What about: ‘The Game of Data Life Cycles’ was presented at the Intel European Research & Innovation Conference (ERIC) 2011 as a poster for the focus area, Social Participation and Digital Communities.
Digital Storytelling Presentation at 2011 WLAMatt Gullett
Digital storytelling is a new trend combining current technology along with traditional stories. How can you use digital storytelling in your library? This session will provide project examples, ideas for engaging all age
audiences (children, teens and adults) and will describe what electronic resources are available at little to no cost.
Museums in the Digital Age: Mobile Apps and Interactive TechnologiesCostas Papadopoulos
This is a presentation on the use of mobile applications and interactive technologies in museums. It also introduces the basis of digital storytelling. Since it includes some offline videos, colleagues who are interested in using the presentation in their teaching can contact me.
Living Lab and Digital Cultural Heritage Noël Conruyt
This presentation of our University of Reunion Island Living Lab for Teaching and Learning was made at the Workshop on Digital Cultural Heritage and LLs, on the 23rd of November 2011 at CitiLab of Barcelona:
http://www.openlivinglabs.eu/news/live-workshop-digital-cultural-heritage-and-living-labs
Digital Storytelling Presentation at 2011 WLAMatt Gullett
Digital storytelling is a new trend combining current technology along with traditional stories. How can you use digital storytelling in your library? This session will provide project examples, ideas for engaging all age
audiences (children, teens and adults) and will describe what electronic resources are available at little to no cost.
Museums in the Digital Age: Mobile Apps and Interactive TechnologiesCostas Papadopoulos
This is a presentation on the use of mobile applications and interactive technologies in museums. It also introduces the basis of digital storytelling. Since it includes some offline videos, colleagues who are interested in using the presentation in their teaching can contact me.
Living Lab and Digital Cultural Heritage Noël Conruyt
This presentation of our University of Reunion Island Living Lab for Teaching and Learning was made at the Workshop on Digital Cultural Heritage and LLs, on the 23rd of November 2011 at CitiLab of Barcelona:
http://www.openlivinglabs.eu/news/live-workshop-digital-cultural-heritage-and-living-labs
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
Making an Impact: How Digitised Resources Change LivesSimon Tanner
This paper will draw upon the research done by the author from a wide number of sources and will provide a compelling account of the advantages of digitised content.
The paper will cover using case studies and exemplars from across the sectors information on:
Where the value and impact can be found in digitised resources,
What modes of value and impact are achievable, and
Who are the beneficiaries gaining from the impact and value?
Special attention is worth paying to the proposal of 5 modes of value for digitised resources. The basic value modes suggested here may act as a guide for future digitisation impact assessment. If these value models to society as a whole are satisfied then many other benefits identified in this paper will also accrue.
This document therefore provides strong information to support:
Fundraising and revenue development plans,
Audience development,
Designing evaluation and impact assessment,
Project planning, and
Planning activities to augment digitised resources.
The aim is to provide key information and strong exemplars for the following primary stakeholders:
Memory institutions and cultural heritage organisations such as libraries, museums and archives.
Holders and custodians of special collections.
Managers, project managers and fundraisers who are seeking to justify further investment in digitised resources.
Academics looking to establish digital projects and digital scholarship collaborations with collection owners.
An analysis of the values, impact and benefits of digitisation for building n...Simon Tanner
Paper given at 2nd International Conference of African Digital Libraries and Archives - ICADLA2
Culture is the wealth of nations:
- Culture is essential to develop information into personalised knowledge
- Culture is an essential underpinning for national identity
- Memory institutions are essential actors in national cultural identity and digitisation is re-emphasising this role
- Cultural values are an important element in economic advancement
Keynote address for the cultural heritage hackathon Coding da Vinci Schleswig-Holstein, 11 June 2021
https://codingdavinci.de/de/events/schleswig-holstein
@CdVSH21
@codingdavinci
Cover slide: still from Lucio Arese, Les Dieux Changeants, 2021 https://www.youtube.com/watch?v=rAHmAj0QrHk&t=1s
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
Making an Impact: How Digitised Resources Change LivesSimon Tanner
This paper will draw upon the research done by the author from a wide number of sources and will provide a compelling account of the advantages of digitised content.
The paper will cover using case studies and exemplars from across the sectors information on:
Where the value and impact can be found in digitised resources,
What modes of value and impact are achievable, and
Who are the beneficiaries gaining from the impact and value?
Special attention is worth paying to the proposal of 5 modes of value for digitised resources. The basic value modes suggested here may act as a guide for future digitisation impact assessment. If these value models to society as a whole are satisfied then many other benefits identified in this paper will also accrue.
This document therefore provides strong information to support:
Fundraising and revenue development plans,
Audience development,
Designing evaluation and impact assessment,
Project planning, and
Planning activities to augment digitised resources.
The aim is to provide key information and strong exemplars for the following primary stakeholders:
Memory institutions and cultural heritage organisations such as libraries, museums and archives.
Holders and custodians of special collections.
Managers, project managers and fundraisers who are seeking to justify further investment in digitised resources.
Academics looking to establish digital projects and digital scholarship collaborations with collection owners.
An analysis of the values, impact and benefits of digitisation for building n...Simon Tanner
Paper given at 2nd International Conference of African Digital Libraries and Archives - ICADLA2
Culture is the wealth of nations:
- Culture is essential to develop information into personalised knowledge
- Culture is an essential underpinning for national identity
- Memory institutions are essential actors in national cultural identity and digitisation is re-emphasising this role
- Cultural values are an important element in economic advancement
Keynote address for the cultural heritage hackathon Coding da Vinci Schleswig-Holstein, 11 June 2021
https://codingdavinci.de/de/events/schleswig-holstein
@CdVSH21
@codingdavinci
Cover slide: still from Lucio Arese, Les Dieux Changeants, 2021 https://www.youtube.com/watch?v=rAHmAj0QrHk&t=1s
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
Presentation for Indigenous Museums & Heritage Unit (MMHS, Sydney Uni)Antony Skinner
Mukurtu an Aboriginal word for 'dilly bag' is a digital archive designed for access and use by Indigenous people of their own cultural heritage. It is a collaborative effort between the Warumungu Aboriginal community in the Central Australian town of Tennant Creek with Kim Christen Withey and Craig Dietrich.
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.
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
The Recurated Museum: V. Collections Communication & StorytellingChristopher Morse
Slides from the fifth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Skills for the Future: educational opportunities for digital curation profess...DigCurV
Presentation by Achim Osswald, Cologne University of Applied Sciences
Institute of Information Science at the DigCurV International Conference; Framing the digital curation curriculum
Introducing the Information Culture Framework as a Component of the Digital C...DigCurV
Presentation by Fiorella Foscarini, University of Toronto and Gillian Oliver, Victoria University of Wellington at the DigCurV International Conference; Framing the digital curation curriculum
The digital curator between continuity and changeDigCurV
Developing a training course at the University of Turin
Presentation by Maurizio Vivarelli, Maria Cassella and Federico Valacchi, University of Turin at the DigCurV International Conference; Framing the digital curation curriculum
Infusing Digital Curation Competencies into the SLIS CurriculumDigCurV
Presentation by Patricia C, Franks, School of Library & Information Science, San Jose State University at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Learning Hands-on and by Trial & Error with Data Curation ProfilesDigCurV
Presentation by D Scott Brandt, Purdue Libraries, USA at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Presentation by Karolina Badzmierowska and Vicky Garnett, Trinity College Dublin at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Getting Data Creators On Board with the Digital Curation AgendaDigCurV
Lessons Learned in Developing Training for Researchers
Presentation by Merel Patrick, DaMaRO Project at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
DIY’ Research Data Management Training Kit for LibrariansDigCurV
Presentation by Stuart Macdonald, EDINA & Data Library, University of Edinburgh at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Creating a Future for Digital Preservation TrainingDigCurV
Presentation by Sharon McMeekin (DPC), William Kilbride (DPC) and Chiara Cirinna (FRD) at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
A Case Study at Wayne State University’s School of Library & Information Science
Presentation by Joan Beaudoin at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Digital Curation in Architecture Curricula and vocational training for Archit...DigCurV
The DEDICATE Framework in Architectural CAD Courses Design
Presentation by an Anderson and Ruggero Lancia, HATII, University of Glasgow at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
A deepening of training needs in digital curationDigCurV
Presentation by Claudia Engelhardt, Goettingen State and University Library at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Bridging By Design: The Curation and Management of Digital Assets Specializa...DigCurV
Presentation by Katie Shilton, Michael Kurtz, Bruce Ambacher, Erik Mitchell, Douglas Oard, and Ann Weeks, University of Maryland at the DigCurV International Conference; Framing the digital curation curriculum
6-7 May, 2013
Florence, Rome
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Chapter 3 - Islamic Banking Products and Services.pptx
DigCurV Game of Data Life Cycles
1. Digital Cultural Heritage and Social Participation
If one agrees with this Fribourg Declaration on Cultural Right’s precept that: ‘violations of cultural rights give
rise to identity-related tensions and conflicts which are one of the principal cause of violence, wars and
terrorism,’ then artefacts of culture and identity are of paramount importance for social cohesion. Yet
caretakers of cultural heritage objects are struggling in the digital age. Museums, libraries and archives face
huge challenges in our modern information ecosystem, threatening the crucial interpretive and preservative
layers they provide for cultural information. Trinity College Dublin (TCD) approaches this challenge along the
lifecycle of cultural objects to support new forms of cultural connection in the digital age. TCD is exploring
how, by intervening at various stages using digital humanities technologies, connections to place, time and
Cycles history can be fostered within our museums, libraries and archives.
CENDARI
Digital Curator Vocational Education European Digital and Archival
You found an exciting Resource Infrastructure (CENDARI)
Europe (DigCurV) helps Your search results don’t
professionals in the cultural historical object! Go engages with researchers to
make sense. Go back 1 box. increase access to records of
heritage sector to preserve and forward to CULTURA.
curate the projects and objects that historic importance across the
they possess. It addresses European Research Area by
availability of vocational training in integrating digital archives for
the library, museum, archive and mediaeval and modern history.
cultural heritage sectors.
Artefacts of culture and identity are of paramount
importance for social cohesion. Caretakers of cultural
Data Visualisation reveals heritage objects are struggling in the digital age. Your data doesn’t
Museums, Libraries and archives face huge chall- interoperate with new
exciting results! Go
enges in our modern information ecosystem, collections. Go back 2
forward to CENDARI.
threatening The crucial Interpretive and boxes.
preservative Layers they provide for cultural
information.The objects that human beings leave as
evidence of ‘who we are’ become the basis for
Museum director knows successive generations to address this same
what she needs to do to essential question of identity. In the digital age, the
prepare staff for new process of identity formation has opened up Staff needs up-skilling. Go
virtual exhibition. Go possibilities for exciting global communities to form Back to DigCurV.
forward to DigCurV. around the latest viral meme. Visions of community
mustn't emerge in ignorance of, or in spite of, the
lessons of history and the evidence of human
strength and frailty. Preservation of this perspective
Investigating cultural is the specialty of our museums, libraries and
archives, therefore it is of great importance to civil
objects makes you feel Killer App!
society that they have a voice in the digital
more connected. Go Go forward 2 boxes.
commons. Trinity College Dublin is exploring how digital
forward to CULTURA.
humanities technologies can intervene at various stages to
create connections to place, time, and history fostered in
these institutions. Everyone has a right to heritage.
The archive you need is
Cultivating Understanding and
in a country with limited Research through Activity
Server failure!
IT infrastructure. Go (CULTURA) seeks to bring
Go back 4 boxes. fundamental change to the way
back
that cultural artefacts are
to CENDARI. experienced and contributed to by
communities.
Presented by: Dr Jennifer Edmond, CENDARI
Ms. Katie McCadden, DigCurv
Dr Owen Conlan, CULTURA