The document discusses the Designing for Digital Learners (D4DL) research group at UWE Bristol. The group conducts interdisciplinary research on technology enhanced learning using social media, mobile devices, and more. It lists six principles that guide the group's work: 1) equitable access to cultural resources is a democratic right, 2) mobile phones are new cultural resources, 3) users actively generate their own learning contexts, 4) appropriation is key to recognizing mobile devices as cultural resources, 5) significant potential for social/mobile learning in informal and professional contexts, and 6) social/mobile can design transformative learning contexts. Examples are given for several principles.
Stability in the Midst of Change: Addressing Challenges for Digital PreservationJennifer Brice
This document summarizes Jennifer Brice's presentation on addressing challenges for digital preservation at Dartmouth College Library. It discusses how the library supports digital preservation to provide continuous access to digital materials despite rapid technological, resource, research, administrative, and disciplinary changes. Key points include embracing change as an opportunity, thoughtfully assessing infrastructure and collections, deepening collaborations, and addressing specific types of changes through various programs and resources.
This document provides biographical information and links for Matt Chilcott, a PhD researcher studying Communities 2.0. It lists his role, includes repetitions of his name and title, and provides URLs for a video, website, presentation, and journal related to his research on digital inclusion and a Wikipedia project called MonmouthpediA aimed at digitizing the history of Monmouth, Wales.
Digital past2012monmouthpedia presentationMatt Chilcott
This document discusses the MonmouthpediA project, which aims to cover notable people, places, artifacts, flora, and fauna of Monmouth, Wales on Wikipedia in multiple languages. The town of Monmouth is the first to be entirely WiFi enabled. The project utilizes QR codes linked to Wikipedia articles to allow virtual tours of the town. Over 1,000 QR codes will be placed around Monmouth by April 2012, including in the Local History Museum and Shire Hall. The project creates an inclusive digital community and highlights Monmouth's culture and heritage to a global audience. Researchers are examining the effectiveness of community-generated heritage content and user experiences through the project.
Meghan Bradley introduces herself as an animal science major from Middleboro, Massachusetts who has two brothers and a sister and enjoys Boston sports. She discusses her two horses, Emma and Keene, who are a 8 year old mare and 21 year old gelding, as well as her dog Theodore. She concludes by mentioning her love for all animals and family.
This document discusses how digital inclusion relates to cultural heritage and social justice. It presents a case study of MonmouthpediA, a project that used Wikipedia to document places, people, and things in Monmouth, Wales to promote cultural heritage. The project had success in increasing digital inclusion and international recognition. The author advocates for digital community curation tools to further engage communities and address digital exclusion through celebrating local culture and stories.
The document provides background on Matt Chilcott's experience working on digital inclusion initiatives from 2003-2011. It then outlines the focus of Chilcott's PhD research, which is to analyze the degree to which digital inclusion initiatives in Wales have enabled skills development and participation. The research will also look at digital inclusion activities and strategies elsewhere. Initial findings reference significant international research on digital inclusion and a list of references that will inform the literature review.
The document discusses the Designing for Digital Learners (D4DL) research group at UWE Bristol. The group conducts interdisciplinary research on technology enhanced learning using social media, mobile devices, and more. It lists six principles that guide the group's work: 1) equitable access to cultural resources is a democratic right, 2) mobile phones are new cultural resources, 3) users actively generate their own learning contexts, 4) appropriation is key to recognizing mobile devices as cultural resources, 5) significant potential for social/mobile learning in informal and professional contexts, and 6) social/mobile can design transformative learning contexts. Examples are given for several principles.
Stability in the Midst of Change: Addressing Challenges for Digital PreservationJennifer Brice
This document summarizes Jennifer Brice's presentation on addressing challenges for digital preservation at Dartmouth College Library. It discusses how the library supports digital preservation to provide continuous access to digital materials despite rapid technological, resource, research, administrative, and disciplinary changes. Key points include embracing change as an opportunity, thoughtfully assessing infrastructure and collections, deepening collaborations, and addressing specific types of changes through various programs and resources.
This document provides biographical information and links for Matt Chilcott, a PhD researcher studying Communities 2.0. It lists his role, includes repetitions of his name and title, and provides URLs for a video, website, presentation, and journal related to his research on digital inclusion and a Wikipedia project called MonmouthpediA aimed at digitizing the history of Monmouth, Wales.
Digital past2012monmouthpedia presentationMatt Chilcott
This document discusses the MonmouthpediA project, which aims to cover notable people, places, artifacts, flora, and fauna of Monmouth, Wales on Wikipedia in multiple languages. The town of Monmouth is the first to be entirely WiFi enabled. The project utilizes QR codes linked to Wikipedia articles to allow virtual tours of the town. Over 1,000 QR codes will be placed around Monmouth by April 2012, including in the Local History Museum and Shire Hall. The project creates an inclusive digital community and highlights Monmouth's culture and heritage to a global audience. Researchers are examining the effectiveness of community-generated heritage content and user experiences through the project.
Meghan Bradley introduces herself as an animal science major from Middleboro, Massachusetts who has two brothers and a sister and enjoys Boston sports. She discusses her two horses, Emma and Keene, who are a 8 year old mare and 21 year old gelding, as well as her dog Theodore. She concludes by mentioning her love for all animals and family.
This document discusses how digital inclusion relates to cultural heritage and social justice. It presents a case study of MonmouthpediA, a project that used Wikipedia to document places, people, and things in Monmouth, Wales to promote cultural heritage. The project had success in increasing digital inclusion and international recognition. The author advocates for digital community curation tools to further engage communities and address digital exclusion through celebrating local culture and stories.
The document provides background on Matt Chilcott's experience working on digital inclusion initiatives from 2003-2011. It then outlines the focus of Chilcott's PhD research, which is to analyze the degree to which digital inclusion initiatives in Wales have enabled skills development and participation. The research will also look at digital inclusion activities and strategies elsewhere. Initial findings reference significant international research on digital inclusion and a list of references that will inform the literature review.
Matt Chilcott's presentation to the Mid Wales Digital Tourism seminar exploring approaches in Monmouthshire and the power of interpretative digital storytelling in enhancing the visitor experience.
Presentation made to the Welsh Government's Visit Wales facilitated Digital Tourism Business Framework Programme's Steering Group on 5th July 2012 about the MonmouthpediA innovation project and its implications for the Welsh Tourism sector's use of digital technologies, opportunities for research into Heritage and Tourism in the Welsh Creative & Digital Economy and the manner in which Wales as a bilingual nation is a natural test bed for 'QRpedia' technology which offers international reach and multi-lingual delivery of co-created and local and global community curated content.
Digital Literacy: It's about more than accessBobbi Newman
Digital literacy is about more than just access to technology. It involves using technology well and the ability to learn, unlearn, and relearn skills. While many have access to technology, 66 million Americans still lack basic digital literacy skills. Digital literacy encompasses skills like attention, participation, collaboration, and network smarts. It also involves the ability to read, write, and interact across different platforms and media. Questions about digital literacy include its relationship to concepts like media literacy, visual literacy, and information literacy.
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.
Bridging the Digital Divide: It's more than teaching computer skills to seniorsBobbi Newman
This document discusses bridging the digital divide and digital literacy. It defines digital literacy and describes a digitally literate person. The document also discusses different frameworks for digital and media literacies, including Rheingold's five literacies, 21st century skills, and transliteracy. Finally, it addresses challenges around different generations and their relationship with technology.
Digital Research – why we are here, what we have, what we can do for youJames Baker
This document discusses digital research projects at the British Library. It provides examples of past projects that analyzed large datasets using computational tools to gain new insights. These include analyzing misinformation spread on Twitter during a crisis and quantifying patterns of use in medieval manuscripts. The document emphasizes the potential for interdisciplinary, collaborative projects and notes the convergence of technology and culture in the emerging digital humanities field. Examples of current and potential future projects are also mentioned.
Digital Scholarship Intersection Scale Social MachinesDavid De Roure
This document discusses digital scholarship and social machines. It begins with an overview of digital humanities and social machines. It then provides examples of digital scholarship projects that utilize large datasets, citizen science, and social annotation. These examples demonstrate how digital methods can facilitate collaboration at scale. The document argues that a digital strategy is needed to guide investment and support for research using digital infrastructure and methods at universities.
The document is a project statement for a proposed Natural History Museum that aims to promote discovery through an architecture of transparency, program hybridity, and context integration. The museum design combines typically separate program elements like archives and galleries. It also makes the fossil excavation and cleaning process transparent to visitors. The building envelope and circulation utilize transparent materials to allow views of indoor programs. On site, existing landscape will drape over the new structure to create habitable green space.
Estado arte de las Humanidades Digitales. Algunos proyectos de investigaciónGimena Del Rio Riande
Digital humanities projects and research from around the world are summarized. Key points:
- The document discusses the state of digital humanities, including conferences, participants, topics of interest.
- A history of digital humanities and related fields like humanist computing is provided, tracing work from the 1940s through present day.
- Examples of digital humanities centers, projects, resources and debates are outlined to illustrate the breadth and interdisciplinary nature of the field.
Through a glass, darkly – reflections upon digitisationSimon Tanner
Digitisation is a process in which we seek to find a digital future from the material cultures and intellectual objects of the past. We seek to reflect upon these to gain new insights and possibly even fresh enlightenment. But as Paul the apostle stated in 1 Corinthians 13:12: “we see through a glass, darkly” and have an obscure or imperfect vision. Simon Tanner hopes in this keynote he will add light by sharing his reflections upon the benefits and value of digitization to research and scholarship. Further he will seek to provoke debate and discussion – can we see more clearly by using digitization as a means to investigate the past?
Keynote given at:
https://clarkestudios.wordpress.com/symposium-programme/abstracts/
Podcast of presentation here:
https://soundcloud.com/tlrhub/session-2part-3-digital-collections-keynote
This document discusses the evolution of media from prehistoric times to the modern digital age. It describes four ages: 1) Pre-Industrial Age where communication methods included cave paintings, clay tablets, and papyrus. 2) Industrial Age brought printing presses and the telegraph. 3) Electronic Age saw the development of radio, TV, and early computers. 4) Information Age is driven by the Internet and digital technologies, including smartphones, social media, and wireless connectivity between devices (the Internet of Things). The document also outlines the roles of media in a democratic society such as being a channel of communication, watchdog, resource center, and advocate.
Avoiding the Digital Death Spiral – how measuring value and impact can preser...Simon Tanner
Keynote address to The Future of the Past: Digitisation of Rare and Special Materials Conference.
Rare Books & Special Collections Group Conference
4th – 6th September 2013, Canterbury Cathedral Lodge, Canterbury
Title: Avoiding the Digital Death Spiral – how measuring value and impact can preserve our Special Collections in the digital age.
By Simon Tanner,
Digital Humanities,
King's College London
@SimonTanner
Planning for Success: Surviving and Thriving through understanding the Value ...Simon Tanner
Public lecture given for the Medieval and Modern Manuscript Studies in the Digital Age (MMSDA) 2014, Cambridge, UK.
@SimonTanner
http://simon-tanner.blogspot.co.uk/
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DIGITAL CULTURE AND THE FUTURE OF SCHOLARSHIP IN THE HUMANITIES-2022-FINAL-LA...JOHN Henry Chukwudi
Digital technologies now permeate all aspects of culture and scholarship in the humanities. Digital humanities explores how digital tools can enhance research by analyzing large datasets and presenting information in novel ways. As digital culture evolves, technology is transforming how cultural heritage is created, shared, and preserved. Scholars are exploring how to establish digital research environments and use tools like 3D modeling, digitization, and visualization to process and disseminate cultural resources. This supports efforts to sustain cultural traditions and make heritage materials globally accessible.
The document discusses digital preservation of cultural heritage. It analyzes the advantages and limitations of digital preservation according to Innis' media bias theory. Digital media can help preserve cultural heritage by capturing tangible and intangible aspects, ensuring integrity and convenience of access. However, digital materials are vulnerable to loss and damage over time due to fragile storage media and technological obsolescence. The uniqueness of art is also tied to cultural traditions that are living and changing.
Measuring the Impact of the Digital for the HumanitiesSimon Tanner
Simon Tanner discusses digital humanities and cultural value. He introduces the Balanced Value Impact Model for measuring impact and discusses the benefits of digital resources, including introducing new audiences and research areas. Tanner highlights examples of digital collections benefiting communities and economies by opening up access to collections and saving the sector millions. He questions whether digital humanities serves humanities for whom they are intended and who benefits from the research.
Value, Impact & the Benefits of Digitising University Collections by Simon Ta...Simon Tanner
Keynote for the COIMBRA Workshop at Edinburgh University Library: "Digitisation of University Collections - Towards a Collaborative Approach". 2nd May 2013
This document provides an overview of digital humanities (DH), including definitions, a brief history, tools used in DH, and examples of DH projects and centers. DH is defined as using computational tools and methods to expand humanities research and communication. It has evolved from humanities computing beginning in the 1960s. Libraries play a key role in DH through activities like digitization, curation, and providing tools and space for DH work. The document discusses several DH tools and projects in South Africa and worldwide as illustrations.
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Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
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Matt Chilcott's presentation to the Mid Wales Digital Tourism seminar exploring approaches in Monmouthshire and the power of interpretative digital storytelling in enhancing the visitor experience.
Presentation made to the Welsh Government's Visit Wales facilitated Digital Tourism Business Framework Programme's Steering Group on 5th July 2012 about the MonmouthpediA innovation project and its implications for the Welsh Tourism sector's use of digital technologies, opportunities for research into Heritage and Tourism in the Welsh Creative & Digital Economy and the manner in which Wales as a bilingual nation is a natural test bed for 'QRpedia' technology which offers international reach and multi-lingual delivery of co-created and local and global community curated content.
Digital Literacy: It's about more than accessBobbi Newman
Digital literacy is about more than just access to technology. It involves using technology well and the ability to learn, unlearn, and relearn skills. While many have access to technology, 66 million Americans still lack basic digital literacy skills. Digital literacy encompasses skills like attention, participation, collaboration, and network smarts. It also involves the ability to read, write, and interact across different platforms and media. Questions about digital literacy include its relationship to concepts like media literacy, visual literacy, and information literacy.
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.
Bridging the Digital Divide: It's more than teaching computer skills to seniorsBobbi Newman
This document discusses bridging the digital divide and digital literacy. It defines digital literacy and describes a digitally literate person. The document also discusses different frameworks for digital and media literacies, including Rheingold's five literacies, 21st century skills, and transliteracy. Finally, it addresses challenges around different generations and their relationship with technology.
Digital Research – why we are here, what we have, what we can do for youJames Baker
This document discusses digital research projects at the British Library. It provides examples of past projects that analyzed large datasets using computational tools to gain new insights. These include analyzing misinformation spread on Twitter during a crisis and quantifying patterns of use in medieval manuscripts. The document emphasizes the potential for interdisciplinary, collaborative projects and notes the convergence of technology and culture in the emerging digital humanities field. Examples of current and potential future projects are also mentioned.
Digital Scholarship Intersection Scale Social MachinesDavid De Roure
This document discusses digital scholarship and social machines. It begins with an overview of digital humanities and social machines. It then provides examples of digital scholarship projects that utilize large datasets, citizen science, and social annotation. These examples demonstrate how digital methods can facilitate collaboration at scale. The document argues that a digital strategy is needed to guide investment and support for research using digital infrastructure and methods at universities.
The document is a project statement for a proposed Natural History Museum that aims to promote discovery through an architecture of transparency, program hybridity, and context integration. The museum design combines typically separate program elements like archives and galleries. It also makes the fossil excavation and cleaning process transparent to visitors. The building envelope and circulation utilize transparent materials to allow views of indoor programs. On site, existing landscape will drape over the new structure to create habitable green space.
Estado arte de las Humanidades Digitales. Algunos proyectos de investigaciónGimena Del Rio Riande
Digital humanities projects and research from around the world are summarized. Key points:
- The document discusses the state of digital humanities, including conferences, participants, topics of interest.
- A history of digital humanities and related fields like humanist computing is provided, tracing work from the 1940s through present day.
- Examples of digital humanities centers, projects, resources and debates are outlined to illustrate the breadth and interdisciplinary nature of the field.
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Digitisation is a process in which we seek to find a digital future from the material cultures and intellectual objects of the past. We seek to reflect upon these to gain new insights and possibly even fresh enlightenment. But as Paul the apostle stated in 1 Corinthians 13:12: “we see through a glass, darkly” and have an obscure or imperfect vision. Simon Tanner hopes in this keynote he will add light by sharing his reflections upon the benefits and value of digitization to research and scholarship. Further he will seek to provoke debate and discussion – can we see more clearly by using digitization as a means to investigate the past?
Keynote given at:
https://clarkestudios.wordpress.com/symposium-programme/abstracts/
Podcast of presentation here:
https://soundcloud.com/tlrhub/session-2part-3-digital-collections-keynote
This document discusses the evolution of media from prehistoric times to the modern digital age. It describes four ages: 1) Pre-Industrial Age where communication methods included cave paintings, clay tablets, and papyrus. 2) Industrial Age brought printing presses and the telegraph. 3) Electronic Age saw the development of radio, TV, and early computers. 4) Information Age is driven by the Internet and digital technologies, including smartphones, social media, and wireless connectivity between devices (the Internet of Things). The document also outlines the roles of media in a democratic society such as being a channel of communication, watchdog, resource center, and advocate.
Avoiding the Digital Death Spiral – how measuring value and impact can preser...Simon Tanner
Keynote address to The Future of the Past: Digitisation of Rare and Special Materials Conference.
Rare Books & Special Collections Group Conference
4th – 6th September 2013, Canterbury Cathedral Lodge, Canterbury
Title: Avoiding the Digital Death Spiral – how measuring value and impact can preserve our Special Collections in the digital age.
By Simon Tanner,
Digital Humanities,
King's College London
@SimonTanner
Planning for Success: Surviving and Thriving through understanding the Value ...Simon Tanner
Public lecture given for the Medieval and Modern Manuscript Studies in the Digital Age (MMSDA) 2014, Cambridge, UK.
@SimonTanner
http://simon-tanner.blogspot.co.uk/
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This document summarizes a presentation on digital humanities given by Dr. Jennifer Dellner in October 2016. It defines digital humanities as the intersection of computing and humanities disciplines, involving the investigation and presentation of information in electronic form. It provides examples of digital humanities in practice, including open access textbooks, digital archives and exhibitions, e-literature, student projects, video games, and text analysis tools. The presentation demonstrates how digital tools can be used to study and engage with the humanities.
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Digital technologies now permeate all aspects of culture and scholarship in the humanities. Digital humanities explores how digital tools can enhance research by analyzing large datasets and presenting information in novel ways. As digital culture evolves, technology is transforming how cultural heritage is created, shared, and preserved. Scholars are exploring how to establish digital research environments and use tools like 3D modeling, digitization, and visualization to process and disseminate cultural resources. This supports efforts to sustain cultural traditions and make heritage materials globally accessible.
The document discusses digital preservation of cultural heritage. It analyzes the advantages and limitations of digital preservation according to Innis' media bias theory. Digital media can help preserve cultural heritage by capturing tangible and intangible aspects, ensuring integrity and convenience of access. However, digital materials are vulnerable to loss and damage over time due to fragile storage media and technological obsolescence. The uniqueness of art is also tied to cultural traditions that are living and changing.
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Simon Tanner discusses digital humanities and cultural value. He introduces the Balanced Value Impact Model for measuring impact and discusses the benefits of digital resources, including introducing new audiences and research areas. Tanner highlights examples of digital collections benefiting communities and economies by opening up access to collections and saving the sector millions. He questions whether digital humanities serves humanities for whom they are intended and who benefits from the research.
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This document provides an overview of digital humanities (DH), including definitions, a brief history, tools used in DH, and examples of DH projects and centers. DH is defined as using computational tools and methods to expand humanities research and communication. It has evolved from humanities computing beginning in the 1960s. Libraries play a key role in DH through activities like digitization, curation, and providing tools and space for DH work. The document discusses several DH tools and projects in South Africa and worldwide as illustrations.
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Ds7 monmouthpedia: exploring the community curation of the world's first wikipedia town
1. Attribution: John Cummings Wikimedia Commons
Exploring community curation
of the
World’s First Wikipedia Town
Matt Chilcott
PhD Researcher
Communities 2.0
3. PhD in Digital Inclusion, New
Technologies & Social Justice
A correlation exists between
enabling meaningful digital inclusion
and the manner in which internet
tools are constructed and utilised to
support excluded members of society
express their sense of identity and
cultural heritage.
DIJ Digital Inclusion Journal
- digital scholarship research
methodology
- portal of sources, evidence base
and dissemination tool
Matt Chilcott
PhD Researcher
Communities 2.0
5. Chilcott, M. & Damsell, T. (2012) DLPR Industrial
Past Heritage Interpretation Trail
Chilcott, M, Howell, R., Gray, M. & Damsell, T.
(2012) Ancient Cwmbran – A Walk through time
Digital Heritage Trail
Howell, R., Chilcott, M. Damsell, T. & Richards, E.
(2011) Raglan Under Siege 1646 Digital Heritage
Trail
Howell, R, Chilcott, M., Hadfield, T. & Richards, E.
(2010) Roman Caerleon Digital Interpretation
Trail
Chilcott, M., Howell, R., Damsell, T. &
Smith, A. (2010) Digital Heritage Learning and
Knowledge Exchange Zone, including the
Medieval Newport Virtual Museum - a Featured
Destination in Second Life
Chilcott, M., Howell, R., Hadfield, T & Pruegel, I
(2009)Reclaiming King Arthur - The Legend in the
Landscape
Howell, R., Chilcott, M., Hadfield, T & Richards, E.
(2008)Newport's Historical River Digital Heritage
Trail
http://idl.newport.ac.uk/romancaerleontrail/promo
6. Monmouthpedia is a World first project which attempted
to use Wikipedia (the People’s Encyclopedia) to cover
every notable place, person, artefact, plant, animal and
other things in Monmouth in as many languages as
possible.
Devised by John Cummings and supported by Wiki Media
UK, Monmouthshire County Council and local and global
content creating contributors.
Philosophical underpinning - Knowledge gives us context
and it allows us to appreciate our surroundings more.
The Council for British Archaeology designated
Monmouth as the seventh best town for archaeology in
Britain.
Monmouthpedia uses QRpedia codes, a type of bar code
a smartphone can read through its camera (using one of
the many free QR readers available) that takes you to a
Wikipedia article in your language.
7. http://qrpedia.org
QRpedia is the first language detecting QR code that can connect community
curated notable digital content around the world to Wikipedia.
Developed by Roger Bamkin and Terence Eden in 2011 & originally deployed in a
curatorial context in Museums across the world.
People scan a QR code and are taken directly to a mobile friendly Wikipedia page
written in the user’s preferred language.
8. Wiki Media UK statement on Monmouthpedia:
We’re working to make the sum total of human
knowledge available to everyone, everywhere, for free.
For this aim to ever be achievable will require mass
collaboration and mobilisation of communities = local
communities, but on a global level.
Monmouthpedia is the first step in this process and shows
a way for other communities to follow.
Or, as our co-founder Jimmy Wales puts it:
“Imagine a world in which every single person on the
planet is given free access to the sum of all human
knowledge. That’s what we’re doing.”
In January 2012 Wikipedia was the 6th most visited
webspace in the world and Wicipedia Cymraeg is
identified by Welsh Government as the most visited web
space in the Welsh language.
9. QR codes are extremely useful, as physical signs have no
way of displaying the same amount of information and in
a potentially huge number of languages.
Over 1000 QRpedia codes have been deployed around the
Monmouth to date.
Articles have coordinates (geotags) to also allow a virtual
tour of the town using Wikipedia's mobile apps (or the
Wikipedia layer on Google Streetview) and are available in
augmented reality software including Layar.
Ceramic plaques for places exposed to the elements for
articles specific to Monmouth.
Labels for use inside buildings, e.g. for objects in
museums.
Glass stickers in the windows of shops to give information
on their professions .
10.
11. Community co-created content curated through local
and international online collaboration .
Use of QRpedia code technology to enable anywhere
access to the relevant content from the People’s
Encyclopaedia throughout the town.
Community collaboration with the Museum, Library,
Tourism and University contributors to enable a pervasive
museum visitor experience .
Local knowledge and curation of the digital space creating
visitor trails and sharing of newly digitised content
celebrating the cultural identity and heritage of the town.
New sense of place and enabling new understandings and
digital identity with both a local and global reach.
Monmouth as a consequence has become Wales’ first
Wifi Town with free public access to the internet . There is
a new emphasis on anywhere or mobile digital inclusion.
12. Over 1000 new images relating to Monmouth shared for
creative commons use in Wiki Media Commons over a 4
month period.
Attribution: Victuallers Wiki Commons
13. Over 1000 QRpedia codes around the town including -
including the Heritage trail, Food Mile trail, the
Professions trail, fingerpost signs, plaques on
buildings, codes in the Shire Hall, Monmouth
Museum, Regimental Museum.
Monmouth Library embraced potential of QRpedia have
been adding codes in books linking to the authors.
In May 2012:
550 of the articles generated for the Monmouthpedia
experience were available in over 30 different languages.
Launch media led to 270+ newspaper articles in 38
countries, including Independent, Wall Street
Journal, New York Times, Times of India, Iran Today……
14.
15.
16. Exploring the Literacy & Lifecycle of Digital Curation
Source: DCC Digital
Curation Centre
http://www.dcc.ac.uk
/resources/curation-
lifecycle-model
17.
18. Attribution: John Cummings Wikimedia Commons
Exploring community curation
of the
World’s First Wikipedia Town
Matt Chilcott
PhD Researcher
Communities 2.0