This article summarizes the conservation treatment of a large contemporary artwork on paper that later developed thousands of tiny brown spots. The artwork was treated locally with hydrogen peroxide to reduce discoloration along the edges. Within three months of treatment, brown spots emerged across the treated areas. The conservators investigated the cause through visual examination, testing for iron ions, SEM/EDS analysis, and XRD. They found the paper showed a reappearance of homogeneous discoloration as well as many small brown spots, particularly in areas treated with hydrogen peroxide. The spots likely resulted from an unanticipated reaction between the hydrogen peroxide bleaching and components in the paper. The case highlights the challenges of predicting and explaining localized discoloration
This article summarizes the conservation treatment of a large contemporary artwork on paper that later developed thousands of tiny brown spots. The artwork was treated locally with hydrogen peroxide to reduce discoloration along the edges. Within three months of treatment, brown spots emerged across the treated areas. The conservators investigated the cause through visual examination, testing for iron ions, SEM/EDS analysis, and XRD. They found the paper showed a reappearance of homogeneous discoloration as well as many small brown spots, particularly in areas treated with hydrogen peroxide. The spots likely resulted from an unanticipated reaction between the hydrogen peroxide bleaching and components in the paper. The case highlights the challenges of predicting and explaining localized discoloration
presentatie over business modellen voor de cultureel erfgoed sector tijdens de 3e netwerkbijeenkomst van 'if then is now' in Zundert op 19 december 2011
The document discusses crowdsourcing and contains various hashtags on related topics. It discusses crowdsourcing definitions, types which include correction and transcription tasks, contextualization, complementing collections, classification, co-curation, and crowdfunding. It also mentions crowdsourcing tools, user generated content, super users, and social media. The document is a collection of topics and links related to crowdsourcing.
This document discusses how new media is influencing museum mediation and narrative storytelling. It explores four aspects of narrative under new media: 1) the changing role of the narrator, 2) perspectives and focalization, 3) the ability to cross borders of space, and 4) the relationship between the duration of the telling and the period being described. New media allows for translation, crowdsourcing, choice of media/marketing, and conversation. It also enables alternate reality games and serious games that combine physical and digital experiences.
"content in context - de verrijking van cultureel erfgoed op locatie door user generated context" is een scriptie van David van Toor voor de Master 'NieuweMedia en Digitale Cultuur' aan de Universiteit Utrecht.
Lors d'un projet pédagogique à HETIC, nos étudiants en 3e année ont dû imaginer et concevoir un nouveau jeu mobile pour la société Oasis. http://hetic.net
Voici le sujet donné : "Déjà connu pour ses campagnes au ton décalé, Oasis utilise des supports de communication classiques, mais s’appuie également sur les réseaux sociaux et le mobile (« La chuuute sur mer » et « La chuuute »).
Décidé à aller encore plus loin, Oasis souhaite utiliser d’une part, la prédiction des Mayas comme axe principal de sa prochaine campagne et d’autre part le support mobile, le tout en gardant son côté fun et fruité."
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
Sustainable Development Goals and Values for MuseumErfgoed 2.0
How museums can engage their audiences and work together with them on Sustainable Development Goals, based on their core Values and storytelling, by using the GIVE-model
the GIVE board (social Goals, Idea&Identity, Values, Engagement / empathy / Education, previously known as -SET-) will help you with your organisation's identity, social (responsibility) approach, communication and supporting storytelling, based on core values and sustainable development goals, by discussing why and how to build relations, attract followers / fans and make your efforts profitable. The GIVE model will be part of the Ready SET Go! handbook, which is (still) a work in progress.
presentation of the GIVE model during ICOM CECA conference 2018 in Tbilisi, how museums education & cultural action, sustainable development goals and storytelling lead to value. Use this model to discuss the values of your organization and how action can be designed accordingly
8 digitale en sociale vaardigheden die kinderen moeten meekrijgenErfgoed 2.0
presentatie voor de (verkorte) workshop van Theo Meereboer over de 8 digitale en de sociale vaardigheden en competenties die kinderen moeten meekrijgen om in de 21e eeuw digitale intelligent te zijn en te handelen. Tijdens Mediawijsheid Congres 2018
The document discusses digital storytelling. Some key points include:
- Storytelling is a social and cultural activity of sharing stories through various media to educate and build community.
- Effective storytelling uses techniques like narrative structure, characters, point of view, drama and visual elements.
- New digital tools allow for interactive and immersive storytelling experiences through games, VR/AR, social media and mobile applications.
- Museums can use storytelling to make collections more engaging and meaningful by putting people and their motivations and emotions at the center.
presentatie over business modellen voor de cultureel erfgoed sector tijdens de 3e netwerkbijeenkomst van 'if then is now' in Zundert op 19 december 2011
The document discusses crowdsourcing and contains various hashtags on related topics. It discusses crowdsourcing definitions, types which include correction and transcription tasks, contextualization, complementing collections, classification, co-curation, and crowdfunding. It also mentions crowdsourcing tools, user generated content, super users, and social media. The document is a collection of topics and links related to crowdsourcing.
This document discusses how new media is influencing museum mediation and narrative storytelling. It explores four aspects of narrative under new media: 1) the changing role of the narrator, 2) perspectives and focalization, 3) the ability to cross borders of space, and 4) the relationship between the duration of the telling and the period being described. New media allows for translation, crowdsourcing, choice of media/marketing, and conversation. It also enables alternate reality games and serious games that combine physical and digital experiences.
"content in context - de verrijking van cultureel erfgoed op locatie door user generated context" is een scriptie van David van Toor voor de Master 'NieuweMedia en Digitale Cultuur' aan de Universiteit Utrecht.
Lors d'un projet pédagogique à HETIC, nos étudiants en 3e année ont dû imaginer et concevoir un nouveau jeu mobile pour la société Oasis. http://hetic.net
Voici le sujet donné : "Déjà connu pour ses campagnes au ton décalé, Oasis utilise des supports de communication classiques, mais s’appuie également sur les réseaux sociaux et le mobile (« La chuuute sur mer » et « La chuuute »).
Décidé à aller encore plus loin, Oasis souhaite utiliser d’une part, la prédiction des Mayas comme axe principal de sa prochaine campagne et d’autre part le support mobile, le tout en gardant son côté fun et fruité."
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
Sustainable Development Goals and Values for MuseumErfgoed 2.0
How museums can engage their audiences and work together with them on Sustainable Development Goals, based on their core Values and storytelling, by using the GIVE-model
the GIVE board (social Goals, Idea&Identity, Values, Engagement / empathy / Education, previously known as -SET-) will help you with your organisation's identity, social (responsibility) approach, communication and supporting storytelling, based on core values and sustainable development goals, by discussing why and how to build relations, attract followers / fans and make your efforts profitable. The GIVE model will be part of the Ready SET Go! handbook, which is (still) a work in progress.
presentation of the GIVE model during ICOM CECA conference 2018 in Tbilisi, how museums education & cultural action, sustainable development goals and storytelling lead to value. Use this model to discuss the values of your organization and how action can be designed accordingly
8 digitale en sociale vaardigheden die kinderen moeten meekrijgenErfgoed 2.0
presentatie voor de (verkorte) workshop van Theo Meereboer over de 8 digitale en de sociale vaardigheden en competenties die kinderen moeten meekrijgen om in de 21e eeuw digitale intelligent te zijn en te handelen. Tijdens Mediawijsheid Congres 2018
The document discusses digital storytelling. Some key points include:
- Storytelling is a social and cultural activity of sharing stories through various media to educate and build community.
- Effective storytelling uses techniques like narrative structure, characters, point of view, drama and visual elements.
- New digital tools allow for interactive and immersive storytelling experiences through games, VR/AR, social media and mobile applications.
- Museums can use storytelling to make collections more engaging and meaningful by putting people and their motivations and emotions at the center.
The document discusses various aspects of digital storytelling. It touches on how storytelling can be used in museums to engage audiences, bridge cultural heritage to the present, and encourage co-creation of narratives. It provides examples of different storytelling tools that can be used both digitally and non-digitally, such as narrative flow, copywriting, drama/tension, visuals, games, VR/AR, social media, and activities. It also discusses principles of good storytelling like focusing on people, passion, and interactive story arcs.
presentatie voor Postgraduaat Erfgoedondernemer aan de Erasmus Hogeschool in Brussel. Onderdeel: co-creatie en het SET model voor het ontwikkelen van het (museale) principe in de organisatie, vanwaaruit betekenisvolle 'product-markt-combinaties 'in co-creatie kunnen ontstaan.
29 leden na 1 maand; neemt exponentieel toe in eerste half jaar. Nu:
gemiddeld 118 personen in netwerk per lid
als 5% van netwerk relevant is voor CW- specifiek Kennis
dan levert dat 172 gelieerde personen op
dus een totaal van ruim 200 mensen.
wanneer dit netwerk 10 x zo groot is (over een half jaar)
zijn dat 2000 relevante personen.
Als 10% daarvan actief bijdraagt en kennis uitwisselt (wat reëel is)
dan zijn dat over een half jaar 200 personen.