This document provides guidance on liveblogging events. It discusses preparing for liveblogging by bookmarking relevant resources, anticipating questions, and contacting sources. It also covers choosing liveblogging software and services, verifying information during live coverage, and addressing legal and ethical considerations like privacy and libel. The document emphasizes planning, testing technology, and adding value through real-time analysis and curation during live events.
The document discusses tools that journalists can use for reporting now and in the future. It describes hardware like backpacks that can livestream video instead of using satellite trucks, wearable cameras, drones, and smart glasses. It also discusses software tools for creating interactive content, curating social media, visualizing data, and multimedia storytelling. The document advocates that journalists continuously learn new tools to stay relevant and experiment with new technologies that may have unexpected applications for reporting.
Creativity and Collaboration using TechnologyKaren Bosch
Presentation from ISACS conference, November 3. 2011 - What are some of the best technology tools and websites that can be used to encourage creativity and collaboration in our students? This seminar will share examples of how students can use technology in innovative ways as a part of the learning process. Student projects will include podcasting, wikis, blogs, online collaboration tools, and creative ways to use the iPod touch as a creativity/publishing tool in the classroom.
Presentatie Goud uit de Cloud (via Detron) bij Vincent Everts
This document appears to be a series of slides from a presentation by Vincent Everts on April 11, 2013 about various topics related to social media and technology. Some of the topics discussed include live streaming from an electric car, mobile apps, Dell's social media strategy, Google advertising, BYOD policies, online video, and the use of social tools for customer service and product information.
The document discusses ways to make mobile art tours and art more accessible to museum visitors. It suggests studying users to understand what the service needs to do, how it will work, and how it can be improved. Understanding user needs through methods like interviews, surveys and analytics can help design a service that provides what users require to achieve the goal of more accessible art experiences.
MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process, Jane Alexander
The Cleveland Museum of Art created Gallery One to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 This session will address the three questions most frequently asked by colleagues: 1) Is the concept behind Gallery One working? We will take a look at the inaugural year of Gallery One. We will discuss gaming & playful experiences through the Gallery One Lenses. We will take a closer look at the ArtLens iPad app and share the museum's findings, including the audience research team's immersive study involving observations and intercept interviews with visitors. In addition, we will review analytics of the interactives, including the iPad app's onsite vs. offsite visitor experience, and discuss how the Collection Wall and ArtLens app are being utilized by visitors as tools for discovery and for creating new pathways through the museum's collections. 2) How can the museum sustain Gallery One? We will address the museum's digital media strategy, including 1) how the backend systems and staff workflows have been adjusted to maintain the "big data," and 2) support for operating costs, from content development to hardware. We will also speak to new content development strategies for the iPad app that ensure as many objects as possible have rich media interpretation. 3) What are the next steps? What is Gallery One 2.0? - We will discuss plans for refreshed art installations and interactive technology in Gallery One. We will demonstrate the museum's new ArtLens for iPhone and Android. We will also share our process in adapting the iPad app functionality and content to the smaller device. And we will show how the Collections Wall is being leveraged to promote major exhibitions, and as a tool for gauging visitor interest in themes under development for permanent collection installations, exhibitions, and educational program development
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
This document provides guidance on liveblogging events. It discusses preparing for liveblogging by bookmarking relevant resources, anticipating questions, and contacting sources. It also covers choosing liveblogging software and services, verifying information during live coverage, and addressing legal and ethical considerations like privacy and libel. The document emphasizes planning, testing technology, and adding value through real-time analysis and curation during live events.
The document discusses tools that journalists can use for reporting now and in the future. It describes hardware like backpacks that can livestream video instead of using satellite trucks, wearable cameras, drones, and smart glasses. It also discusses software tools for creating interactive content, curating social media, visualizing data, and multimedia storytelling. The document advocates that journalists continuously learn new tools to stay relevant and experiment with new technologies that may have unexpected applications for reporting.
Creativity and Collaboration using TechnologyKaren Bosch
Presentation from ISACS conference, November 3. 2011 - What are some of the best technology tools and websites that can be used to encourage creativity and collaboration in our students? This seminar will share examples of how students can use technology in innovative ways as a part of the learning process. Student projects will include podcasting, wikis, blogs, online collaboration tools, and creative ways to use the iPod touch as a creativity/publishing tool in the classroom.
Presentatie Goud uit de Cloud (via Detron) bij Vincent Everts
This document appears to be a series of slides from a presentation by Vincent Everts on April 11, 2013 about various topics related to social media and technology. Some of the topics discussed include live streaming from an electric car, mobile apps, Dell's social media strategy, Google advertising, BYOD policies, online video, and the use of social tools for customer service and product information.
The document discusses ways to make mobile art tours and art more accessible to museum visitors. It suggests studying users to understand what the service needs to do, how it will work, and how it can be improved. Understanding user needs through methods like interviews, surveys and analytics can help design a service that provides what users require to achieve the goal of more accessible art experiences.
MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process, Jane Alexander
The Cleveland Museum of Art created Gallery One to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 This session will address the three questions most frequently asked by colleagues: 1) Is the concept behind Gallery One working? We will take a look at the inaugural year of Gallery One. We will discuss gaming & playful experiences through the Gallery One Lenses. We will take a closer look at the ArtLens iPad app and share the museum's findings, including the audience research team's immersive study involving observations and intercept interviews with visitors. In addition, we will review analytics of the interactives, including the iPad app's onsite vs. offsite visitor experience, and discuss how the Collection Wall and ArtLens app are being utilized by visitors as tools for discovery and for creating new pathways through the museum's collections. 2) How can the museum sustain Gallery One? We will address the museum's digital media strategy, including 1) how the backend systems and staff workflows have been adjusted to maintain the "big data," and 2) support for operating costs, from content development to hardware. We will also speak to new content development strategies for the iPad app that ensure as many objects as possible have rich media interpretation. 3) What are the next steps? What is Gallery One 2.0? - We will discuss plans for refreshed art installations and interactive technology in Gallery One. We will demonstrate the museum's new ArtLens for iPhone and Android. We will also share our process in adapting the iPad app functionality and content to the smaller device. And we will show how the Collections Wall is being leveraged to promote major exhibitions, and as a tool for gauging visitor interest in themes under development for permanent collection installations, exhibitions, and educational program development
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
MW2010: J. Doyle + M. Doyle, Mixing Social Glue with Brick and Mortar: Experi...museums and the web
The document discusses Mobeum, a mobile tour app designed for small museums to share their content and connect with visitors. It was created using the same content from Open Museum, an online participatory exhibit space. The initial goal was to use mobile tours to establish ongoing relationships between museums and visitors through social interactions around digital objects. An initial test was conducted at the Hood Museum of Art, focusing on 24 artworks. Lessons learned included that QR codes weren't ready, not all phones are equal, and balancing authoritative content with hospitality towards visitors is a challenge.
CSTA2015 Blocks-based Programming: Toolboxes for Many OccasionsJosh Sheldon
An overview of 4 blocks-based programming environments from MIT's Center for Mobile Learning, specifically GameBlox, TaleBlazer, and StarLogo Nova from the Scheller Teacher Education Program & Education Arcade and MIT App Inventor from the eponymous group.
Videotaping & Webcasting Museum Lectures: Access, Social Learning, and Recycl...Erin Blasco
This document outlines Erin Blasco's experience webcasting lectures from the Smithsonian's National Museum of American History. She found that webcasting increased access to lectures beyond the physical audience and allowed content to be archived and reused. Her goals for webcasting were to provide broader access, document lectures, encourage online discussion, and ensure online audiences achieved learning outcomes. The document discusses best practices for webcasting such as treating online and in-person audiences equally, incorporating visuals, promoting webcasts, archiving content, and evaluating effectiveness. It also notes challenges such as differing audience needs and the difficulty of editing long recordings. Overall, webcasting significantly increased the reach of the museum's educational programming.
MuseUs is a mobile app and serious game that allows museum visitors to create their own exhibitions by matching cultural heritage exhibits with provided statements. It has been tested in living lab settings in Antwerp, Manchester, and planned for Paris. The app is built with technologies like PhoneGap and Drupal and integrates QR scanning. It aims to encourage learning and new perspectives on cultural heritage. Infrastructure needs include content, WiFi or cellular networks, and QR codes. Stats are collected and business models may involve in-app purchases, licensing fees, or revenue sharing. The goal is to engage visitors and test partnerships to expand the app.
This document provides a list of ICT portals and websites relevant for education. It includes general education portals, websites on ICT policies and best practices, websites for teacher training on ICT integration, lesson plans and learning activities, ICT tools, and the best Web 2.0 tools for education. Over 50 websites are listed across these categories to provide educators resources for incorporating technology into teaching.
This document discusses using YouTube for instructional purposes. It begins by noting different ways YouTube can be consumed, such as on computers, mobile devices, or embedded in other sites. It then discusses curating YouTube videos by creating playlists and channels for classroom use. The remainder of the document provides tips and tools for creating videos through YouTube or other software, including for flipping the classroom or student projects. Examples of potential classroom uses include language learning, research, independent study, and assessments.
Creating video content for your institution can be far more inexpensive than expected. Creating dynamic content for with informal techniques can create casual dialogue and increase accessibility of content for visitors. Thinking about content, story, and method of delivery serves as a framework in this workshop on low budget documentation methods to develop unique and accessible content.
Accessing smartphones - Mobile for all (Universal Crit) Museums and The WebSofie Andersen
Mobile technologies are radically changing the lives of many individuals with disabilities while concurrently becoming ubiquitous in museums and cultural attractions. Smartphones and screen based mobile technologies have the potential to both positively and negatively impact the experiences of individuals with access needs. At the heart of this issue is 1, considering how smartphones are used by individuals with access needs, 2, determining which features of commercial devices and apps are working correctly, and 3, documenting what is already being applied to mobile experiences in museums.
This 'how to' talk is informed by the industry trends outlined in recent mobile surveys and conference discussions, including Museums and Mobile surveys 2009-2013, TechatLead and the Access issue of Curator Magazine, July 2012. For instance, the 2013 Museums and Mobile results identified 70% of the 551 global surveyed institutions as providing a smartphone solution for their general visitors (http://www.museums-mobile.org/survey/). The speakers will discuss these results as well as impart practical tips and outline challenges for using smartphone technology to shape and enrich the experiences of access audiences visiting cultural institutions.
Speakers from Art Beyond Sight, Seattle Art Museum, Antenna International and CogApp will reference their own projects and experiences, consider case studies and developments in the commercial and research communities, and show how institutions can serve access audiences with smartphones. They will look at how devices and apps impact the experience of access audiences visiting in person as well as learning remotely about cultural institutions and heritage sites. The workshop will be supported by findings from surveys conducted by Antenna International in partnership with access advocacy group Art Beyond Sight.
The document summarizes a report from a group of Turkish teachers who participated in a 5-day training course on using information and communication technologies (ICT) in education in Prague, Czech Republic. It provides details about the participants, daily activities during the training which included introductions, presentations on various online tools for education like Google Apps, Edmodo, Screencasting software, and tools for interactive learning. The teachers learned about creating presentations, websites, and received certificates at the closing ceremony.
I Love APIs 2015
Andrew Mager
Postmates
Whether your API program is internal, partner or public, measuring its success is critical to its growth. Andrew Mager, who has led developer relations at Postmates, SmartThings, Spotify, CNET, and ESPN discusses how to get the most value from your developer community.
How to Grow and Measure Your API Program - I ♥ APIs 2015Andrew Mager
This document discusses how to grow and measure an API program. It provides tips on starting an API program by defining its purpose and target users. It also discusses growing the program through product ownership, documentation, education, partnerships, and marketing. Measuring success includes tracking metrics like users, calls, projects, and feedback, as well as harder to measure factors like happiness, interactions, and offline work. The document advocates finding a developer advocate to foster community and teaches skills needed for the role, such as communication, teaching, and being available. It also suggests ways to engage developers online and showcase projects built with an API.
Videotaping & Webcasting Museum Lectures: Access, Social Learning, and Recycl...Erin Blasco
Erin Blasco discusses best practices for webcasting museum lectures. Her goals are to provide broader access to lectures, archive content, and foster online discussion. She describes her setup which involves livestreaming lectures on platforms like Ustream and archiving videos on YouTube. Key practices include making online audiences feel welcome, sharing slides and supplemental materials, promoting webcasts separately, and evaluating viewers' experiences. Webcasting significantly increased the reach of lectures from 495 on-site viewers to 19,848 total online views.
Accessing Smartphones: Mobile for All in Museums (American Alliance of Museum...Sofie Andersen
Conference presentation on the research study of Antenna International/Antenna Lab together with Art Beyond Sight looking at the use of mobile in museums for individuals with disabilities. Contributing panelists were; Sofie Andersen, Annie Leist, Christine Murray, Danielle Linzer, Tasia Endo and Matt Kaplowitz.
This document outlines the schedule and syllabus for Project Look Sharp's summer media literacy institute taking place from July 12-16, 2010. The institute will introduce participants to key concepts of media literacy and media analysis through presentations, workshops and hands-on activities. Participants will learn about finding and analyzing various media sources, creating multimedia presentations, blogging and more. They will also develop an Application Project Plan to implement media literacy lessons in their own educational contexts after the institute. Faculty will be available throughout the week to assist participants as needed.
AAM 2014
Tech Tutorial: Principles of Effective Video
Anna Chiaretta Lavatelli
Associate Director of Digital Media
Museum of Contemporary Art Chicago
alavatelli@mcachicago.org
Peter Argentine
Argentine Productions Inc.
peter@argentineproductions.com
Emily Lytle-Painter
Education Technologist
J. Paul Getty Museum
@MuseumofEmily
Presentation of shared mobile museum project at Social Media Week Copenhagen, Statens Museum for Kunst, Feb 21, 2013 #SMWCPH
NOW with updated figures for Twitter use in Denmark, based on research by Bysted
http://bysted.dk/globalsite.aspx?ObjectId=f9db99be-5d76-4bd8-8c3b-488a740c2424
How to Speak Art & Tech:
Social Media and the Global Guggenheim
Social media is a lot like language. Users communicate with each other while living in a digital dimension of the world with trends that shift and evolve over time. If you’re not a part of that world, it might as well be a foreign language. How can social media be used to speak to a global audience—about art—a foreign language in and of itself, and how do you tell stories from within your own institution in a meaningful, accessible, and authentic voice? Conversely, how do you translate digital speak to key stakeholders who aren’t fluent in technology?
Using the Guggenheim as a case study, this talk will guide participants on how to speak art and tech—from creating a digital content strategy around visual literacy and best practices for integration within a digital ecosystem, to leveraging success internally to inspire participation and champion support. The presentation will also include highlights and case studies from recent Guggenheim social media initiatives that engage both local and global audiences.
JiaJia Fei is the Associate Director, Digital Marketing at the Solomon R. Guggenheim Museum in New York, where she has catalyzed the museum’s embrace of digital media through integrated social media, e-mail, web, mobile, and new media marketing initiatives since 2010. JiaJia received her BA in History of Art from Bryn Mawr College, and has lectured widely on social media and digital marketing at museum conferences and universities worldwide, including Museums & the Web, College Art Association, Sotheby’s Art Institute, New York University, University of Oregon, Fundación Proa, and MIT Media Lab.
Playing Identities, Performing Heritage: mobilizer workshopPerformingHeritage
This document provides information and tasks for mobilizers on a project exploring audience engagement and participation through digital platforms. It discusses strategies for generating local and online interest, tactics for audience engagement both on the ground and virtually, documentation of the creative process, and opportunities for public contribution and "co-construction". Mobilizers are tasked with developing plans to build local and online audiences, capture visual materials from the process, and consider how to facilitate real-time participation through live streaming.
This document provides an overview of a presentation on designing compelling augmented reality (AR) and virtual reality (VR) experiences. The presentation will cover definitions of AR and VR, example applications, hands-on experience with authoring tools ENTiTi Creator and Wikitude World, and research directions. It will also discuss challenges in designing experiences for AR and VR head-mounted displays using mobile devices as computing modules.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
MW2010: J. Doyle + M. Doyle, Mixing Social Glue with Brick and Mortar: Experi...museums and the web
The document discusses Mobeum, a mobile tour app designed for small museums to share their content and connect with visitors. It was created using the same content from Open Museum, an online participatory exhibit space. The initial goal was to use mobile tours to establish ongoing relationships between museums and visitors through social interactions around digital objects. An initial test was conducted at the Hood Museum of Art, focusing on 24 artworks. Lessons learned included that QR codes weren't ready, not all phones are equal, and balancing authoritative content with hospitality towards visitors is a challenge.
CSTA2015 Blocks-based Programming: Toolboxes for Many OccasionsJosh Sheldon
An overview of 4 blocks-based programming environments from MIT's Center for Mobile Learning, specifically GameBlox, TaleBlazer, and StarLogo Nova from the Scheller Teacher Education Program & Education Arcade and MIT App Inventor from the eponymous group.
Videotaping & Webcasting Museum Lectures: Access, Social Learning, and Recycl...Erin Blasco
This document outlines Erin Blasco's experience webcasting lectures from the Smithsonian's National Museum of American History. She found that webcasting increased access to lectures beyond the physical audience and allowed content to be archived and reused. Her goals for webcasting were to provide broader access, document lectures, encourage online discussion, and ensure online audiences achieved learning outcomes. The document discusses best practices for webcasting such as treating online and in-person audiences equally, incorporating visuals, promoting webcasts, archiving content, and evaluating effectiveness. It also notes challenges such as differing audience needs and the difficulty of editing long recordings. Overall, webcasting significantly increased the reach of the museum's educational programming.
MuseUs is a mobile app and serious game that allows museum visitors to create their own exhibitions by matching cultural heritage exhibits with provided statements. It has been tested in living lab settings in Antwerp, Manchester, and planned for Paris. The app is built with technologies like PhoneGap and Drupal and integrates QR scanning. It aims to encourage learning and new perspectives on cultural heritage. Infrastructure needs include content, WiFi or cellular networks, and QR codes. Stats are collected and business models may involve in-app purchases, licensing fees, or revenue sharing. The goal is to engage visitors and test partnerships to expand the app.
This document provides a list of ICT portals and websites relevant for education. It includes general education portals, websites on ICT policies and best practices, websites for teacher training on ICT integration, lesson plans and learning activities, ICT tools, and the best Web 2.0 tools for education. Over 50 websites are listed across these categories to provide educators resources for incorporating technology into teaching.
This document discusses using YouTube for instructional purposes. It begins by noting different ways YouTube can be consumed, such as on computers, mobile devices, or embedded in other sites. It then discusses curating YouTube videos by creating playlists and channels for classroom use. The remainder of the document provides tips and tools for creating videos through YouTube or other software, including for flipping the classroom or student projects. Examples of potential classroom uses include language learning, research, independent study, and assessments.
Creating video content for your institution can be far more inexpensive than expected. Creating dynamic content for with informal techniques can create casual dialogue and increase accessibility of content for visitors. Thinking about content, story, and method of delivery serves as a framework in this workshop on low budget documentation methods to develop unique and accessible content.
Accessing smartphones - Mobile for all (Universal Crit) Museums and The WebSofie Andersen
Mobile technologies are radically changing the lives of many individuals with disabilities while concurrently becoming ubiquitous in museums and cultural attractions. Smartphones and screen based mobile technologies have the potential to both positively and negatively impact the experiences of individuals with access needs. At the heart of this issue is 1, considering how smartphones are used by individuals with access needs, 2, determining which features of commercial devices and apps are working correctly, and 3, documenting what is already being applied to mobile experiences in museums.
This 'how to' talk is informed by the industry trends outlined in recent mobile surveys and conference discussions, including Museums and Mobile surveys 2009-2013, TechatLead and the Access issue of Curator Magazine, July 2012. For instance, the 2013 Museums and Mobile results identified 70% of the 551 global surveyed institutions as providing a smartphone solution for their general visitors (http://www.museums-mobile.org/survey/). The speakers will discuss these results as well as impart practical tips and outline challenges for using smartphone technology to shape and enrich the experiences of access audiences visiting cultural institutions.
Speakers from Art Beyond Sight, Seattle Art Museum, Antenna International and CogApp will reference their own projects and experiences, consider case studies and developments in the commercial and research communities, and show how institutions can serve access audiences with smartphones. They will look at how devices and apps impact the experience of access audiences visiting in person as well as learning remotely about cultural institutions and heritage sites. The workshop will be supported by findings from surveys conducted by Antenna International in partnership with access advocacy group Art Beyond Sight.
The document summarizes a report from a group of Turkish teachers who participated in a 5-day training course on using information and communication technologies (ICT) in education in Prague, Czech Republic. It provides details about the participants, daily activities during the training which included introductions, presentations on various online tools for education like Google Apps, Edmodo, Screencasting software, and tools for interactive learning. The teachers learned about creating presentations, websites, and received certificates at the closing ceremony.
I Love APIs 2015
Andrew Mager
Postmates
Whether your API program is internal, partner or public, measuring its success is critical to its growth. Andrew Mager, who has led developer relations at Postmates, SmartThings, Spotify, CNET, and ESPN discusses how to get the most value from your developer community.
How to Grow and Measure Your API Program - I ♥ APIs 2015Andrew Mager
This document discusses how to grow and measure an API program. It provides tips on starting an API program by defining its purpose and target users. It also discusses growing the program through product ownership, documentation, education, partnerships, and marketing. Measuring success includes tracking metrics like users, calls, projects, and feedback, as well as harder to measure factors like happiness, interactions, and offline work. The document advocates finding a developer advocate to foster community and teaches skills needed for the role, such as communication, teaching, and being available. It also suggests ways to engage developers online and showcase projects built with an API.
Videotaping & Webcasting Museum Lectures: Access, Social Learning, and Recycl...Erin Blasco
Erin Blasco discusses best practices for webcasting museum lectures. Her goals are to provide broader access to lectures, archive content, and foster online discussion. She describes her setup which involves livestreaming lectures on platforms like Ustream and archiving videos on YouTube. Key practices include making online audiences feel welcome, sharing slides and supplemental materials, promoting webcasts separately, and evaluating viewers' experiences. Webcasting significantly increased the reach of lectures from 495 on-site viewers to 19,848 total online views.
Accessing Smartphones: Mobile for All in Museums (American Alliance of Museum...Sofie Andersen
Conference presentation on the research study of Antenna International/Antenna Lab together with Art Beyond Sight looking at the use of mobile in museums for individuals with disabilities. Contributing panelists were; Sofie Andersen, Annie Leist, Christine Murray, Danielle Linzer, Tasia Endo and Matt Kaplowitz.
This document outlines the schedule and syllabus for Project Look Sharp's summer media literacy institute taking place from July 12-16, 2010. The institute will introduce participants to key concepts of media literacy and media analysis through presentations, workshops and hands-on activities. Participants will learn about finding and analyzing various media sources, creating multimedia presentations, blogging and more. They will also develop an Application Project Plan to implement media literacy lessons in their own educational contexts after the institute. Faculty will be available throughout the week to assist participants as needed.
AAM 2014
Tech Tutorial: Principles of Effective Video
Anna Chiaretta Lavatelli
Associate Director of Digital Media
Museum of Contemporary Art Chicago
alavatelli@mcachicago.org
Peter Argentine
Argentine Productions Inc.
peter@argentineproductions.com
Emily Lytle-Painter
Education Technologist
J. Paul Getty Museum
@MuseumofEmily
Presentation of shared mobile museum project at Social Media Week Copenhagen, Statens Museum for Kunst, Feb 21, 2013 #SMWCPH
NOW with updated figures for Twitter use in Denmark, based on research by Bysted
http://bysted.dk/globalsite.aspx?ObjectId=f9db99be-5d76-4bd8-8c3b-488a740c2424
How to Speak Art & Tech:
Social Media and the Global Guggenheim
Social media is a lot like language. Users communicate with each other while living in a digital dimension of the world with trends that shift and evolve over time. If you’re not a part of that world, it might as well be a foreign language. How can social media be used to speak to a global audience—about art—a foreign language in and of itself, and how do you tell stories from within your own institution in a meaningful, accessible, and authentic voice? Conversely, how do you translate digital speak to key stakeholders who aren’t fluent in technology?
Using the Guggenheim as a case study, this talk will guide participants on how to speak art and tech—from creating a digital content strategy around visual literacy and best practices for integration within a digital ecosystem, to leveraging success internally to inspire participation and champion support. The presentation will also include highlights and case studies from recent Guggenheim social media initiatives that engage both local and global audiences.
JiaJia Fei is the Associate Director, Digital Marketing at the Solomon R. Guggenheim Museum in New York, where she has catalyzed the museum’s embrace of digital media through integrated social media, e-mail, web, mobile, and new media marketing initiatives since 2010. JiaJia received her BA in History of Art from Bryn Mawr College, and has lectured widely on social media and digital marketing at museum conferences and universities worldwide, including Museums & the Web, College Art Association, Sotheby’s Art Institute, New York University, University of Oregon, Fundación Proa, and MIT Media Lab.
Playing Identities, Performing Heritage: mobilizer workshopPerformingHeritage
This document provides information and tasks for mobilizers on a project exploring audience engagement and participation through digital platforms. It discusses strategies for generating local and online interest, tactics for audience engagement both on the ground and virtually, documentation of the creative process, and opportunities for public contribution and "co-construction". Mobilizers are tasked with developing plans to build local and online audiences, capture visual materials from the process, and consider how to facilitate real-time participation through live streaming.
This document provides an overview of a presentation on designing compelling augmented reality (AR) and virtual reality (VR) experiences. The presentation will cover definitions of AR and VR, example applications, hands-on experience with authoring tools ENTiTi Creator and Wikitude World, and research directions. It will also discuss challenges in designing experiences for AR and VR head-mounted displays using mobile devices as computing modules.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
GraphRAG for LifeSciences Hands-On with the Clinical Knowledge Graph
Digital on a Budget
1. DIGITAL ON A BUDGET
FREE OR CHEAP TOOLS TO GET THE JOB DONE
@ThatMuseumGuy
@LondonMusDev
2. Alec Ward
Museum Development Officer
Digital and Communications
London Museum Development (@LondonMusDev)
Hosted by Museum of London (@MuseumofLondon)
*We’ll be sharing the slides!
(@ThatMuseumGuy)
@ThatMuseumGuy
@LondonMusDev
3. Choosing the right platform / tool
• Be strategic
• Think about your resources (time, budget, equipment)
• Think about the content
• Think about your skill level
• YouTube is your best friend
• Accessibility! (of the platform and your content)
@ThatMuseumGuy
@LondonMusDev
5. LIVE STREAMING
Pros: free, easy to use, can do it through your phone
Cons: not overly polished, very specific audience
Pros: easy to do live, can do it through your phone, a general audience
Cons: locked behind the Facebook walled garden (harder to share externally)
Pros: younger audience, quite informal
Cons: live is a little more complicated – doesn’t sit on the platform indefinitely
@ThatMuseumGuy
@LondonMusDev
6. LIVE STREAMING
Pros: take pre-booked groups, more interactive (can stream to other platforms)
Cons: not for a very large audience, not overly neat
@ThatMuseumGuy
@LondonMusDev
Pros: can go live straight from browser, integrates well with Zoom and OBS
Cons: can’t go live straight from phone with under 1000 subscribers
Pros: create a very polished final product – with lots of different types of content
Cons: VERY TECHNICAL
11. TIPS FOR IMPROVING VIDEO QUALITY
@ThatMuseumGuy
@LondonMusDev
• Invest in a tripod
• Purchase some cheap lights
• Microphones!
• Think about using a DSLR (can capture video and photographs). I use this.
13. SIMPLE INTERACTIVES
The Software
• PowerPoint / Google Sheets
• Twine
• WordPress
What to do with them?
• Host them on web
• Share them on social
• Give out the links for visitors
• Incorporate them in live events
@ThatMuseumGuy
@LondonMusDev
15. DIGITAL TOURS
The Software / Programmes
• PowerPoint / Google Slides
• Google Tour Creator
• Video tour
• Art Fund’s Curations (for online exhibitions)
Examples / guides?
• Google Slides (you can even purchase a template)
• Google Tour Creator (useful guide)
• Video tour (Van Gough Museum) (Science Museum)
• Curations (Fernes Art Gallery Hull) (Keats House)
@ThatMuseumGuy
@LondonMusDev
19. Livening up your digital content
• Think about interactivity (particularly for live content)
• What makes your organisation unique?
• What talents do you or your staff have?
• What else do you already have at your disposal?
• Can you collaborate? (with your audience, with other organisations)
@ThatMuseumGuy
@LondonMusDev
20. Accessibility! DCN, StageText, VocalEyes
Izzy Bartlet (great Medium post)
John Sear (fantastic guides for in-house digital work)
Sophie Drouet (excellent thread)
London Museum Development YouTube (we’re adding more tutorials and webinars)
Culture 24’s Digital Pathways (loads of useful guides and resources)
ACE Digital Culture Network resources (lots of great resources)
FURTHER READING / RESOURCES
@ThatMuseumGuy
@LondonMusDev
22. Thanks! Any questions?
Ask me today, or…
by email: award@museumoflondon.org.uk
on Twitter: @thatmuseumguy
Editor's Notes
Slide Three
How does the activity benefit your organisation, work towards your aims goals and objectives?
Resources come in all shapes and forms – from the things you have to the things you need. Think carefully about your resources
There are lots of different tools and lots of different ways to use them (often for the same “job”) so think carefully about the type of content you want to create and the platform(s) that would best suit it
Consider the skill level of yourself and of your team (or those you may be collaborating with). It’s tempting to go big, but sometimes simple is best – you can always build on what you’re delivering over time
Following that, YouTube is your best friend – because there’s a tutorial for everything and anything. So if you see any platforms you like the look of in this presentation, search for a YouTube tutorial!
Please consider the accessibility of your content and the platforms your using – both for your own staff and for your audiences. Check out the end of my presentation for some links to organisations that can help with accessibility.
Slide Five
Twitter: What is it? How does it work? What can you share?
Twitter is a ‘micro-blogging platform’. Basically, you can share short tweets of up to 280 characters with an audience of followers. Functions like ‘Re-Tweet’ allows your content to reach a wider audience and if it gets picked up, it can be seen hundreds or thousands of times. You can also share images and videos, as well as GIFs, and you can even live stream from the platform.
Twitter is still quite popular, despite having a rocky year a little while back, and it can be a great platform to engage your audience in a light hearted way.
Organizations share all sorts on twitter, from images of collections, to interesting short stories, to behind the scenes videos. Some keep it light hearted and funny, others keep it a bit more professional / formal / informational. It’s very much down to your organization, the types of stories you’ll tell and the kind of collections you’ll be sharing.
Facebook: What is it? How does it work? What can you share?
Facebook is the ‘everything’ platform. It covers all sorts of content, from short and long written posts, to videos, to live streams, to pictures.
Some people, particularly those under the age of 30(ish) are moving away from the platform, but there is still a dedicated audience.
Museums use Facebook for all sorts, from advertising events, to sharing live behind the scenes content. They write mini-blogs and they share images of their collections. They make videos with staff, they share exhibitions.
Instagram: What is it? How does it work? What can you share?
Instagram has a much younger audience, so it’s a good platform to use to reach that audience. Instagram is predominately about images (either images of collections, or historic photographs, or of your building / staff). However, video is gaining traction on the platform, particularly through “Stories” and “Instagram TV”.
Instagram is one of the fastest growing platforms, at present, but it’s core audience is quite young and they sometimes have a habit of abandoning platforms for something more popular (if something else comes around, it’s how Instagram took users from Snapchat).
Slide 7
Archive Lottery: https://twitter.com/AdamCorsini/status/934014037163048962
Lunar Eclipse LIVE: https://www.facebook.com/watch/live/?v=2442619535810306&ref=watch_permalink
Great Fire of London LIVE: https://www.facebook.com/27560776046/videos/273654880389464
Strawberry Hill Flower Festival: https://www.strawberryhillhouse.org.uk/flower-festival/
Now museums make all kinds of videos, from short videos to long videos. From adverts for exhibitions to talks and lectures. They make them on high budgets and low budgets – they make them in house and they pay for them to be made by external companies.
There are so many different ways to make videos and you have a ton of great options for platforms to do it.
No you could just shoot a video on your phone and post it straight to social media, or even upload it to your website. But if you're looking for something a little more professional, or a little more advanced, these platforms will help you out!
Talk about how we run the training (show people how to make a video then edit it in the afternoon using HitFilm)
Slide 9
BASIC
There are basic apps that you can download on your phone or tablet which will let you shoot and edit videos before you save them, or post them online.
These are mostly entry level applications – it wouldn't take you long to learn how to do it. And, to be honest, I think it's worth starting small (by using an app) and learning the basic skills before going on to anything more advanced.
If you're looking to edit a basic video together, one of my favorite apps is iMovie. It's only available on iPhone or iPad as it's an apple product. That being said, it's really easy to use and it will help you learn the basics before trying anything more advanced on a desktop or laptop.
On Android devices, FilmoraGo has good reviews. I've used it once or twice – but I preferred iMovie. It's still a good tool, though, and if you’re looking to trim a clip or combine a few videos together into one longer video, this app will do the job – as will iMovie.
If you're looking for something a little different, Stop Motion Studio is a great app for making short stop motion animations. In a minute, I'll show you a really nice example of a museum creating videos with their learning audiences using stop motion animations.
All three of those are free, but Stop Motion and Filmora have paid extras you can purchase / unlock to make better use of the app.
ADVANCED
If you're looking to do something a little more advanced (overlay different audio tracks, like Music, for instance), or a little more professional, these are the two programmes I'd recommend.
In the training programme, we use HitFilm. It's probably the best option for those who use Windows based devices. It's free, with purchasable extras if you're looking to do something more fancy. It's also fairly powerful if you need it to be, but it's great for quick and simple videos, too.
In a perfect world, we'd use iMovie in the training programme. It's really easy to use, it's free on apple devices and it has lots of free to use music / sound effects ready for use. The only reason we don't use it in the programme is because it only works on OSX. HitFilm is a close second, though.
Slide 10
Here are two really simple videos – one from the Museum of London and the other from the London Fire Brigade Museum.
The video from Tim Long, who used to work at MOL, has really minimal editing and he did it all in-app. I think it's a great example of a really simple video and shows that you don't need to do a huge amount of work to make something engaging (and professional!).
This example from the London Fire Brigade Museum is a wonderful example of audience engagement using videos. They encourage young audiences to learn about fire safety by making stop motion animations through an app. They then edit the videos together and upload them to their social platforms!
It’s also worth pointing out that Gunnersbury Park even run a charged day long children’s workshop showing them how to create stop motion animations using these types of apps and it’s something you could likely run as an online session using a platform like Zoom.
This Barnsley Museum video is a nice example of simple video content – very little editing needed and you could likely do a lot of it within your mobile device: https://twitter.com/BarnsleyMuseums/status/1240941575531790336
Slide 11
A tripod (for phone / tablet or for camera) will help to keep your video smooth and stable – make it a more pleasant viewing experience for your audience and much easier for you to create content (No hands needed!)
Good lighting can make a big difference, often in historic houses, galleries and exhibitions lighting is low (for conservation reasons) but it makes it difficult to capture good video footage within those spaces. So invest in some cheaper portable lights (£30 max) to increase lighting levels and stop grainy footage
People will forgive poorer video quality, but are less forgiving of audio. Microphones can make a big difference. You can get plug in microphones for phone cameras and DSLRs, or USB microphones if you’re recording / delivering on a laptop. I used a Yeti (£50) for this talk
Better cameras get better video footage (though newer phones are pretty good these days!). Perhaps look at investing in a decent DSLR (£350 - £600) which can capture Full HD (1080p) or 4K video as well as take pictures (make sure it comes with a lens, as some cameras are shipped as just bodies and you can’t use it without one!)
Slide 12
I understand the irony of the photo in this slide.
Museums have some fantastic interactives – the Science Museum has some of my favourites (and you might have caught them talking about their game Total Darkness in the previous talk!)
It is difficult to make a good interactive and you can spend a lot of money doing so
You can also make some really simple interactives using free tools or platforms – they may not be good enough quality to be public facing in your exhibitions, but they could work well for engaging learning audiences, or even making them as a learning activity
Slide 13
You can make really basic, simple interactives using any of these platforms
Basically, the better the interactive, the harder it is to make
Brighton Museums have made in-gallery interactives by creating WordPress websites. You can look through them in-gallery, but you can also visit the website and use the interactives from home.
You can use Twine to make short interactive stories (much like those Choose Your Own Adventure games?). But some people have created entire Role Playing Games using Twine – so it really is down to your own creativity / abilities.
You can even use PowerPoint to make museum interactives
Hardware wise, you can use most tablet or mobile devices to display WordPress sites, interactive stories or PowerPoint interactives. But if you’re trying to avoid touch you can send links via email, on your website or via social.
Really, it's down to the type of interactive you're looking to make and the kind of experience you want your audience to have
It is possible to make good interactives using these tools – but you'd get a better quality product if you were able to get funding to pay a company to do it for you (unless you really take time and dedicate yourself to practice, etc).
Slide 15
Similar to how you’d make an interactive, you could make an interactive digital tour using Google Slides or PowerPoint. There’s a good how too linked on this slide to creating a good Google Slide based interactive tour – however you can use PowerPoint to the same effect. Hosting it on your website would be easier on Google Slides, though
Google Tour is a specific tour creator, but it works best with 360 degree images (which is difficult for some). There are some fairly good apps available that help you to take 360 degree images: https://www.digitaltrends.com/mobile/best-360-degree-camera-apps-ios-android/
A simple video tour could work just as well – without the need for it to be interactive. There are some great examples out there, but here are two different versions of the same idea from the Van Gough and the Science Museum. One is more about exploring the space, whereas the other is more informative.
If you’re thinking about creating an online exhibition, Art Fund’s free Curations platform could be a good choice. Check out the examples from Fernes Art Gallery and Keats House
Slide 16
Editing images isn't everyone's cup of tea. It can take a lot of work and it really depends on what type of result you're looking for
You could look to touch up photographs of your collections. You might want to make a GIPH using your collections. You might just want to crop an image or save an image in a lower resolution for sharing online.
There's lots of different platforms and tools that can help you with your image editing work.
Slide 17
BASIC
There are lots of basic apps which can help you touch up photographs. You can crop, add filters, create GIFs – all sorts. Even within the basic section, there are different levels.
BeFunky for instance, will let you make collages, resize images or make minor touch-ups.
Adobe Photoshop Express will let you do a little more.
You can even edit photographs in Instagram – adding filters, rotating images, cropping them. There are lots of options when it comes to basic work with images / photographs.
If you're looking to make GIFs to share online, particularly on Twitter, Giphy is a good platform. Particularly as you can upload your own videos and turn them into GIFs.
ADVANCED
If you're looking to do something much more advanced, but you don't want to use PhotoShop (because it's expensive), GIMP is a pretty good option (I appreciate that the name isn't great – but the programme itself is!
I use GIMP to edit pictures all the time, as well as make GIFs. As an example, here's a video I made of me turning myself into Thanos.
Slide 18
The Museum of English Rural Life is smashing it with their image editing and GIF games. Adam uses PhotoShop for his stellar work, but you can use GIMP just the same (if a tad more fiddly, but that’s what you get for a free programme).
Seeing as Adam, and the Museum’s Director Kate Arnold-Forster, will be talking about the MERL’s digital culture change at 14:15 – 14:55 in the Engaging New Visitors section (Theatre 2) – I thought I’d share some of my favourites.
Whilst the Culture Perth and Kinross examples isn’t strictly image editing, it is a good example of being creative with imagery using digital platforms. Dougie uses Paint to create these pieces, inspired by collection items, digitised and held by the museums: https://twitter.com/CPKMuseums/status/1244690759409860609
Slide 19
Think creatively about how you can add in elements of interactivity for your audience, particularly with live content. You could look at using a mix of the different platforms I’ve mentioned already. Or even as simple as gathering and answering comments through the comment section. If you’re looking for something really interactive, think about a meeting platform like Zoom for hosting your events.
What makes your organisation unique, and how can you utilise that uniqueness? The Old Royal Naval College is very strong on Instagram, and it’s because they know what their unique selling point is (a stunning building and grounds) and they’ve picked the best platform to work to those strengths
What talents do you or your staff have? How can you make the most of them, build on them and share them? The Culture Perth and Kinross example is a good one – Dougie was working for their events team but now he’s making killer social media content
What do you already have at your disposal? What content do you already have digitised? Films, photographs, audio? How can you utilise it in your current digital activities?
Can you collaborate? With your audience, with other organisations, with individuals? The Strawberry Hill House example is a good one for collaboration to do a live event.
Slide 20
So that's everything I've got for today – there's loads of other things I could have mentioned if there was more time
But hopefully what I have talked about has been interesting and useful
Do go out and experiment with the platforms, think about how you can use them in your day-to-day work to save a little time and money. Be creative and inquisitive but, most importantly, be prepared to practice!
These are some links to the things I've already mentioned, including some fantastic guides for in-house digital work from John Sear
Slide 21
Here's a list of some more useful tutorials – but there are plenty out there if you give it a google!
Slide 22
I'm always happy to chat about this type of stuff – so feel free to send me a Tweet or drop me an email if you ever have any questions or just fancy a chat about digital stuff!
In my spare time I also do a twice monthly newsletter which covers digital tech news / information within and outside of the culture sector – so do subscribe if that's of interest