A personal stream of consciousness in 60 slides: from Physical to Digital and beyond, encompassing themes like culture dualisms, value chains and workflows, challenges, opportunities and other topics, to suggest a rich design space.
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This document summarizes Ashley Richter's work using new technologies for cultural heritage visualization in archaeology. It discusses how Richter uses 3D scanning and modeling to capture archaeological sites, and develops virtual and augmented reality applications to disseminate findings. It also describes Richter's role establishing an undergraduate research program at UCSD's Center for Interdisciplinary Science, where students gain experience applying technologies like scanning, imaging, and 3D printing to archaeological investigations in both land and underwater contexts. The document envisions these techniques comprising a new interdisciplinary field of "cultural heritage diagnostics."
What are the digital humanities and what do they mean for libraries? In this session, Karin Dalziel and Elizabeth Lorang from the Center for Digital Research in the Humanities at the University of Nebraska-Lincoln, will explore major trends in the emerging field of digital humanities.
NCompass Live - July 3, 2012.
Digital humanities is an interdisciplinary field that uses electronic and computational methods to study cultural artifacts. It has a history of individuals and groups collaborating on projects through labs, centers, and other models. Libraries are important resources that can support digital humanities work through collaboration.
Full Stack DH: Building a Virtual Research Environment on a Raspberry PIjamessmithies
This document discusses postphenomenology and the importance of acknowledging the materiality and embeddedness of human experience and consciousness in both the physical world and sociocultural dimensions. It argues that humans rely on and are entangled with technological things in their lives. It advocates interpreting digital infrastructure symbolically, politically, and critically, and experimenting with physical hardware to better understand infrastructure's materiality. The experiment described builds a full-stack digital humanities research environment using a Raspberry Pi, open source software, and cloud hosting to model a virtual research environment and scholarly communication. Findings include the entanglements of maintaining such a system and technical limitations, as well as the robustness, costs, and sense of ownership gained.
By 1984 Paper Libraries Would Disappear, Except at Museums...We yet to have any…sabuj kumar chaudhuri
Invited Lecture on “Complementary nature of conventional and digital library in modern information dissemination system” on 22nd December at NIRJAFT, ICAR Kolkata
Whether traditional libraries or digital library or a judicious combination of those two will stay in the years to come or not- it is not only difficult to answer but also paradoxical to our socio-economic and cultural priorities. But whatever form survives or whatever policy has made for their sustenance in the future it must be aimed at holistic societal progress and reflect the aspiration of the community they serve.
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This document discusses contexts and how strengthening learning contexts can improve the learning experience. It defines context as a combination of environment, competence, action, artifacts, people, purpose and devices. Context matters because understanding and accounting for context can increase awareness, motivation, cognition, interaction quality, experience quality, knowledge management and appropriation. Contexts can be strengthened by augmenting people, places, facilities, devices, networks, environments and tools through personalization, adaptation and contextualization. The document presents STELLAR's vision of contextualizing virtual learning environments and instrumentalizing real learning contexts to support novel learning experiences and the mobility of learners across distributed settings. It proposes using standards to achieve interoperability and reusability of learning resources across
This document defines digital libraries and outlines their evolution and benefits. It discusses digital libraries as organized collections of digital resources as well as institutions that provide access to resources. Early concepts like Memex and Xanadu helped envision digital libraries. Key benefits include improved access to information from any location at any time. However, issues like technological obsolescence, ongoing costs, and rights management present limitations. The paradigm is shifting from libraries to social semantic digital libraries where users help classify and annotate resources through collaboration.
Visualizing the Past for the Present: A Summation of Interdisciplinary Digita...Ashley M. Richter
This document summarizes Ashley Richter's work using new technologies for cultural heritage visualization in archaeology. It discusses how Richter uses 3D scanning and modeling to capture archaeological sites, and develops virtual and augmented reality applications to disseminate findings. It also describes Richter's role establishing an undergraduate research program at UCSD's Center for Interdisciplinary Science, where students gain experience applying technologies like scanning, imaging, and 3D printing to archaeological investigations in both land and underwater contexts. The document envisions these techniques comprising a new interdisciplinary field of "cultural heritage diagnostics."
What are the digital humanities and what do they mean for libraries? In this session, Karin Dalziel and Elizabeth Lorang from the Center for Digital Research in the Humanities at the University of Nebraska-Lincoln, will explore major trends in the emerging field of digital humanities.
NCompass Live - July 3, 2012.
Digital humanities is an interdisciplinary field that uses electronic and computational methods to study cultural artifacts. It has a history of individuals and groups collaborating on projects through labs, centers, and other models. Libraries are important resources that can support digital humanities work through collaboration.
Full Stack DH: Building a Virtual Research Environment on a Raspberry PIjamessmithies
This document discusses postphenomenology and the importance of acknowledging the materiality and embeddedness of human experience and consciousness in both the physical world and sociocultural dimensions. It argues that humans rely on and are entangled with technological things in their lives. It advocates interpreting digital infrastructure symbolically, politically, and critically, and experimenting with physical hardware to better understand infrastructure's materiality. The experiment described builds a full-stack digital humanities research environment using a Raspberry Pi, open source software, and cloud hosting to model a virtual research environment and scholarly communication. Findings include the entanglements of maintaining such a system and technical limitations, as well as the robustness, costs, and sense of ownership gained.
By 1984 Paper Libraries Would Disappear, Except at Museums...We yet to have any…sabuj kumar chaudhuri
Invited Lecture on “Complementary nature of conventional and digital library in modern information dissemination system” on 22nd December at NIRJAFT, ICAR Kolkata
Whether traditional libraries or digital library or a judicious combination of those two will stay in the years to come or not- it is not only difficult to answer but also paradoxical to our socio-economic and cultural priorities. But whatever form survives or whatever policy has made for their sustenance in the future it must be aimed at holistic societal progress and reflect the aspiration of the community they serve.
Strengthening learning contexts: An introductionDenis Gillet
This document discusses contexts and how strengthening learning contexts can improve the learning experience. It defines context as a combination of environment, competence, action, artifacts, people, purpose and devices. Context matters because understanding and accounting for context can increase awareness, motivation, cognition, interaction quality, experience quality, knowledge management and appropriation. Contexts can be strengthened by augmenting people, places, facilities, devices, networks, environments and tools through personalization, adaptation and contextualization. The document presents STELLAR's vision of contextualizing virtual learning environments and instrumentalizing real learning contexts to support novel learning experiences and the mobility of learners across distributed settings. It proposes using standards to achieve interoperability and reusability of learning resources across
This document defines digital libraries and outlines their evolution and benefits. It discusses digital libraries as organized collections of digital resources as well as institutions that provide access to resources. Early concepts like Memex and Xanadu helped envision digital libraries. Key benefits include improved access to information from any location at any time. However, issues like technological obsolescence, ongoing costs, and rights management present limitations. The paradigm is shifting from libraries to social semantic digital libraries where users help classify and annotate resources through collaboration.
This document provides an overview of digital humanities (DH), including brief definitions and history, examples of DH projects and tools, and the role of libraries in supporting DH. Some key points include:
- DH uses computational methods to study the humanities and involves activities like digitization of collections, text analysis, and data visualization.
- It has roots in earlier humanities computing projects from the 1940s-1970s and grew with text encoding standards, digital libraries and DH centers in the 1990s-2000s.
- Example projects include Mapping the Republic of Letters, digital archives of WWI poetry, and datasets on the transatlantic slave trade.
- Libraries support DH through digitization, technical skills, project
In this presentation, Alex Juhasz, Director of the Mellon DH Grant and Professor of Media Studies at Pitzer College, along with Ashley Sanders, Digital Scholarship Librarian and DH specialist, will describe
(1) what the digital humanities is (and digital scholarship more broadly)
(2) the opportunities the Mellon DH grant and the Claremont Colleges Library provide for faculty and students to learn more, and
(3) present a snapshot of some of the exciting work already happening at the 7Cs.
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Digital Humanities is a term that elicits both excitement and scorn in scholarly circles, and there is still a great deal of discussion as to whether it is a field of inquiry, a set of research methods, or simply a new perspective on arts and humanities research. This workshop will provide a brief survey of how the evolving theory and practice of using contemporary technology and technology-assisted research methods are impacting scholarship in the arts and humanities.
Presented by John Taormina at the Annual Conference of the Visual Resources Association, April 3rd - April 6th, 2013, in Providence, Rhode Island.
Session #12: Making the Digital Humanities Visual: Opportunities and Case Studies
ORGANIZER/MODERATOR: Sarah Christensen, University of Illinois Urbana-Champaign
PRESENTERS:
John Taormina, Duke University
Sarah Christensen, University of Illinois Urbana-Champaign
Massimo Riva, Brown University
Endorsed by the Education Committee
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John Taormina from Duke University will speak about his experience as part of a discussion group called “Digital Technologies and the Visual Arts: Reconfiguring Knowledge in the Digital Age,” which addressed new media technologies in art history research and teaching with a focus on digital literacy, pedagogy, and scholarly viability. The group met for two years and gained interest from faculty and staff from across campus, and resulted in a week long workshop that has now been offered both at Duke and at Venice International University.
Sarah Christensen from the University of Illinois Urbana-Champaign will discuss “Explore CU,” an Omeka based mobile app developed by researchers at Cleveland State University. The mobile app and accompanying Omeka site aims to curate the art, culture, and history of Champaign-Urbana through community contributed content.
Massimo Riva, Director of the Virtual Humanities Lab at Brown University, will present the Garibaldi Panorama Project. This project is a “digital archive that seeks to provide a comprehensive resource for the interdisciplinary study and teaching of the life and deeds of one of the protagonists of the Italian unification process (1807-1882), against the historical backdrop of 19th-century Europe, reconstructed with the help of materials from special collections at the Brown University libraries. The project will devote particular attention to the way Garibaldi’s figure, his actions and the Italian Risorgimento as a whole were portrayed in contemporary media.”
Working in a Global Environment - Success Strategies for Today's Information ...SJSU School of Information
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The Library 2.014 Worldwide Virtual Conference is the fourth annual event in a series of free virtual conferences co-founded by the SJSU School of Information. The role of libraries in the digital age is the theme of the free international conference. Session recordings can be accessed at http://www.library20.com/page/2014-recordings
The document discusses digitization practices in India, including issues and challenges. It provides an overview of the Center for Development of Advanced Computing's (C-DAC) digital library activities in Noida, India. Some key points include:
- C-DAC is involved in various digital library projects in India to digitize libraries and create digital collections. This helps to preserve content and provide broader access.
- Creating digital libraries involves challenges like copyright issues, file formats, storage media, and building large collections while integrating print and digital materials.
- Other challenges are establishing digital library services, training users and librarians, and addressing legal and policy problems around digital content.
- The government of India funds
Are you interested in finding and using digital tools to enhance your research? In this workshop, Rafia Mirza from the UT Arlington Central Library will introduce you to the many different tools that are available to help you gather, process, and present your research.
The MA in Digital Humanities at King's College London looks at how we create and disseminate knowledge in an age where so much of what we do is mobile, networked and mediated by digital culture and technology
It gives a critical perspective on digital theory and practice in studying human culture, from the perspectives of academic scholarship, cultural heritage and the commercial world
We study the history and current state of the digital humanities, and their role in modelling, curating, analysing and interpreting digital representations of human culture in all its forms.
For more information: http://www.kcl.ac.uk/artshums/depts/ddh/study/pgt/madh/index.aspx
This document summarizes the 2012 NMC Horizon Report Museum Edition. It discusses key trends in museums including the abundance of online resources, use of rich media, collaboration, and expectations for civic engagement. Significant challenges include lack of support for technology from boards, need for digital strategies, and lack of educator training. The report highlights mobile apps, social media, augmented reality, and open content/licensing as important technologies for the next 1-3 years. It encourages feedback and participation from readers.
Charlie Inskip - The key issues affecting the enhancement of digital scholars...sconul
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Css Founder is Website Designing Company working with the mission of Website For Everyone Website Start From 999/-* More Packages are available. we are best company in website designing company in Delhi,
Digital Engagement, Challenging Histories - Dr James Stark; University Academ...RCAHMW
Mae datblygiadau diweddar ym maes offer ymgysylltu digidol wedi creu amgylchedd grymus ar gyfer ail-ddehongli treftadaeth. O ymchwil hanesyddol mynediad agored i gasgliadau wedi’u digido amgueddfeydd ac archifdai, erbyn hyn mae gan ymchwilwyr, grwpiau cymunedol a sefydliadau treftadaeth doreth o adnoddau gwreiddiol, a oedd yn anodd eu cyrraedd gynt, y gallant eu cyrchu drwy wefannau, catalogau a safleoedd trydydd parti. Un newydd-ddyfodiad i’r farchnad brysur hon yw Yarn, llwyfan adrodd storïau digidol sy’n dwyn ynghyd gasgliadau amgueddfeydd ac archifdai ac archifau a deunyddiau hanesyddol y defnyddwyr eu hunain.
Recent developments in digital engagement tools have created a dynamic environment for the reinterpretation of heritage. From open access historical research to digitised museum and archive collections, researchers, community groups and heritage organisations are now blessed with an abundance of previously hard-to-reach primary resources, accessible through websites, catalogues and third party sites. One relative newcomer in this busy marketplace is Yarn, a digital storytelling platform designed to bring the collections of museums and archives together with users’ own archives and historic materials.
This document discusses different perspectives on digital humanities. It partitions digital humanities into four areas: traditional scholarship about digital things, data analysis using digital tools, data representation using digital tools, and making digital tools. Each area is then briefly described, with examples provided. The document also discusses how digital tools and techniques are being applied in humanities research processes and outputs.
Libraries, research infrastructures and the digital humanities: are we ready ...Sally Chambers
This document discusses libraries and their potential role in supporting digital humanities research infrastructures. It describes how libraries could help manage data, serve as embedded librarians working directly with researchers, assist with digitization and curation efforts, and help with the discovery and dissemination of digital scholarship. The document emphasizes that libraries need to adopt a researcher-centric approach and form truly equitable collaborations in order to meaningfully contribute to digital humanities work.
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The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Mario Chiesa is a service design and UX design expert with a portfolio including projects in data visualization, service design, and UX design. Some of his work includes using techniques like serious play and design cards to elicit user needs and perspectives, as well as microstories to communicate user viewpoints. He has conceived tools like a card deck to support creative tasks and communication within projects.
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This document provides an overview of digital humanities (DH), including brief definitions and history, examples of DH projects and tools, and the role of libraries in supporting DH. Some key points include:
- DH uses computational methods to study the humanities and involves activities like digitization of collections, text analysis, and data visualization.
- It has roots in earlier humanities computing projects from the 1940s-1970s and grew with text encoding standards, digital libraries and DH centers in the 1990s-2000s.
- Example projects include Mapping the Republic of Letters, digital archives of WWI poetry, and datasets on the transatlantic slave trade.
- Libraries support DH through digitization, technical skills, project
In this presentation, Alex Juhasz, Director of the Mellon DH Grant and Professor of Media Studies at Pitzer College, along with Ashley Sanders, Digital Scholarship Librarian and DH specialist, will describe
(1) what the digital humanities is (and digital scholarship more broadly)
(2) the opportunities the Mellon DH grant and the Claremont Colleges Library provide for faculty and students to learn more, and
(3) present a snapshot of some of the exciting work already happening at the 7Cs.
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This document provides an overview of key concepts in digital pedagogy presented by Rebecca Frost Davis at the Austin College Digital Humanities Colloquium in 2013. It defines digital humanities as learning about, with, and through technology. It discusses how the globally networked world, increased data and computing power, and participatory culture are impacting education. Examples are provided of digital humanities collaborations between students and faculty, such as a history project transcribing archives and a computing and literature team-taught course. Keywords for digital pedagogy are suggested, such as collaboration, community, failure, play, praxis, and public. The format of a digital pedagogy reader is outlined.
Digital Humanities is a term that elicits both excitement and scorn in scholarly circles, and there is still a great deal of discussion as to whether it is a field of inquiry, a set of research methods, or simply a new perspective on arts and humanities research. This workshop will provide a brief survey of how the evolving theory and practice of using contemporary technology and technology-assisted research methods are impacting scholarship in the arts and humanities.
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Session #12: Making the Digital Humanities Visual: Opportunities and Case Studies
ORGANIZER/MODERATOR: Sarah Christensen, University of Illinois Urbana-Champaign
PRESENTERS:
John Taormina, Duke University
Sarah Christensen, University of Illinois Urbana-Champaign
Massimo Riva, Brown University
Endorsed by the Education Committee
The digital humanities are shaping the way that scholars teach and perform research, providing them with tools to answer existing research questions or to pioneer new approaches in their respective fields. This session seeks to explore opportunities in which visual resources professionals can contribute to or initiate digital humanities projects, utilizing specialized knowledge in visual media to form new partnerships with interdisciplinary collaborators.
John Taormina from Duke University will speak about his experience as part of a discussion group called “Digital Technologies and the Visual Arts: Reconfiguring Knowledge in the Digital Age,” which addressed new media technologies in art history research and teaching with a focus on digital literacy, pedagogy, and scholarly viability. The group met for two years and gained interest from faculty and staff from across campus, and resulted in a week long workshop that has now been offered both at Duke and at Venice International University.
Sarah Christensen from the University of Illinois Urbana-Champaign will discuss “Explore CU,” an Omeka based mobile app developed by researchers at Cleveland State University. The mobile app and accompanying Omeka site aims to curate the art, culture, and history of Champaign-Urbana through community contributed content.
Massimo Riva, Director of the Virtual Humanities Lab at Brown University, will present the Garibaldi Panorama Project. This project is a “digital archive that seeks to provide a comprehensive resource for the interdisciplinary study and teaching of the life and deeds of one of the protagonists of the Italian unification process (1807-1882), against the historical backdrop of 19th-century Europe, reconstructed with the help of materials from special collections at the Brown University libraries. The project will devote particular attention to the way Garibaldi’s figure, his actions and the Italian Risorgimento as a whole were portrayed in contemporary media.”
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The Library 2.014 Worldwide Virtual Conference is the fourth annual event in a series of free virtual conferences co-founded by the SJSU School of Information. The role of libraries in the digital age is the theme of the free international conference. Session recordings can be accessed at http://www.library20.com/page/2014-recordings
The document discusses digitization practices in India, including issues and challenges. It provides an overview of the Center for Development of Advanced Computing's (C-DAC) digital library activities in Noida, India. Some key points include:
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- Creating digital libraries involves challenges like copyright issues, file formats, storage media, and building large collections while integrating print and digital materials.
- Other challenges are establishing digital library services, training users and librarians, and addressing legal and policy problems around digital content.
- The government of India funds
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The MA in Digital Humanities at King's College London looks at how we create and disseminate knowledge in an age where so much of what we do is mobile, networked and mediated by digital culture and technology
It gives a critical perspective on digital theory and practice in studying human culture, from the perspectives of academic scholarship, cultural heritage and the commercial world
We study the history and current state of the digital humanities, and their role in modelling, curating, analysing and interpreting digital representations of human culture in all its forms.
For more information: http://www.kcl.ac.uk/artshums/depts/ddh/study/pgt/madh/index.aspx
This document summarizes the 2012 NMC Horizon Report Museum Edition. It discusses key trends in museums including the abundance of online resources, use of rich media, collaboration, and expectations for civic engagement. Significant challenges include lack of support for technology from boards, need for digital strategies, and lack of educator training. The report highlights mobile apps, social media, augmented reality, and open content/licensing as important technologies for the next 1-3 years. It encourages feedback and participation from readers.
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Keynote Address, 4 July 2013, South African Association for Science and Technology Education (SAASTE). Rethinking learning: Learning technologies in a networked society.
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Mae datblygiadau diweddar ym maes offer ymgysylltu digidol wedi creu amgylchedd grymus ar gyfer ail-ddehongli treftadaeth. O ymchwil hanesyddol mynediad agored i gasgliadau wedi’u digido amgueddfeydd ac archifdai, erbyn hyn mae gan ymchwilwyr, grwpiau cymunedol a sefydliadau treftadaeth doreth o adnoddau gwreiddiol, a oedd yn anodd eu cyrraedd gynt, y gallant eu cyrchu drwy wefannau, catalogau a safleoedd trydydd parti. Un newydd-ddyfodiad i’r farchnad brysur hon yw Yarn, llwyfan adrodd storïau digidol sy’n dwyn ynghyd gasgliadau amgueddfeydd ac archifdai ac archifau a deunyddiau hanesyddol y defnyddwyr eu hunain.
Recent developments in digital engagement tools have created a dynamic environment for the reinterpretation of heritage. From open access historical research to digitised museum and archive collections, researchers, community groups and heritage organisations are now blessed with an abundance of previously hard-to-reach primary resources, accessible through websites, catalogues and third party sites. One relative newcomer in this busy marketplace is Yarn, a digital storytelling platform designed to bring the collections of museums and archives together with users’ own archives and historic materials.
This document discusses different perspectives on digital humanities. It partitions digital humanities into four areas: traditional scholarship about digital things, data analysis using digital tools, data representation using digital tools, and making digital tools. Each area is then briefly described, with examples provided. The document also discusses how digital tools and techniques are being applied in humanities research processes and outputs.
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Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Design challenges, content and tools for cultural heritage
1. DESIGN CHALLENGES, CONTENT
AND MEDIA TOOLS FOR
CULTURAL HERITAGE
A PERSONAL STREAM OF CONSCIOUSNESS IN 60 SLIDES
#InnoDevTalk series, 12/2014
Mario Chiesa
4. What is culture?
+ what Greeks called paideia
+ what Latins called humanitas
>> education due to the "fine arts"
>> instrument for renewal of social and
individual life (Age of Reason)
5. Culture in the social sense
>> all the knowledge, beliefs, fantasies, ideologies,
symbols, norms, values, etc. that result in patterns
and techniques of activity typical of any society
>> In synthesis:
techniques and symbolic forms
6. Cultural resources dualisms
>> the encyclopedia and the library
on one side,
>> the museum on the other
>> in the digital:
virtual museums and digital libraries
22. Physical vs Digital
With the digitalization we overcome
limits and constrains due to the
• the physicality of objects
• spatial and temporal (presence)
• preservation vs dissemination
25. Physical vs Digital
«digital master» Data architecture
Digitalization Processing
A value chain
Distribution
and fruition
Integration Use
and reuse
Data
management
‘Native’ digital content
3D CAD
OCR
Metadata
Authoring Web and apps
Integration AR / VR
33. Digital fidelity
“The Digital Master“:
• 2D and 3D scanning
• Chemical and physical data
• Type and quality of the master from:
• Kind of object
• SoA for acquisition
• Economic constrains
34. Data preservation
Data non-readable for:
• Physical support deterioration
• Readers not (more) functioning
• Proprietary or undocumented
formats or codecs
• Undocumented business logic
• Countermeasures:
• Smart maintenance
• «Long term»
35. Representability
• “The digital equivalent”
• Characteristic of the object to digitize
• Availability of technology
• Grade of fidelity of representation
• Media
• Media Constrains
• Resolution, computational power, etc.
• CommConstrains
• Bandwith, latency, connectivity, etc.
36. Usability
• Usability + Engagement
• Usability vs representability
• The digital equivalent as representation
• faithful r. of a physical and/or real counterpart
• of an onthologic reality (not current,
controversial, etc.)
• Usability can be a priority
In an immersive environment, fluidity of movements is more important than
resolution
40. Interactivity
• Critical factor
• Limits of the interactive capabilities of platforms:
• Due to UI metaphors and paradigms
• Incompatible requirements and constrains
• Opportunities for tech developments
41. Tech convergence
• Need to stay connected to the SoA
• Mobile devices with desktop performance
• Ubiquitous connectivity
• Internet of Things / Internet of Data
• Online and onsite, locative media
• Local context, personal fruitions,
‘social’ meanings
44. ICT tools
• Data architectures
• Standards (Dublin Core e MAG)
• Digital archives (SQL, NoSQL)
• Use and reuse of content
• UGC - User Generated Content
• Web e social web
• CMS
45. Findability
• Attributes
• Metadata
• Relationships
• ‘Social’ activities
• Discussions
• Sharing
• Tag
• “Spime” concept by Bruce Sterling
applied to cultural heritage
47. Physical vs Digital
«digital master» Data architecture
Digitalization Processing
A workflow
Distribution
and fruition
Integration Use
and reuse
Data
management
‘Native’ digital content
3D CAD
OCR
Metadata
Authoring Web and apps
Integration AR / VR
48. Challenges #1
• Extension of representability
• Involvement of other senses
• Representability of other attributes
49. Challenges #2
• More interactivity
• New interaction metaphors and paradigms,
new visualizations
• Better performances
50. Opportunities #1
• Huge design space
• New models for fruition and interaction
• New models for museums and libraries
• New roles: ‘Enablers’ vs tech experts
51. Opportunities #2
• New roles: ‘Enablers’ vs tech experts
• Interdisciplinarity required to understand:
• Social role and educational values
• Tech implications and consequences