Formerly of the Science Museum, Mia Ridge used her knowledge of current trends in the museum and consumer digital environment to explore next steps and important priorities for the years ahead.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
Ronald Lenz discusses designing augmented experiences for cities using mobile technologies. He argues that cities are constantly changing due to user-generated content online. A new platform called 7scenes allows users to create, publish and share location-based games and tours. It provides tools to add interactive elements like tasks, media and rewards to locations on a map. Lenz envisions cities becoming open platforms where developers can create new experiences that change people's perceptions by making use of physical spaces and movement of people and things in theatrical ways.
Abstract. This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.
Is geotagging the new tool in the documentary toolbox?Ronald Lenz
This document discusses how geotagging can be used as a new tool in documentaries and creative works. It suggests that geotagging allows people to visualize invisible elements and histories of places. Locations and landmarks can be combined with rich media content, themes, and narratives to create new meaning and experiences for viewers. When guided by rules and interaction, geotagged works can turn real world landscapes into interactive "exhibitions" that bring history alive and make the cultural aspects of places more personal. A variety of examples of existing geotagged works are provided.
This document discusses mobile storytelling platforms that allow museums and cultural institutions to create location-based audio and visual content tours that visitors can experience using smartphone apps. It describes the 7scenes platform, which provides tools for content management, online publishing of tours, and mobile apps. The platform was used to create a large mobile storytelling initiative in Amsterdam involving over 20 museums. Key lessons learned include the importance of effective storytelling, indoor/outdoor content, communication strategies, collaboration between institutions, and integrating mobile experiences into the full tourist visit cycle. Future directions discussed include improving indoor positioning, opening content creation, analyzing user data, and partnering with other cities.
99% of historic monuments have been destroyed over time, leaving tourists frustrated by their inability to visualize how places once looked. PiligrimXXI is an augmented reality mobile application that acts as a "time machine", allowing users to see reconstructed versions of historic sites overlaid in the real world. It has already developed an app for Ludza Castle in Latvia, and seeks investment to install its technology in 30 new locations per year and gain 1.6 million paid downloads to generate $67 million in revenue by its third year.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
Digital heritage aims to preserve cultural heritage through virtual and immersive technologies. However, it faces several challenges:
1) Projects often fail to be robust, usable or reused as infrastructure is missing to support long-term preservation and research.
2) While new technologies can suggest new ways to engage with heritage, there is an inherent conflict with preserving heritage content over time as technologies change.
3) Virtual experiences struggle to authentically convey the emotions and significance felt when experiencing real cultural sites and objects. While technologies advance quickly, virtual heritage has not proven it can meaningfully replace encounters with real heritage.
Ronald Lenz discusses designing augmented experiences for cities using mobile technologies. He argues that cities are constantly changing due to user-generated content online. A new platform called 7scenes allows users to create, publish and share location-based games and tours. It provides tools to add interactive elements like tasks, media and rewards to locations on a map. Lenz envisions cities becoming open platforms where developers can create new experiences that change people's perceptions by making use of physical spaces and movement of people and things in theatrical ways.
Abstract. This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.
Is geotagging the new tool in the documentary toolbox?Ronald Lenz
This document discusses how geotagging can be used as a new tool in documentaries and creative works. It suggests that geotagging allows people to visualize invisible elements and histories of places. Locations and landmarks can be combined with rich media content, themes, and narratives to create new meaning and experiences for viewers. When guided by rules and interaction, geotagged works can turn real world landscapes into interactive "exhibitions" that bring history alive and make the cultural aspects of places more personal. A variety of examples of existing geotagged works are provided.
This document discusses mobile storytelling platforms that allow museums and cultural institutions to create location-based audio and visual content tours that visitors can experience using smartphone apps. It describes the 7scenes platform, which provides tools for content management, online publishing of tours, and mobile apps. The platform was used to create a large mobile storytelling initiative in Amsterdam involving over 20 museums. Key lessons learned include the importance of effective storytelling, indoor/outdoor content, communication strategies, collaboration between institutions, and integrating mobile experiences into the full tourist visit cycle. Future directions discussed include improving indoor positioning, opening content creation, analyzing user data, and partnering with other cities.
99% of historic monuments have been destroyed over time, leaving tourists frustrated by their inability to visualize how places once looked. PiligrimXXI is an augmented reality mobile application that acts as a "time machine", allowing users to see reconstructed versions of historic sites overlaid in the real world. It has already developed an app for Ludza Castle in Latvia, and seeks investment to install its technology in 30 new locations per year and gain 1.6 million paid downloads to generate $67 million in revenue by its third year.
The organization was invited to participate in an accreditation pilot program in 2010, with submissions due in 2011. The document discusses completing various plans and using the accreditation process as an opportunity for reflection, external scrutiny, and internal auditing. It sees the benefits as establishing benchmarks, identifying gaps, and contributing to future planning, with the goal of creating a better museum through external validation and more integrated management.
The document discusses how digitizing manuscripts can help turn them into cultural heritage by enabling scholarly work like modeling, aggregation, and annotation. It provides examples of projects that have developed tools and standards to publish digitized collections as linked open data, including Europeana and DM2E. The goal is to advance beyond simply emulating manuscripts and instead use semantic technologies to facilitate new digital humanities research through contextualization, reasoning over triple sets, and generating digital heuristics.
The document discusses the priorities and future directions for museum documentation as outlined by Nick Poole of the Collections Trust. It identifies 10 strategic priorities for documentation, including demonstrating how documentation delivers value, supporting digital asset management, treating museums as knowledge organizations, and evolving documentation to support proactive collections development. It also outlines the Collections Trust's work programs and the future roadmap for the SPECTRUM documentation standard.
Marco de Niet from the leading Digital foundation in the Netherlands will explore their work analysing how museums, archives and libraries can adopt innovative business models to drive new growth.
This document provides a summary of the digitization planning for the 3D-ICONS project funded by the European Commission. It outlines the granularity of the 3D models to be created, the metadata to be collected, acquisition and post-processing methodologies, an updated list of objects and sites to be digitized, and digitization targets for each partner. The document establishes guidelines for compiling information on the cultural heritage objects and sites to be digitized through the project.
Museums Association Seminar Presentation - Practical support for Accreditatio...Collections Trust
Presentation given by Susanna Hillhouse, Museum Consultant, and Laura Whitton, Partnerships Manager at the Collections Trust, at the MA Conference, October 2011.
This document provides an outline and overview of an internship project conducted with the organization City Space Architecture in Bologna, Italy. The goal of the project was to study and digitally document public spaces in Bologna's historic center using photography and 3D modeling tools to better understand the tangible, intangible, and living cultural heritage aspects that contribute to the "spirit of place." Activities during the internship included workshops on photogrammetry and 3D modeling software, attending an urban planning conference, and hosting a research seminar. The final work-in-progress included merged 3D models and an initial attempt at mapping intangible/living layers onto an online map. Future work could involve collaborating with other
Risk, Resilience & Accountability: Managing Cultural PropertyCollections Trust
Introduction to the legal and professional management of cultural property in museums, presented at the UK Registrars Group event in Birmingham, May 2014
Mobile Learning @ VTC, Hong Kong - Aug/Sept '10Ronald Lenz
The document provides information about a series of mobile learning events taking place in Hong Kong from August 31st to September 1st. It includes an outline of seminars, showcases, and workshops on topics related to mobile learning, opportunities and challenges in education, and sharing experiences with mobile learning projects. Ronald Lenz, the research head of the Urban Reality Lab and creative director of 7scenes, will facilitate the events and discuss mobile learning scenarios and tools.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
This document discusses using augmented reality and digital media to engage diverse museum audiences. It presents several projects using technologies like augmented reality browsers, motion capture, HTML5 canvas, and cultural design tools to develop representations and artifacts that can be overlaid on the physical world. Museums are encouraged to use open platforms and situate projects in mixed reality environments to cultivate participation from various social and economic groups. Contact information is provided for several relevant technologies and initiatives.
The Recurated Museum: V. Collections Communication & StorytellingChristopher Morse
Slides from the fifth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Transmedia: The Digital Opportunities in ContextCorey Timpson
Transmedia storytelling: bringing the static to life and accomplishing several strategic objectives with 360° experience design. CMA 2017 presentation.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Swipe, Sketch, Share: The Modern Artist's Journey into Digital ArtworkMy Art Pix
With the advent of digital artwork, the creative process has evolved, offering new avenues for expression and collaboration. From novice doodlers to seasoned professionals, childrens artwork and artists of all backgrounds are embarking on a digital journey, where they swipe, sketch, and share their creations with the world.
Explore the evolution of art preservation through technology, from the printing press to AR and VR, discover how digital imaging enhance our engagement.
This document discusses re-inventing tourism through pervasive and mobile technologies. It suggests new forms of tourism that combine public, family, personal, social and virtual visiting experiences. Some examples mentioned include exploring tourist sites virtually before visiting, joining live guided tours from home, using augmented reality guides at locations, and engaging with places through location-based games, media and activities. The document raises questions about how to fully design cities for digitally enhanced visiting while considering issues of privacy, safety and digital rights. It discusses the Horizon Creative Visiting theme which aims to explore how to connect real and virtual visitors and re-invent culture, tourism and guiding for diverse groups through innovative uses of technology.
The organization was invited to participate in an accreditation pilot program in 2010, with submissions due in 2011. The document discusses completing various plans and using the accreditation process as an opportunity for reflection, external scrutiny, and internal auditing. It sees the benefits as establishing benchmarks, identifying gaps, and contributing to future planning, with the goal of creating a better museum through external validation and more integrated management.
The document discusses how digitizing manuscripts can help turn them into cultural heritage by enabling scholarly work like modeling, aggregation, and annotation. It provides examples of projects that have developed tools and standards to publish digitized collections as linked open data, including Europeana and DM2E. The goal is to advance beyond simply emulating manuscripts and instead use semantic technologies to facilitate new digital humanities research through contextualization, reasoning over triple sets, and generating digital heuristics.
The document discusses the priorities and future directions for museum documentation as outlined by Nick Poole of the Collections Trust. It identifies 10 strategic priorities for documentation, including demonstrating how documentation delivers value, supporting digital asset management, treating museums as knowledge organizations, and evolving documentation to support proactive collections development. It also outlines the Collections Trust's work programs and the future roadmap for the SPECTRUM documentation standard.
Marco de Niet from the leading Digital foundation in the Netherlands will explore their work analysing how museums, archives and libraries can adopt innovative business models to drive new growth.
This document provides a summary of the digitization planning for the 3D-ICONS project funded by the European Commission. It outlines the granularity of the 3D models to be created, the metadata to be collected, acquisition and post-processing methodologies, an updated list of objects and sites to be digitized, and digitization targets for each partner. The document establishes guidelines for compiling information on the cultural heritage objects and sites to be digitized through the project.
Museums Association Seminar Presentation - Practical support for Accreditatio...Collections Trust
Presentation given by Susanna Hillhouse, Museum Consultant, and Laura Whitton, Partnerships Manager at the Collections Trust, at the MA Conference, October 2011.
This document provides an outline and overview of an internship project conducted with the organization City Space Architecture in Bologna, Italy. The goal of the project was to study and digitally document public spaces in Bologna's historic center using photography and 3D modeling tools to better understand the tangible, intangible, and living cultural heritage aspects that contribute to the "spirit of place." Activities during the internship included workshops on photogrammetry and 3D modeling software, attending an urban planning conference, and hosting a research seminar. The final work-in-progress included merged 3D models and an initial attempt at mapping intangible/living layers onto an online map. Future work could involve collaborating with other
Risk, Resilience & Accountability: Managing Cultural PropertyCollections Trust
Introduction to the legal and professional management of cultural property in museums, presented at the UK Registrars Group event in Birmingham, May 2014
Mobile Learning @ VTC, Hong Kong - Aug/Sept '10Ronald Lenz
The document provides information about a series of mobile learning events taking place in Hong Kong from August 31st to September 1st. It includes an outline of seminars, showcases, and workshops on topics related to mobile learning, opportunities and challenges in education, and sharing experiences with mobile learning projects. Ronald Lenz, the research head of the Urban Reality Lab and creative director of 7scenes, will facilitate the events and discuss mobile learning scenarios and tools.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
This document discusses using augmented reality and digital media to engage diverse museum audiences. It presents several projects using technologies like augmented reality browsers, motion capture, HTML5 canvas, and cultural design tools to develop representations and artifacts that can be overlaid on the physical world. Museums are encouraged to use open platforms and situate projects in mixed reality environments to cultivate participation from various social and economic groups. Contact information is provided for several relevant technologies and initiatives.
The Recurated Museum: V. Collections Communication & StorytellingChristopher Morse
Slides from the fifth session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Transmedia: The Digital Opportunities in ContextCorey Timpson
Transmedia storytelling: bringing the static to life and accomplishing several strategic objectives with 360° experience design. CMA 2017 presentation.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Swipe, Sketch, Share: The Modern Artist's Journey into Digital ArtworkMy Art Pix
With the advent of digital artwork, the creative process has evolved, offering new avenues for expression and collaboration. From novice doodlers to seasoned professionals, childrens artwork and artists of all backgrounds are embarking on a digital journey, where they swipe, sketch, and share their creations with the world.
Explore the evolution of art preservation through technology, from the printing press to AR and VR, discover how digital imaging enhance our engagement.
This document discusses re-inventing tourism through pervasive and mobile technologies. It suggests new forms of tourism that combine public, family, personal, social and virtual visiting experiences. Some examples mentioned include exploring tourist sites virtually before visiting, joining live guided tours from home, using augmented reality guides at locations, and engaging with places through location-based games, media and activities. The document raises questions about how to fully design cities for digitally enhanced visiting while considering issues of privacy, safety and digital rights. It discusses the Horizon Creative Visiting theme which aims to explore how to connect real and virtual visitors and re-invent culture, tourism and guiding for diverse groups through innovative uses of technology.
Radical Social Media: Mobilizing Museum Communities to do Meaningful WorkNancy Proctor
This document discusses how museums can use radical social media and mobile technologies to mobilize communities and do meaningful work. It provides examples of how museums like the Powerhouse Museum, V&A, and Stedelijk Museum have successfully involved online communities through crowdsourcing information about collections and exhibitions. The document advocates for designing mobile programs that make the museum experience more relevant and sustainable by knowing the audience and cultivating quality conversations online. It also presents strategic goals for connecting museum mobile initiatives across a shared infrastructure and standards.
Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
Presentation about the project re:DDS at the University of Malta, 22 May 2014.
The project attempts to reconstruct the virtual city, the DDS. De Digitale Stad (DDS), the Digital City, is an unique case study to tell the history of e-culture in Amsterdam. The goals of the project re:DDS are:
- To preserve the internet-historical monument DDS
- To map the history of the DDS, internet and e-culture in Amsterdam
- To include the DDS in the collections of the heritage institutions of Amsterdam
- A pilot for net-archaeology: how to reconstruct, preserve and retrieve the virtual city DDS (DDS is born-digital) and make it accessible to the public, on a scientific and social level.
For more information see:
http://hart.amsterdammuseum.nl/re-dds
The document introduces PiligrimXXI, an augmented reality mobile application that aims to address the frustration tourists experience when visiting historic ruins that have been largely destroyed. By using AR technology, the app allows users to visualize how the ruins would have originally looked and interact with virtual historical environments and characters. It describes how the app works, the technology behind it, traction gained so far including funding and partnerships, the target market and business model, and provides an overview of the founders and investment details.
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
PAN Studio designs unique experiences that blend technology, theatre, games and art. They create immersive experiences that engage audiences through multi-sensory interactions and elicit powerful emotional responses. Some of their past projects include Hello Lamp Post, an interactive game where players could text message with street furniture, and various installations for cultural institutions that incorporated interactive elements.
Similar to Looking to the Future by Mia Ridge (20)
This document summarizes a workshop on collections management skills. The workshop objectives are to introduce the work of Collections Trust, explain their Collections Management Competency Framework, promote continuing professional development in collections management, and develop advocacy skills. The Collections Trust is a professional association that seeks to further the interests of collections management professionals and raise standards. Collections management involves strategies, policies and procedures relating to a collection's development, documentation, access and care. The workshop covers topics like the competency framework, planning continuing professional development, and techniques for advocating for collections management.
A basic introduction to the key themes an issues relating to the management and stewardship of cultural property in museum, library, archive and gallery (cultural heritage) collections.
Presentation to the 2D & 3D Digitisation conference at the Rijksmuseum in Amsterdam looking at the challenge and opportunity of embedding photograpy into collections management practice in museums.
The document outlines a campaign called the Campaign for Good Curatorship, which aims to reverse the decline of curators in British museums. It notes that there has been a 35% loss of natural history curators and 23% loss of art curators over the last 10 years. The campaign advocates for appropriate levels of curatorial staff in museums to ensure collections remain relevant, exhibitions are effective, collections are properly managed, and cultural objects are cared for now and for future generations. It calls on various organizations to support curatorship through research, accreditation standards, and acknowledging curators' role in museums.
Many museums are considering how to use open licenses to support the delivery of their public mission and increase their visitor numbers. In this presentation, Nick Poole explores two case studies and provides some simple steps for museums wanting to 'open up' their collections online.
Nothing About Us Without Us: Community engagement & technology in museums Collections Trust
Presentation to the Churches Conservation Trust looking at the ways in which community engagement and technology are helping shape a new relationship between museums and their audience.
The Collections Trust seminar introduces attendees to the work of the Collections Trust and excellence in collections management. It covers understanding audiences, managing change in museums, and introduces the Excellence in Collections management model and standards. Attendees are encouraged to participate actively and network. Resources provided include information sheets, slides, and feedback forms.
This document provides an overview of a Collections Trust seminar held in Brighton in December 2014. It includes:
- Welcome and introductions by Nick Poole, CEO of the Collections Trust since 2004.
- Objectives for the seminar which are to introduce the work of the Collections Trust, explore how collections management supports audience needs, and highlight tools/resources/services.
- An overview of the Collections Trust's programs and products including standards, training, digital development, policy influence, and knowledge sharing networks. Specific programs on security, energy efficiency, pests, insurance, participation, digitization and copyright are highlighted.
The document summarizes a seminar held by the Collections Trust on effective collections management. It introduces the aims of the seminar which are to introduce the work of the Collections Trust, share experience in collections management practice, and provide networking opportunities. It outlines the agenda which includes speakers on the work of the Arts Council England, a case study from Colchester and Ipswich Museum Service, and a museum development update. The document provides logistical information and invites participants to discuss what they want to get out of the seminar.
The Collections Trust is a UK-based charity that promotes standards and best practices in collections management. This document summarizes a seminar presented by the Collections Trust on copyright issues affecting museums. It discusses how two museums, York Museums Trust and Derby Museum and Art Gallery, have adopted open content licensing strategies to share their digital collections online. Both cases demonstrate positive outcomes from increased access and visibility, though each museum has different policies around what content can be shared openly. The document concludes by advising museums to consider their mission and goals when developing an open content strategy.
The document discusses how 3D technologies can be used to enhance understanding and experiences of cultural heritage. It provides examples of 3D scanning and printing being used for conservation, research, accessibility, management and commercial opportunities. While the technologies provide benefits, challenges include integration, platform choices, digital preservation and rights. The focus should be on using 3D to enrich experiences and management of collections, not as an end itself.
The document outlines the agenda for a workshop on going digital for the South East Museum Development, including sessions on setting goals and developing plans of action for digital strategies, creating digital content, and developing an online presence, with a focus on networking and sharing best practices.
Introducing 'Investors in Collections' - a new development tool for museumsCollections Trust
Introduction to the Collections Trust's 'Investors in Collections' a new development tool and award for museums recognizing excellence in Collections Management practice.
Writing effective grant proposals for Collections projectsCollections Trust
The Collections Trust has created over £15m in successful grant proposals since 2008. In this presentation, CEO Nick Poole explores what it takes to write an effective grant proposal, what to avoid and where to look for funding.
Striking the Balance - public access and commercial reuse of digital contentCollections Trust
Presentation to the Association of Cultural Enterprises Picture Library Symposium on the subject of how UK museums are striking the balance between public access to and commercial reuse of digital cultural content.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
3. …but we're Rich user experiences Transmedia The arrrrs (QR, AR) Crowdsourcing Games Service design
4. Transmedia Content and experiences across platforms: in-gallery, on your website, on social media, in print, in games, in audio… …and ideally audience participation changes things... A challenge to the primacy of exhibitions
10. Crowdsourcing and participation Try transcriptions; image cropping; map rectification; metadata creation; experiential data… but show the impact Museum 2.0: Guest Post: Using Visitor Participation to Improve Object Labels at the San Diego Natural History Museum
11. Games New audiences; new types of engagement Location-based games (e.g. SVNGR) Crowdsourcing games (e.g. metadata games) Game-based learning (e.g. High Tea, Launchballetc) Image by: starmud
13. Service design Consistent user experience across all platforms Addresses every aspect of customer service Requires holistic strategy, end to silos Image by: tobiastoft
14. Common threads? Personal, mobile and on-demand No such thing as an off-line experience anymore New ways of telling stories New ways of reaching audiences New relationships with audiences Require holistic strategy and design Image by: Eire Sarah
16. Bite-size content Fit into people's lives Be where people hang out Be shareable Be 'snackable' - small curated collections of objects; images and video; blog posts; tweets; stories Image by: dhaun
For those who don't know me, I'm Mia Ridge, as the programme says, formerly of the Science Museum and now a PhD student at Open University. I've been a cultural heritage technologist for over a decade, and have worked internationally as a programmer, analyst, researcher and consultant. Lately I've been working on crowdsourcing, particularly through games and in my PhD with specialist users to digitise and geolocate historical materials.Why Ganesh? He's the god of new beginnings and the removal of obstacles.Image: Ganesh at the Asian Art Museum, San Francisco
First of all, it's important to acknowledge that audience expectations are set by their experiences outside the museum - in school, visitor attractions, cinemas, online, at home. Facebook teaches them to tag images, Foursquare to mark their location, Twitter to find engaged communities. Every bit of social media teaches them to share and be sociable. Some of them may be carrying cameras, game consoles and phones that are more modern than anything you could install in gallery.Image source: HoriaVarlan http://www.flickr.com/photos/horiavarlan/4269333919/
But it's not about competing with the changing technology and behaviours outside museums, it's about working with it. Designing an engaging visitor experience should be your starting point, then think creatively about how it could be enhanced with technology. And it's not all about technology - sometimes post-it notes are as good as an interactive kiosk. But that said, these are some digital trends I'm going to discuss…
Transmedia is a challenge to the primacy of exhibitions*, just as it's a challenge to the centrality of television to broadcasters. *Assuming you still believe that's the core museum experience for the majority…See http://www.guardian.co.uk/film/2011/jun/06/multimedia-content-television-shows for egs
Augmented reality layers can be triggered by location and orientation, as in this Wikitude example showing facts about a castle...http://leftrightandcentre.net/2009/06/17/augmented-reality-what-are-we-looking-at/wikitude-500x396-real/
Or by location and markers such as QR codes… and in this case, the museum has taken artworks to where the people are - a music festival. Stedelijk Museum at Lowlands festivalSee http://conference.archimuse.com/mw2011/papers/augmented_reality_and_the_museum_experience for moreImages from http://wttfuture.wordpress.com/2010/08/22/first-impressions-the-stedelijk-museum-art-collection-in-augmented-reality/
http://twitpic.com/3x2duchttp://nickmoyes.blogspot.com/2011/04/when-glam-met-wiki-wikipedia-and.html Nick Moyes, Terence Eden and Roger Bamkin
http://popupcity.net/2011/03/qr-storytelling/
A bus stop in the CivicCenter/Tenderloin district in San Francisco
There are more experts outside the museum than within, and the general public is gifted with the ability to describe your collections in the ordinary language that will help make it discoverable and engaging.If you're not sure what's best, why not ask your visitors? Everyone wins.Transcriptions (Old Weather shipping logs, NYPL menus), image cropping (V&A), Map rectification (Map Warper, NYPL), Metadata (steve.museum, metadata games), Audio-visual tagging (Waisda?)http://museumtwo.blogspot.com/2011/03/guest-post-visitor-participation-to.html
200 million people play casual games online. In 2010, UK research said 67% of the online audience (17 million people) play casual games on social networks, 20 million on mobile devices, 18 million on casual games portals. Games aren't new but they're powerful, and gamification is a buzzword to watch out for.Image source:starmud http://www.flickr.com/photos/tek/4372275755/sizes/m/in/photostream/
Our audiences are (getting) used to being heard… are we used to listening? Technology is not a babysitter, if can't deliver expectations think carefully before creating them. Are you in a dialogue with audiences or are you just broadcasting at them?Image: spray paint, 'plant tree here'
Next big design trend that takes lessons from user experience design and applies them to every aspect of customer service. Definition: "the activity of planning and organizing people, infrastructure, communication and material components of a service, in order to improve its quality, the interaction between service provider and customers and the customer's experience", source: http://en.wikipedia.org/wiki/Service_designe.g. Tate membership program; learn from other sectorsImage source: tobiastoft http://www.flickr.com/photos/tobiastoft/3398349154/
And change has always been constant because the world we live in is always changing…Image source: Eire Sarah http://www.flickr.com/photos/eiresarah/3019976448/
So change is constant, how do you cope?Holistic strategies for public engagement as a basis for decision-making, that in turn determine your exhibition and online programmes… Work together across departments towards your museum's mission.Your content should be findable, engaging, linkable.Be authoritative - exchange links between peers to say your Matisse or Newton is the same as their Matisse or Newton. Help people discover more from your pages… Image by s.o.f.t. http://www.flickr.com/photos/soft/492739301/
A blog post is bite-sized, an exhibition microsite is not.'Snackable' is phrase of Hugh Wallace from National Museums Scotland….Image source: dhaun http://www.flickr.com/photos/dhaun/5498639761/sizes/z/in/photostream/
Work out when and how to trust your staff to engage digitally as well as in person. Just as there are experts outside the museum, there are experts within the museum.Some aspects of museum IT are broken. Look to other sectors for models for agile, responsive technology.There are opportunities for museums to find a new role in public life but museums need to change to get there…
People want to love you, make it easy for them - they can bear witness to your value.It's easy to shut down when times are hard, but understand where risk is acceptable in your museum and find new ways to engage your audiences. How can you work to make it part of people's jobs to say yes? Be smart about resources, not dogmatic.
What behaviour do you reward in staff and audiences? What obstacles can you remove from their path?
It's too late for Keep Calm and Carry On - our motto now must be Get excited and make thingsImage and idea credit: Matt Jones, http://www.flickr.com/photos/blackbeltjones/3365682994/