
information about Indonesian museum.
Quality of content. Since all the information provided in website, it is critical
to make sure the quality of website’s content supervised by competent
journalist and editor.
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Access. Because of visitor can access the information anytime and anywhere,
it is critical also to provide updated information and latest technology in order
to get visitor excitement and attention.
2. 10. Image Search Engine
The existence of image search engine is not really common among the people.
Nowadays these technologies continue evolve to have better accuracy when searching
over the web.
There are several search engines that can facilitate the image search:
Google image search
Yahoo image search
TinEye image search
The process of the image search from this site would be:
Insert or drag and drop the image.
Search engine will process it.
Finalizing the result.
Delivering the images search result.
The handicap of this system is we can not get the exact result from the search result.
The process only resulted from the images that has the database on the web, so if the
image that we are trying to search not ever posted over the web then the image search
engine only give us the similar like image as a result of searching.