This document compares the online exhibit tools Google Arts & Culture (GAC) and Omeka. It summarizes their key differences, including that GAC is not open source and invitation only, while Omeka is open source and free to use. It evaluates them against functional requirements like layout customization, multimedia handling, and user interaction features. While GAC exhibits attract casual users, Omeka provides more customization and engagement of other users. The document concludes by recommending libraries embrace interoperable, metadata-driven tools to create sustainable online exhibit models.
4G is the 4th generation of mobile communication providing very high data transfer rates by coalescing WiMax and WiFi technologies. It allows HD data access over the internet without buffering and improves audio/video quality and gaming. Key 4G technologies include OFDMA, MIMO, IPv6, and software-defined radios. 4G networks use eNodeB, MME, and SGW components and provide higher bandwidth and faster response times than 3G. While promising improvements, 4G also faces challenges of higher costs and limited initial availability.
5G mobile technology aims to provide faster download speeds, lower latency, and more bandwidth than previous generations. It is expected to be fully implemented by 2020. 5G will offer super fast and efficient mobile networks through bidirectional large bandwidth and connectivity anywhere in the world. Download and upload speeds may reach 3.77 Gbps. Applications of 5G include mobile devices that can sense natural disasters, self-cleaning phones, and health monitoring through suggested medications. 5G networks will utilize unified IP and seamless combinations of technologies to dynamically access information through various connected devices.
This document discusses the evolution of wireless technology from 1G to 5G. It describes each generation including the speeds and features of 1G, 2G, 3G, 4G, and the vision for 5G technology. 5G is expected to offer speeds over 1Gbps, integrate multiple networks, and create a true wireless world without limitations through technologies like IPv6 and software-defined radio. The advantages of 5G include high connectivity, global accessibility, and more flexibility.
This document presents information about Bluetooth technology. It provides an overview of Bluetooth, describing how it works as a wireless standard for exchanging data over short distances. It details how Bluetooth devices connect to form personal area networks, and lists some common application scenarios like synchronization and wireless headsets. Finally, it discusses some advantages of Bluetooth like replacing cables, and disadvantages such as limited range and security issues.
WiGig is a wireless networking technology that provides data rates up to 7Gbps, over 10 times faster than the fastest WiFi networks. It operates in the 60GHz frequency band, allowing wider channels for faster speeds. The WiGig specification defines the physical, medium access control and protocol adaptation layers to support applications like wireless docks and drives. It uses technologies like beamforming to focus signals between devices and allow robust communication at distances over 10 meters.
The document discusses the evolution of wireless technologies from 1G to 5G. It describes the key features and limitations of each generation including speed increases over time from 10 kbps for 1G to 1 GB for 4G. 5G is expected to offer speeds up to 10 Gbps. The need for 5G is driven by more users and the demand for faster data transmission for applications like streaming high definition content. However, 5G also faces challenges in terms of high costs, security concerns, and potential health effects that still need to be addressed.
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
4G is the 4th generation of mobile communication providing very high data transfer rates by coalescing WiMax and WiFi technologies. It allows HD data access over the internet without buffering and improves audio/video quality and gaming. Key 4G technologies include OFDMA, MIMO, IPv6, and software-defined radios. 4G networks use eNodeB, MME, and SGW components and provide higher bandwidth and faster response times than 3G. While promising improvements, 4G also faces challenges of higher costs and limited initial availability.
5G mobile technology aims to provide faster download speeds, lower latency, and more bandwidth than previous generations. It is expected to be fully implemented by 2020. 5G will offer super fast and efficient mobile networks through bidirectional large bandwidth and connectivity anywhere in the world. Download and upload speeds may reach 3.77 Gbps. Applications of 5G include mobile devices that can sense natural disasters, self-cleaning phones, and health monitoring through suggested medications. 5G networks will utilize unified IP and seamless combinations of technologies to dynamically access information through various connected devices.
This document discusses the evolution of wireless technology from 1G to 5G. It describes each generation including the speeds and features of 1G, 2G, 3G, 4G, and the vision for 5G technology. 5G is expected to offer speeds over 1Gbps, integrate multiple networks, and create a true wireless world without limitations through technologies like IPv6 and software-defined radio. The advantages of 5G include high connectivity, global accessibility, and more flexibility.
This document presents information about Bluetooth technology. It provides an overview of Bluetooth, describing how it works as a wireless standard for exchanging data over short distances. It details how Bluetooth devices connect to form personal area networks, and lists some common application scenarios like synchronization and wireless headsets. Finally, it discusses some advantages of Bluetooth like replacing cables, and disadvantages such as limited range and security issues.
WiGig is a wireless networking technology that provides data rates up to 7Gbps, over 10 times faster than the fastest WiFi networks. It operates in the 60GHz frequency band, allowing wider channels for faster speeds. The WiGig specification defines the physical, medium access control and protocol adaptation layers to support applications like wireless docks and drives. It uses technologies like beamforming to focus signals between devices and allow robust communication at distances over 10 meters.
The document discusses the evolution of wireless technologies from 1G to 5G. It describes the key features and limitations of each generation including speed increases over time from 10 kbps for 1G to 1 GB for 4G. 5G is expected to offer speeds up to 10 Gbps. The need for 5G is driven by more users and the demand for faster data transmission for applications like streaming high definition content. However, 5G also faces challenges in terms of high costs, security concerns, and potential health effects that still need to be addressed.
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
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
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
The document discusses the Europeana Creative project, which aims to increase reuse of cultural heritage content available through Europeana. It provides details on the project structure and goals of key work packages focused on developing Europeana Labs as a space for content reuse, technical infrastructure to support reuse, business models, pilots of reuse applications, and challenges to incubate new projects. Examples of pilots and challenges are described for history education, natural history education, social networks, tourism, and design. Lessons learned emphasize the need for high quality, reusable content and engaging with communities.
Integrating Broadcast and Interactive Displays to Create a Unique Visitor Exp...Elizabeth Neely
The document summarizes the Art Institute of Chicago's efforts to integrate broadcast and interactive digital displays to enhance the visitor experience. It provides an overview of their signage portfolio, lessons learned, and future plans. The presentation discusses choosing appropriate communication modes and content based on objectives, and considering software, hardware, infrastructure, and budgets required for implementation. It aims to help visitors discover the collection and inspire them through new digital signage and interactive technologies.
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
This document summarizes the Europeana Creative project, which aimed to promote reuse of cultural heritage content through various initiatives. It describes the project goals of providing a critical mass of reusable digital content and infrastructure like Europeana Labs. It outlines the project details including partners, budget, and timeline. It also summarizes the key activities of developing a content reuse framework, running pilots in different themes, and hosting challenge events to incubate viable projects between cultural institutions and creative industries.
The document summarizes Europeana's efforts to increase access to and reuse of cultural data. It discusses Europeana dropping restrictions on metadata licensing to allow more open reuse. Workshops and consultations were held with cultural institutions on risks and rewards of open licensing. As a result, Europeana will apply the CC0 public domain dedication to metadata from July 2012 onward to promote wider reuse. Pilot projects showed this caused no issues and unlocked social and commercial value from the open data.
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
Presentation of the AIC-IMA publishing tool for OSCIRobert J. Stein
This document provides an overview of the design goals and technical approach for developing an online scholarly reader for catalogues. Key points include:
- The reader will be built using Drupal for content management, with a focus on flexible display layouts, support for different content types and media, and open collaboration.
- Content like sections, artworks, collectors, and footnotes will have customizable fields and be structured for online reading.
- The layout engine will compute flexible multi-column layouts based on font size and browser width.
- Users will be able to highlight, annotate and cite content. A services API will provide the reader application with content and navigation functionality.
- Future extensions may include
This document provides an overview of the design goals and technical approach for developing an online scholarly reader for catalogues. Key points include:
- The reader will be built using Drupal for content management, with a focus on flexible display layouts, support for different content types and media, and open collaboration.
- Content like sections, artworks, collectors, and footnotes will have customizable fields and be structured for online reading.
- The layout engine will compute flexible multi-column layouts based on font size and browser width.
- Navigation, content fetching, and figures will interface with Drupal through a REST API and services module.
- Additional features will include highlights, notes, citations,
Slides for Culture Hack panel @SXSW2013 : http://schedule.sxsw.com/2013/events/event_IAP4580
Some slides re-used from Harry Verwayen (http://www.slideshare.net/hverwayen/business-model-innovation-open-data) and Julia Fallon
CARARE is a non-profit organization that aims to advance the use of digital cultural heritage. Some of its members create 3D models of cultural artifacts and share them with Europeana. While 3D technology has advanced, standards for sharing 3D content need improvement to ensure the findability, accessibility, and reusability of 3D cultural heritage models. The document discusses challenges in sharing 3D online and provides examples of how 3D is used in research applications. It emphasizes the need for comprehensive metadata and use of open formats to maximize discovery and reuse of 3D cultural heritage content.
The Wellcome Trust is examining the possibility of a cloud platform for the storage and delivery of digitised artefacts. This platform is intended for the Trust's own use as well as others. A version of this presentation with embedded notes and video can be viewed on Google docs: http://bit.ly/1GRKqN4 or PowerPoint online: http://bit.ly/1CwGsrE
3D content in Europeana: the challenges of providing accessCARARE
1) Europeana is a digital platform containing over 50 million cultural heritage items from European institutions. It includes some 3D content.
2) Providing access to 3D content online has been challenging due to large file sizes and a lack of standard formats and viewers. However, technologies like Sketchfab now allow users to interact with 3D models within Europeana.
3) For 3D content to be truly accessible and reusable, standards for formats, metadata, and interoperability need to be improved so users have a consistent experience across platforms.
MuSa. Combined use of mooc, e learning and workplace learning to support prof...EADTU
Blended and Online education webinar week day 1: MuSa. Combined use of mooc, e learning and workplace learning to support professional development the case of project musa. By Prof. Achilles Kameas, Hellenic Open University, Greece
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
The Recurated Museum: IV. Collections Management & SustainabilityChristopher Morse
Slides from the fourth 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.
ICT research in the context of European Union
CASE SUMMER SCHOOL ON APPLIED SOFTWARE ENGINEERING
APPLIED SOFTWARE PROCESS MANAGEMENT AND TESTING
JULY 6-10, 2009, BOZEN/BOLZANO, ITALY
MuseUs is a mobile app and serious game that allows museum visitors to create their own exhibitions by matching cultural heritage exhibits with provided statements. It has been tested in living lab settings in Antwerp, Manchester, and planned for Paris. The app is built with technologies like PhoneGap and Drupal and integrates QR scanning. It aims to encourage learning and new perspectives on cultural heritage. Infrastructure needs include content, WiFi or cellular networks, and QR codes. Stats are collected and business models may involve in-app purchases, licensing fees, or revenue sharing. The goal is to engage visitors and test partnerships to expand the app.
Magnus Bognerud - Current digital collection management projects at nasjonalm...lab_SNG
The National Museum of Art, Architecture and Design is undertaking two main digital collection management projects. The first is implementing a new collection management system between 2015-2019 to prepare for their move to a new building. The second is a machine learning project from 2015-2016 to explore using computer vision and AI to classify artworks and generate metadata to help users explore the collection. They are working with an outside company to test algorithms on sample images from the collection. The goal is to automatically recognize styles, techniques and other attributes to create reusable data about the artworks.
This document outlines an editorial strategy for developing communications for the eTwinning platform. It aims to build a consistent voice and identity, streamline knowledge sharing between audiences, produce engaging user-centered content, and establish eTwinning as an authority. Tactics proposed include qualitative research, content optimization, amplifying sharing opportunities through social media and newsletters, developing audience personas, introducing visual narratives and ratings, facilitating peer-to-peer content, and building expertise through curation, media coverage, and expert interviews. Metrics like traffic, engagement, and media mentions will evaluate success.
I gave this presentation to the Sun PASIG (Preservation and Archiving Special Interest Group) in San Francisco, 2009. It gives an overview of the EU co-funded Planets digital preservation project and includes some early discussion of the plans to create a not-for-profit organisation to carry the technology forward beyond the end of the project in mid 2010.
Towards a CONUL Collective Collection - Christoph Schmidt Supprian (Trinity ...CONUL Conference
This document summarizes a presentation given at the 2021 CONUL Conference about developing a collaborative collections framework among CONUL member libraries. The presentation proposes a framework to coordinate collection development, storage, and management across libraries. It would involve creating a union catalogue and exploring opportunities for shared collections in specific subject areas. A draft framework was presented to the CONUL Board in February 2022, outlining objectives, collection themes, governance, and a four-phase roadmap over two years to refine the framework and implement a union catalogue. Feedback was sought from representatives of CONUL member libraries on developing the framework further.
More Related Content
Similar to ‘Online exhibit tools: Google Cultural Institute vs Omeka and other open source alternatives’ - Daniel Montes (University College Dublin)
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
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
The document discusses the Europeana Creative project, which aims to increase reuse of cultural heritage content available through Europeana. It provides details on the project structure and goals of key work packages focused on developing Europeana Labs as a space for content reuse, technical infrastructure to support reuse, business models, pilots of reuse applications, and challenges to incubate new projects. Examples of pilots and challenges are described for history education, natural history education, social networks, tourism, and design. Lessons learned emphasize the need for high quality, reusable content and engaging with communities.
Integrating Broadcast and Interactive Displays to Create a Unique Visitor Exp...Elizabeth Neely
The document summarizes the Art Institute of Chicago's efforts to integrate broadcast and interactive digital displays to enhance the visitor experience. It provides an overview of their signage portfolio, lessons learned, and future plans. The presentation discusses choosing appropriate communication modes and content based on objectives, and considering software, hardware, infrastructure, and budgets required for implementation. It aims to help visitors discover the collection and inspire them through new digital signage and interactive technologies.
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
This document summarizes the Europeana Creative project, which aimed to promote reuse of cultural heritage content through various initiatives. It describes the project goals of providing a critical mass of reusable digital content and infrastructure like Europeana Labs. It outlines the project details including partners, budget, and timeline. It also summarizes the key activities of developing a content reuse framework, running pilots in different themes, and hosting challenge events to incubate viable projects between cultural institutions and creative industries.
The document summarizes Europeana's efforts to increase access to and reuse of cultural data. It discusses Europeana dropping restrictions on metadata licensing to allow more open reuse. Workshops and consultations were held with cultural institutions on risks and rewards of open licensing. As a result, Europeana will apply the CC0 public domain dedication to metadata from July 2012 onward to promote wider reuse. Pilot projects showed this caused no issues and unlocked social and commercial value from the open data.
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
Presentation of the AIC-IMA publishing tool for OSCIRobert J. Stein
This document provides an overview of the design goals and technical approach for developing an online scholarly reader for catalogues. Key points include:
- The reader will be built using Drupal for content management, with a focus on flexible display layouts, support for different content types and media, and open collaboration.
- Content like sections, artworks, collectors, and footnotes will have customizable fields and be structured for online reading.
- The layout engine will compute flexible multi-column layouts based on font size and browser width.
- Users will be able to highlight, annotate and cite content. A services API will provide the reader application with content and navigation functionality.
- Future extensions may include
This document provides an overview of the design goals and technical approach for developing an online scholarly reader for catalogues. Key points include:
- The reader will be built using Drupal for content management, with a focus on flexible display layouts, support for different content types and media, and open collaboration.
- Content like sections, artworks, collectors, and footnotes will have customizable fields and be structured for online reading.
- The layout engine will compute flexible multi-column layouts based on font size and browser width.
- Navigation, content fetching, and figures will interface with Drupal through a REST API and services module.
- Additional features will include highlights, notes, citations,
Slides for Culture Hack panel @SXSW2013 : http://schedule.sxsw.com/2013/events/event_IAP4580
Some slides re-used from Harry Verwayen (http://www.slideshare.net/hverwayen/business-model-innovation-open-data) and Julia Fallon
CARARE is a non-profit organization that aims to advance the use of digital cultural heritage. Some of its members create 3D models of cultural artifacts and share them with Europeana. While 3D technology has advanced, standards for sharing 3D content need improvement to ensure the findability, accessibility, and reusability of 3D cultural heritage models. The document discusses challenges in sharing 3D online and provides examples of how 3D is used in research applications. It emphasizes the need for comprehensive metadata and use of open formats to maximize discovery and reuse of 3D cultural heritage content.
The Wellcome Trust is examining the possibility of a cloud platform for the storage and delivery of digitised artefacts. This platform is intended for the Trust's own use as well as others. A version of this presentation with embedded notes and video can be viewed on Google docs: http://bit.ly/1GRKqN4 or PowerPoint online: http://bit.ly/1CwGsrE
3D content in Europeana: the challenges of providing accessCARARE
1) Europeana is a digital platform containing over 50 million cultural heritage items from European institutions. It includes some 3D content.
2) Providing access to 3D content online has been challenging due to large file sizes and a lack of standard formats and viewers. However, technologies like Sketchfab now allow users to interact with 3D models within Europeana.
3) For 3D content to be truly accessible and reusable, standards for formats, metadata, and interoperability need to be improved so users have a consistent experience across platforms.
MuSa. Combined use of mooc, e learning and workplace learning to support prof...EADTU
Blended and Online education webinar week day 1: MuSa. Combined use of mooc, e learning and workplace learning to support professional development the case of project musa. By Prof. Achilles Kameas, Hellenic Open University, Greece
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
The Recurated Museum: IV. Collections Management & SustainabilityChristopher Morse
Slides from the fourth 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.
ICT research in the context of European Union
CASE SUMMER SCHOOL ON APPLIED SOFTWARE ENGINEERING
APPLIED SOFTWARE PROCESS MANAGEMENT AND TESTING
JULY 6-10, 2009, BOZEN/BOLZANO, ITALY
MuseUs is a mobile app and serious game that allows museum visitors to create their own exhibitions by matching cultural heritage exhibits with provided statements. It has been tested in living lab settings in Antwerp, Manchester, and planned for Paris. The app is built with technologies like PhoneGap and Drupal and integrates QR scanning. It aims to encourage learning and new perspectives on cultural heritage. Infrastructure needs include content, WiFi or cellular networks, and QR codes. Stats are collected and business models may involve in-app purchases, licensing fees, or revenue sharing. The goal is to engage visitors and test partnerships to expand the app.
Magnus Bognerud - Current digital collection management projects at nasjonalm...lab_SNG
The National Museum of Art, Architecture and Design is undertaking two main digital collection management projects. The first is implementing a new collection management system between 2015-2019 to prepare for their move to a new building. The second is a machine learning project from 2015-2016 to explore using computer vision and AI to classify artworks and generate metadata to help users explore the collection. They are working with an outside company to test algorithms on sample images from the collection. The goal is to automatically recognize styles, techniques and other attributes to create reusable data about the artworks.
This document outlines an editorial strategy for developing communications for the eTwinning platform. It aims to build a consistent voice and identity, streamline knowledge sharing between audiences, produce engaging user-centered content, and establish eTwinning as an authority. Tactics proposed include qualitative research, content optimization, amplifying sharing opportunities through social media and newsletters, developing audience personas, introducing visual narratives and ratings, facilitating peer-to-peer content, and building expertise through curation, media coverage, and expert interviews. Metrics like traffic, engagement, and media mentions will evaluate success.
I gave this presentation to the Sun PASIG (Preservation and Archiving Special Interest Group) in San Francisco, 2009. It gives an overview of the EU co-funded Planets digital preservation project and includes some early discussion of the plans to create a not-for-profit organisation to carry the technology forward beyond the end of the project in mid 2010.
Similar to ‘Online exhibit tools: Google Cultural Institute vs Omeka and other open source alternatives’ - Daniel Montes (University College Dublin) (20)
Towards a CONUL Collective Collection - Christoph Schmidt Supprian (Trinity ...CONUL Conference
This document summarizes a presentation given at the 2021 CONUL Conference about developing a collaborative collections framework among CONUL member libraries. The presentation proposes a framework to coordinate collection development, storage, and management across libraries. It would involve creating a union catalogue and exploring opportunities for shared collections in specific subject areas. A draft framework was presented to the CONUL Board in February 2022, outlining objectives, collection themes, governance, and a four-phase roadmap over two years to refine the framework and implement a union catalogue. Feedback was sought from representatives of CONUL member libraries on developing the framework further.
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2) New principles adopted in response to COVID-19 that emphasize prioritizing digital resources, open and equitable scholarship, supporting data and computation, and commitment to diversity and inclusion.
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In March 2021, Innopharma Education hired a librarian to establish a library service for its students and staff. The librarian spent their first day meeting with colleagues to discuss how to build the library, whether it should be physical or online, and what systems and resources were needed. Over the past year, the librarian has focused on setting up a library management system, acquiring resources, giving students tours of the library, and integrating the library within the college's organization by participating in committees.
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‘Online exhibit tools: Google Cultural Institute vs Omeka and other open source alternatives’ - Daniel Montes (University College Dublin)
1. ONLINE EXHIBIT TOOLS:
vs
and other open source alternatives
Daniel Montes (University College Dublin)
CONUL Conference, 30-31 May 2017, Athlone
2. Summary
•Introduction to online exhibits
•Online exhibits workflow
•Tool comparison: GCI vs Omeka
•Other open source tools
•Conclusions
3. Introduction to online exhibits
- What is an online exhibit?
A curated digital showcase of images, texts, video and audio organized into a
coherent narrative with the aim of engaging an audience that is not
necessarily expert.
- Burcaw in “Introduction to museum work” (1975) distinguished between:
- display = showing
- exhibit = showing + telling
- Format increasingly used for different memory institutions that are not
museums.
4. Introduction to online exhibits (cont.)
- In the era of information overload, “deceleration, simplicity, and
narration have all been suggested as antidotes” (Kraemer, 2007)
- Need of an effort to reinstate context without distracting:
- Digital cultural heritage objects must not be isolated.
- The exhibit must give access to primary source documents contained within
collections but that integration must be flexible, not try to turn casual users
into researchers.
- Remove superfluous information = “less clicking, more watching” (Birchall &
Faherty, 2016)
5. Introduction to online exhibits (cont.)
- Types of online exhibits
- Digital version of a physical exhibit
- Physical exhibit complement
- Independent existence
- Technologies and online exhibits go hand in hand.
- Some institutions like Wellcome Collection with its Digital Stories are
innovating in this field, but are big institutions a model for others?
- Good exhibits require time and dedication. Each institution has the
challenge of creating a flexible and sustainable model for creating
exhibitions, through workflow standardization (including the
selection of appropriate technological tools).
6. Online exhibits workflow
- The selection of a particular technological tool must be framed within a workflow:
- Initial planning
- CCU (Context, Content, Users) analysis
- Peculiarities of our organization and benchmarking
- Possible content: it is copyrighted?
- Identify potential users and engage stakeholders
- Schematic design
- Outline functional requirements (general, content, spatial and temporal encoding, user interaction)
- Selection of the technological tool
- Other phases
- Final design: storyboard
- Technical implementation
- Marketing
- Evaluation
- Maintenance
- All the workflow must be reflected in a planning document or “exhibition brief”.
7. Tool comparison
Launch in 2011 by Google. Launch in 2008 by the Roy Rosenzweig Center for
History and New Media at George Mason University.
It is a service/platform (through Google Arts &
Culture).
It is a service/platform (omeka.net) but mainly a
product/software to manage digital collections and
exhibits (omeka.org).
It is used by more that 1000 partner institutions. 7 in
Ireland, all in Dublin and 4 are CONUL members.
Difficult to know the exact number of adopters. Used
by Europeana or DPLA, and some libraries in Ireland.
Also used by individual researchers to showcase their
research.
Not open source, free to use for non-profit but by
invitation only.
Open source, free to use.
Don’t use an standardized metadata format. Use Dublin Core
8.
9.
10. Tool comparison - Functional requirements: general
Requirement Google Arts & Culture Omeka
Optimised for mobile devices Yes Only tablets
Responsive web Yes Yes
Guided zoom option Yes No
Look and field customization No Yes
Metric indicators Yes Yes
Link to physical exhibits No Yes (with QR codes)
Launch Need to wait a month for approval Flexible
Visually appealing Yes Less appealing but possibility of
customisation by modifying code
IIIF integration No Yes
API No Yes
11. Tool comparison - Functional requirement: content
Requirement Google Arts & Culture Omeka
Image resolution It must be high resolution (300 PPI
minimum) with no margins
High resolution is not compulsory
Content licence Only copyright free or cleared
content. Open licence
Preferably open but flexible
Downloadable files No Yes
File formats Images: JPEG, GIF, PNG, single-image
TIFF
Audio: MP3 or WAV
Video: YouTube
No multi-page files like PDF
No restrictions
Minimum number of files 50 Not minimum
Amount of narrative text Very limited No limited
Translation of metadata
and text
Yes Not out of the box
12. Tool comparison - Functional requirement: spatial and
temporal encoding
Requirement Google Arts & Culture Omeka
Layout Basic linear slideshow format.
No branching or hierarchies.
Two basic page layouts: the standard
and the immersive:
Possibility of complex layouts:
Maps Seamless integration with Google Maps Choice of basemaps, including historic maps.
Neatline plugin allows to tell stories with maps
and timelines.
Timeline No Yes
Temporal
animation
No Yes
13. Tool comparison - Functional requirement: user interaction
Requirement Google Arts & Culture Omeka
Sharing option Yes Yes
Comments No Yes
Annotations No Yes
Control the reproduction of
multimedia
Yes, but only in the standard
layout.
Yes
Social media buttons Yes Yes
Integration with eLearning
platforms
Yes (Google Classroom) Not out of the box
Wikipedia integration No Yes
14. Other open source tools
• Juxtapose JS to compare two images for highlighting then/now
stories.
• StoryMap JS to tell stories that highlight the locations of a series
of events.
• Odyssey mix written narrative, multimedia and interaction into a
map driven story. Created by CartoDB and funded by the OKF.
• TimeMapper mix timelines and maps.
• Scalar to assemble media and text in a variety of ways.
• Mukurtu is grassroots project.
• Movio is created by the EU funded AthenaPlus project, also
responsible of the DEMES Element Set.
15. Conclusions
• Google exhibits are a good option to attract casual users, but not good
enough to engage other users (e.g. researchers may want to create an
exhibit to showcase their research to other colleagues).
• Open source software can bring many benefits to libraries: e.g.
creating and sharing plugins to extend functionality of Omeka.
• The content licence policy of Google Cultural Institute can be seen as a
disadvantage but also as an opportunity: any item in the platform can
be reused to enrich your own exhibits.
• Lack of a comprehensive catalogue or repository of digital exhibits.
16. Conclusions and recommendations
• Online exhibits must be properly described: The Digital Exhibition
Metadata Element Set (DEMES) ?
• Libraries should embrace tools that are metadata driven and that
facilitate interoperability and reusability (APIs, IIIF integration, etc.)
• Institutions must have a sustainable model for creating and
maintaining online exhibits.
• Online exhibits have value on their own, not a sub-product. They
should get persistent identifiers and be properly preserved.
An exhibit is more than a display.
Different memory institutions or GLAM.
Independent existence, with own, aggregated or user contributed materials.
In fact, the technologies made these online exhibits possible in the first place.
But Wellcome is doing a huge investment of resources than not everyone can afford.
I will focus now in this part of the workflow, by comparing two different technological tools based in a series of functional requirements.
Stakeholders can include academics who can write the text of the exhibit, etc.
Once we know what we want to do, we can compare different tools in order to choose one. Obviously, we don’t need to all of our exhibits with the same tool. Some may be more appropriate than others depending of the type of exhibit, audience…
The technological tool must no dictate what we want to do.
Google Arts & Culture: https://www.google.com/culturalinstitute/beta/
Omeka: http://omeka.org/
Example of a Google exhibit create in UCD: https://www.google.com/culturalinstitute/beta/exhibit/bgISzKdhRhMzKA
Other examples of exhibits created in Ireland:
Witness to War: https://www.google.com/culturalinstitute/beta/exhibit/gRZh4cJd
Easter Rising 1916: https://www.google.com/culturalinstitute/beta/exhibit/nwKi2YtW_JVjKg
The Clarke Studios: https://www.google.com/culturalinstitute/beta/exhibit/_QKSO7Obput1LQ
Example of an exhibit (quite customised) created with Omeka: http://www.europeana.eu/portal/en/exhibitions/leaving-Europe
Other examples of Omeka exhibits created by CONUL members:
Gothic Past (Trinity College Dublin): http://www.gothicpast.com/
Queen´s College exhibits: http://omeka.qub.ac.uk/about
And other examples of Omeka exhibits in Ireland non created by libraries:
http://www.oralhistoryucc.com/
http://revival2revolution.omeka.net/about
http://exhibits.library.nuigalway.ie/exhibits
https://nuimlibrary.omeka.net/exhibits
StoryMap JS and Juxtapose JS are created by the Northwestern University Knight Lab, which is a team of technologist and journalists.
TimeMapper by the Open Knowledge Foundation, reuse other open source tools like Timeline JS, Leaflet, etc.
Odyssey is developed by the company CartoDB and funded by the Open Knowledge Foundation. An interesting example of profit and non-profit partnership.
Scalar is a project of the Alliance for Networking Visual Culture (ANVC).
Mukurtu is managed by the Center for Digital Scholarship and Curation at Washington State University.
Movio is created by the AthenaPlus project (EU funded), also responsible of the DEMES Element Set.
The Google Arts & Culture platform, as a catalogue or repository of online exhibits, has many limitations as it is limited to a particular tool, and the description of the exhibits don’t follow any recognised standard.
The Library and Archival Exhibitions on the Web (http://www.sil.si.edu/SILPublications/Online-Exhibitions/) include more than 7000 exhibits. Limited search capabilities and very few description fields: title, institution, location and subjects.
The Library and Archival Exhibitions on the Web:
http://www.sil.si.edu/SILPublications/Online-Exhibitions/intro.htm
DEMES (http://www.athenaplus.eu/index.php?en/206/demes) is an Dublin Core Application Profile. It is a set of 30 descriptive elements specific to digital exhibitions like: curator, target audience, associated physical exhibition, associated digital exhibition, associated digital collection, associated event, etc.
Examples of policies for creating online exhibits:
Yale University Library: http://guides.library.yale.edu/omeka
DPLA digital exhibition creation guidelines: https://docs.google.com/document/d/1caBYKDdQCpFCildS5XquNML5YzaugSL7Jf3CdBIIqOA/edit
UCD Library guidelines to support the creation of Google exhibits.