The document outlines a project that aims to encourage the use of new technologies in cultural heritage by promoting EU-funded technological solutions to stakeholders. It faces challenges of access to ICT, communication between cultural and technology groups, and addressing user needs. The project will raise awareness of technologies, promote solutions to stakeholders through events, validate technologies, and create a sustainable community around cultural heritage and technology. It is supported by an expert group and brings together technology providers, cultural institutions, and end users in its consortium.
Museums are content generators by nature. Today their role as connectors between the collection knowledge and the visitors / users is gaining more and more strength. Museums are still exploring ways of connecting stories to people. Wit examples of best practices of museums worldwide on social media, website renovations, online collections, mobile. Digital and Content strategy.
At this online web conference, the Europeana Aggregators’ Forum will open their virtual doors to cultural heritage professionals and anyone with an interest in high quality, open cultural heritage content.
Closing keynote for Sharing is Caring X Stockholm
Nationalmuseum Stockholm and The Royal Armoury
16-17 September 2019
http://sharecare.nu/stockholm-x-2019/
This is a ppt from my recent talk to an international group of professionals Black Sea and Balkan Regions on Culture and Sustainable Development hosted by the Ministry of Culture of Bulgaria.
The presentation is interactive based on personal research multiple sources. It is meant to be moderated and leading from general to some more specific insights on sustainable networks in culture.
Core message - networks are essential for business, policy makers, creators because they maintain the innovation drive and the cross-over and spill-over effects. In particular the engagemnet of public and users in designing together policies, practices, production and distribution are the focus of regional COOPERATION.
The Recurated Museum: II. Museums, Identity, & CommunityChristopher Morse
Slides from the second session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Culture Untapped: inspirational content & fresh ideas for your gamesMilena Popova
Games are often brain- and resource-intensive projects. Why not save precious time and exploit untapped, powerful sources of inspiration and material? Discover Europeana, a digital platform for culture giving access to over 43 million records of great thematic and media variety, coming from 3300 heritage organizations and available in 31 languages.
This presentation shows how this huge database can help game creation process with fresh ideas and “building blocks” of diverse and high-quality digital content. Game developers will look at inspiring content picks, learn more about technical tools and services to access and use the digital material and see some real-life examples of creative re-use of cultural content in educational and tourism games.
3D ICONS: Europeana goes 3D, Daniel Pletinckx, Visual Dimension Belgium3D ICONS Project
This presentation by Daniel Pletinckx of Visual Dimension and 3D ICONS describes the requirements for publishing 3D media in Europeana. It discusses the developments in 3D PDF, Pseudo3D (panoramas), Unity3d/Unreal, Remote rendering, Web GL and Web GL based streaming, and 3DHOP (the 3D Heritage Online Presenter) developed by ISTI CNR. It then discusses the user experience of the various technical solutions and presents examples.
Museums are content generators by nature. Today their role as connectors between the collection knowledge and the visitors / users is gaining more and more strength. Museums are still exploring ways of connecting stories to people. Wit examples of best practices of museums worldwide on social media, website renovations, online collections, mobile. Digital and Content strategy.
At this online web conference, the Europeana Aggregators’ Forum will open their virtual doors to cultural heritage professionals and anyone with an interest in high quality, open cultural heritage content.
Closing keynote for Sharing is Caring X Stockholm
Nationalmuseum Stockholm and The Royal Armoury
16-17 September 2019
http://sharecare.nu/stockholm-x-2019/
This is a ppt from my recent talk to an international group of professionals Black Sea and Balkan Regions on Culture and Sustainable Development hosted by the Ministry of Culture of Bulgaria.
The presentation is interactive based on personal research multiple sources. It is meant to be moderated and leading from general to some more specific insights on sustainable networks in culture.
Core message - networks are essential for business, policy makers, creators because they maintain the innovation drive and the cross-over and spill-over effects. In particular the engagemnet of public and users in designing together policies, practices, production and distribution are the focus of regional COOPERATION.
The Recurated Museum: II. Museums, Identity, & CommunityChristopher Morse
Slides from the second session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Culture Untapped: inspirational content & fresh ideas for your gamesMilena Popova
Games are often brain- and resource-intensive projects. Why not save precious time and exploit untapped, powerful sources of inspiration and material? Discover Europeana, a digital platform for culture giving access to over 43 million records of great thematic and media variety, coming from 3300 heritage organizations and available in 31 languages.
This presentation shows how this huge database can help game creation process with fresh ideas and “building blocks” of diverse and high-quality digital content. Game developers will look at inspiring content picks, learn more about technical tools and services to access and use the digital material and see some real-life examples of creative re-use of cultural content in educational and tourism games.
3D ICONS: Europeana goes 3D, Daniel Pletinckx, Visual Dimension Belgium3D ICONS Project
This presentation by Daniel Pletinckx of Visual Dimension and 3D ICONS describes the requirements for publishing 3D media in Europeana. It discusses the developments in 3D PDF, Pseudo3D (panoramas), Unity3d/Unreal, Remote rendering, Web GL and Web GL based streaming, and 3DHOP (the 3D Heritage Online Presenter) developed by ISTI CNR. It then discusses the user experience of the various technical solutions and presents examples.
Franco Niccolucci, 'The integration and management of archaeological datasets...3D ICONS Project
Franco Niccolucci, 'The integration and management of archaeological datasets: the Europeana projects CARARE and 3D ICONS', a position paper given at the World Archaeology Congress, Jordan, January 2013
MOVIO: Interactive digital storytelling for mediation and valorisation of cul...Sam Habibi Minelli
One of the main goals of the GLAMs (Galleries,
Libraries, Archives, and Museums) is the promotion
and dissemination of knowledge and culture.
They accomplish their mission thanks to knowledge
dissemination activities that include, among others,
temporary and permanent exhibitions and
performances that follow codified models, whose goal is
to expose citizens to the national and international
cultural and artistic heritage. For more information about AthenaPlus project, visit: http://www.athenaplus.eu/index.php
The project had its fundamentals from the OCSE Manual “A guide for local
governments, communities and museums ” that explains the importance and effect
on local community of transforming a museum from a place to visit into a “living
museum”, seen from the citizens and local government like the central point of the
local development.
B1 maria teresanatale_storytelling_movioevaminerva
2014 EVA/Minerva Jerusalem International Conference on Digitisation of Cultural Heritage
http://2014.minervaisrael.org.il
http://www.digital-heritage.org.il
Designing access to audiovisual cultural heritage. The case of the CarrotMariana Salgado
This paper presents the design of an application
for engagement with audiovisual digital cultural heritage in
the classroom, called the Carrot. The aim of this interactive
tool is to make online cultural heritage accessible and
understandable for students in different levels of education.
In relation to this work we pose two research questions: Why
do we need to develop tools for contextualization of
audiovisual cultural heritage? And: How do we design and
develop such tools? The preliminary answers to these
questions come from our experiences in the design process,
which deepened our understanding of a tool in the context of
the classroom. We then relate this to the digital humanities
project, EUscreenXL. Initial conclusions suggest that tools
for contextualization of audiovisual cultural heritage can
engage students with cultural heritage, develop digital media
literacy, and support contemporary didactics. These tools
need to be developed across platforms, using nonproprietary
software and involving a multidisciplinary
group of experts.
B1 maria teresanatale_storytelling_movioevaminerva
2014 EVA/Minerva Jerusalem International Conference on Digitisation of Cultural Heritage
http://2014.minervaisrael.org.il
http://www.digital-heritage.org.il
Digital strategy in museums: need, trends, challenges.
Stratégie digitale au musée: besoin, tendances, défis.
Presentation for #ICOFOM14 (ICOM Committee for Museology). Paris 2014
Tous Géographes ? Quel enseignement de la géographie dans un monde tout numér...Sophie TAN - EHRHARDT
Mémoire de Master 2 MEEF réalisé dans le cadre de la formation professionnelle au métier de professeur d'histoire-géographie, sous la direction d'Henri Desbois.
Ce mémoire analyse les bouleversements de l'enseignement de la géographie à l'ère du numérique et d'Internet.
Fidéliser à l'heure du numérique, les enjeux pour le monde culturel et pour l...Sophie TAN - EHRHARDT
Mémoire d’étude réalisé en 2011 dans le cadre de la 5ème année MCM (marketing communication management) à l'ISCOM
Sous la direction de Dina Estèves et Nicolas Loubet
Du Web 1.0 au Web 2.0, évolution de l'utilisation du web par les muséesSophie TAN - EHRHARDT
Mémoire d'étude réalisé en 2010 dans le cadre de la 1ère année de 2nd cycle de l'Ecole du Louvre, muséologie & médiation culturelle.
Sous la direction de Mme Bernadette Dufrêne.
Communiqué de Presse en français sur l'association LT-Innovate et les Technologies du Langage en Europe.
French Press Release about LT-Innovate and Language Technologies in Europe.
Envie d'en savoir plus sur les Technologies du Langage et l'association LT-Innovate? Jetez un oeil à ce document en français!
Want to know more about Language Technologies and LT-Innovate? Have a look at this document! (in French)
2. PROJECT AIMS!
➔ ENCOURAGE the use of New Technologies that have the
potential to revolutionise: "
" "- new ways to access cultural heritage and "
" "- experiences offered by cultural resources "
in both, real and virtual environments."
ê
➔ look at technologies arriving from EU funded projects"
➔ promote these technologies to stakeholders who will apply them"
➔ relate technologies to showcase scenarios for easier up-take"
3. PROJECT BACKGROUND
CHALLENGES!
➔ Knowledge of and access to ICT for Cultural Heritage"
➔ Communication between Cultural Heritage institutions
and technology developers"
➔ Shortcoming in addressing user needs, in particular
young people"
4. PROJECT BACKGROUND
OPPORTUNITY!
Social goals: !
➔ new ways of access to Cultural Heritage for all"
Economic goals: !
➔ new jobs through ICT for Cultural Heritage"
➔ Increased interest in Cultural Heritage"
➔ Up-take of IT and boost of IT industry "
5. IMPLEMENTATION ACTIVITIES!
1. Raise awareness of IT for Cultural Heritage research results by:!
➔ Results stock‐taking and needs analysis for take‐up"
➔ Use of this analysis for Summer Stages and on-line modules"
"
2. Promote new technological solutions to cultural stakeholders by:!
➔ eCult Dialogue Days; Summer Stages; Expert Group Workshop"
➔ eCult Observatory"
"
3. Validate technological solutions in different environments by:!
➔ eCult Dialogue Days and Living Labs"
!
4. Provide tools for easier take‐up of technological solutions!
➔ Set up and maintenance of eCult Observatory "
"
5. Encourage cross‐fertilisation through the creation of a sustainable eCult
Stakeholders community!
➔ eCult Ambassadors"
➔ eCult Expert Group eCult Dialogue Days"
➔ eCult (on-line) community"
6. IT EXAMPLES FOR CULTURAL HERITAGE!
CHESS integrates interdisciplinary research in personalisation
and adaptivity, digital storytelling, interaction methodologies, and
narrative‐oriented mobile and mixed reality technologies. Its use
of bodystorming with augmented reality promises cutting‐edge
cultural experiences."
www.chessexperience.eu"
DECIPHER STORYSPACE is a prototype system developed by
Open University for creating and exploring stories associated with
heritage objects and their related events. Open University has
developed the curate ontology for describing aspects of curatorial
narratives and their underlying conceptual structure."
www.decipher‐research.eu"
7. IT EXAMPLES FOR CULTURAL HERITAGE!
ARTSENSE will create a new generation of mobile museum guides based
on the novel concept of Adaptive Augmented Reality (A2R). This cutting‐
edge technology will include gaze‐and gesture‐controlled interaction, giving
visitors the feeling that physical objects are directly responding to them.
www.artsense.eu"
VIRTUAL MUSEUMS are personalized, immersive, interactive
experiences online, in museums and on heritage sites. The network
will set up a service platform to integrate virtual museum tools and
services, to be used by the whole community."
www.v‐must.net"
PATHS is creating a system that acts as an interactive personalised tour
guide through existing digital library collections. Navigation will be based
around the metaphor of a path through the collection. It can be based
around any theme, for example artist and media, historic periods, places
and famous people."
www.paths-project.eu"
8. STAKEHOLDERS!
eCultValue will bring together the different Stakeholders in
the DIGITAL CULTURE VALUE CHAIN!
"
➔ Technology Solutions Providers (e.g. research
institutions, ICT SMEs)"
➔ Users (e.g. museums, other public and private cultural
institutions) "
➔ End Users (e.g. visitors, "digital natives" that consume
content through social media, mobile apps etc.)"
9. EXPERT GROUP!
The partnership is supported by the eCult
Expert Group. A group of key persons from all
stakeholder groups in the cultural and ICT
field, that will act as think‐tank and Advisory
Board for the project."
"
It is a relatively small group (5 persons) to
ensure its concrete involvement in the project’s
activities. The experts will be invited as speakers
and chairs in the eCult events, provide input
and assess the projects main outcomes. "
"
At least 3 virtual meetings between the Expert
Group and the project’s consortium will be
organised and will guarantee a continuous
exchange among the experts and between the
group and the project."
11. CONTACTS!
For further information please visit www.ecultvalue.eu "
or contact the Outreach manager at info@ecultvalue.eu"
You can also visit the eCult
Observatory on-line platform
directly through the QR-logo beside"
To read this QR-code, we recommend you the i-Nigma
application available here www.i-nigma.mobi "