This document discusses social coding and civic tech organizations in Taiwan since 2009. It provides details on the growth of organizations and events in the sector, including over 75 organizations, 90 events, and 2000 participants currently. It examines concepts like social return on investment and compares approaches between 2012 and 2014. Specific organizations mentioned include NETivism, TOMS, and examples are given of how CRM systems and case studies can be used. Challenges and the difference between personal change versus political change are also discussed.
This document discusses opening up different types of data in Taiwan including healthcare data, electronic toll collection data, and internet transparency reports. It mentions initiatives from 2012 to open healthcare data and from 2015 to open electronic toll collection data. It also discusses data security issues in industries like Hollywood and between Europe and the USA. Overall, the document advocates for opening up more types of data in Taiwan.
This document discusses social coding and civic tech organizations in Taiwan since 2009. It provides details on the growth of organizations and events in the sector, including over 75 organizations, 90 events, and 2000 participants currently. It examines concepts like social return on investment and compares approaches between 2012 and 2014. Specific organizations mentioned include NETivism, TOMS, and examples are given of how CRM systems and case studies can be used. Challenges and the difference between personal change versus political change are also discussed.
This document discusses opening up different types of data in Taiwan including healthcare data, electronic toll collection data, and internet transparency reports. It mentions initiatives from 2012 to open healthcare data and from 2015 to open electronic toll collection data. It also discusses data security issues in industries like Hollywood and between Europe and the USA. Overall, the document advocates for opening up more types of data in Taiwan.
The document summarizes the key findings of the 2010 Horizon Report: Museum Edition. It identifies three main trends that will impact museums over the next five years: 1) rich media like images, video and audio becoming more important assets for digital interpretation; 2) digitization projects requiring significant resources; and 3) visitors and staff expecting to connect and work using any device at any time. It also highlights two emerging technologies to watch: mobile devices and social media that could be adopted in one year or less. The report examines how these technologies may impact museums and identifies challenges to their adoption.
Virach Sornlertlamvanich presented on Digitized Thailand (DT), a framework for collaboration and digital content sharing. DT provides platforms and applications as a service, including systems for trip planning, experience logging, emotional image searching, and more. The ultimate goal of DT is to establish a platform as a service and digitize Thailand's cultural content to support a creative economy.
This document discusses networked performing arts and the balancing act required for high quality audio and video transmission over the internet. It covers topics such as capturing and encoding sight and sound, transmitting audio and video, balancing factors like quality, frequency, bit rate, and compression. Specific technologies are discussed like DVTS, MPEG2, ConferenceXP, and emerging applications using iHDTV and 4K video. Balancing latency, quality, and bandwidth is key to enabling remote instruction and simultaneous performances over networks.
Internet2 is a non-profit partnership of US universities, companies, government agencies, and other organizations. It provides a high-performance network for research and education. Internet2 has over 200 university members and supports various arts and humanities initiatives through live performances, master classes, and workshops on using technology for collaboration. Key challenges include managing latency and bandwidth for high-quality audio and video streaming over long distances. Projects like ECHODamp and LOLA aim to overcome these challenges to enable new forms of remote collaboration for music, dance, and other arts.
This document discusses nonprofit organizations (NPOs) in the digital commons environment. It begins by outlining the research question of how NPOs have helped craft the intellectual commons environment. It then describes the methodology used, which included reviewing academic literature, news sources, NPO websites, and conducting interviews. Next, it explores the contributions of the research in filling gaps in IP scholarship and testing NPO theories in a new setting. The document then analyzes the role of NPOs in the commons environment, including establishing social norms, supporting peer production projects, providing legal support, engaging in political advocacy, and more. Finally, it discusses how existing NPO theories can help explain their role but also have limitations
This document summarizes the development of social media in Taiwan from 1948 to 2010. It traces the evolution from bulletin board systems (BBS) in the 1990s, to blogs in the early 2000s, to microblogging platforms like Twitter and Facebook in the late 2000s. Key milestones included the emergence of the BBS platform PTT in 1990, the rise of blogging in 2002 when 300 blogs were started, and the introduction of Twitter and Plurk in Taiwan in 2006. Social media played an important role in political and social discourse in Taiwan and helped drive social movements over this period.
The document summarizes research by Professor Yi-Ping Hung on developing interactive digital systems for museums. It discusses digitizing 2D and 3D museum collections, creating virtual exhibitions using techniques like object movies and panoramas, and developing interactive systems like a stereoscopic kiosk, magic crystal ball, multi-resolution tabletop display, and projected infrared systems for beyond-surface interaction. The goal is to enhance access to and engagement with cultural heritage collections through innovative digital technologies.
Hideaki Takeda from the National Institute of Informatics discusses connecting museums through linked data. The LODAC project aims to aggregate and associate museum information by gathering data from over 1,000 organizations with over 1.4 billion collection items. The project standardizes data from different sources into RDF triples and integrates the data by identifying and associating the same data points. Publishing this linked museum data as open semantic web data could connect it to other domains and enable new uses.
This document discusses using 3D visualization techniques to create virtual museums. It describes how digitizing museum collections and artifacts allows them to be shared online and remixed in new ways. The document presents examples of virtual tours created for Taiwanese museums and collections. It argues that virtual museums can preserve cultural heritage, promote access and participation, and make connections across boundaries of space, time, culture and discipline. The goal is for museums to become multidimensional spaces that engage both online and real-world communities.
This document summarizes the speaker's past work on cultural portals and outlines challenges and future directions. It discusses two threads of development: (1) a series of Asia-Pacific Education and Research Network Culture and Media Project (APAN ECWG) events and (2) Culturemondo portals launched in various cities. It raises challenges around evaluating, implementing, representing, and facilitating dialogue. Project ideas proposed include raising awareness across Asia-Pacific institutions, hands-on collaboration projects, designing discourse, and creating common grounds. Specific initiatives discussed are a food culture wiki and exploring museums' online presences.
The document discusses the development of the culture360.org social network platform. It provides background on the Asia-Europe Foundation and its cultural exchange department. It describes the IT challenges faced in initially developing the platform and outlines the criteria for redeveloping it using open source WordPress and BuddyPress platforms. These included having low technical barriers, being user friendly, and enabling social networking features and consolidation of past projects. The document also discusses developing a social media strategy, challenges faced, and ways to measure success and encourage sharing and collaboration.
This document summarizes the history and activities of APAN's eCulture Working Group. It discusses how the working group was formed in 2004 to discuss topics at the intersection of culture and technology. The working group holds sessions at biannual APAN meetings to discuss projects and research related to digitizing cultural heritage, virtual museums, and the impact of social networks on communities. Upcoming sessions will take place at the 29th and 30th APAN meetings in Sydney and Hanoi, respectively.
This document discusses automatic storytelling through comics generation. It proposes a tool called Comic Gene that would summarize player interactions from virtual worlds like logs and screenshots into comic form. The tool would provide both automation support to analyze data and select important frames to include, and authoring support for users to edit the comics generated. Several challenges of the approach are identified, such as how to select the most significant frames and determine optimal comic layouts. Examples of existing comic creation tools are also reviewed that provide templates, effects and drag-and-drop editing to aid in manual comic generation.
The document summarizes a project to digitize historic museum collections from Taiwan that are deposited in foreign countries. It describes botanical exploration of Taiwan from 1854-1895, including collectors who made significant contributions. It outlines the subprojects, including digitizing over 500 species of vascular plant type specimens in European herbaria and over 699 insect specimens in Japanese institutions. Memorandums of understanding have been established with collaborating foreign museums.
1) The document discusses the shift from a "Web of Documents" to a "Web of Creativity" where people are massively collaborating to create new content.
2) It analyzes social networks and communities that have formed among creators on a Japanese video sharing site called NicoNicoDouga. Creators reference each other's work and different types of creators like songwriters and illustrators interact.
3) Central figures called "key persons" emerge who trigger creative activity in tight-knit communities detected through social network analysis. Songwriters in particular seem to spur new content creation.
The document summarizes the Digital Taiwan – Culture & Nature Project which aims to digitize and provide open access to Taiwan's cultural and natural heritage. It discusses two main phases: 1) The National Digital Archives Program from 2002-2006 digitized over 3 million cultural heritage pieces. 2) The Taiwan e-Learning and Digital Archives Program integrated an e-learning component and established an international collaboration division to share Taiwan's digital achievements globally. The project works to digitize museum collections, integrate biodiversity data, and increase translated English content to promote international awareness of Taiwan's archives.
The document summarizes Thailand's efforts to digitize its cultural assets since 2009. Key points include:
- Thailand aims to preserve cultural and historical assets by digitizing various content types and addressing issues of scalability, security, search accuracy and content sharing.
- The National Electronics and Computer Technology Center of Thailand (NECTEC) collaborates with government ministries to digitize language, art, history, knowledge and develop related technologies.
- Projects include databases of local weaving patterns, cultural tourism apps and a platform called "Digitized Thailand" to enable digital content sharing toward a creative economy.
The document summarizes the work of the Core Platforms for Digital Contents Project in promoting knowledge and using social networks. It discusses how the project has created digital collections and joined social media like Plurk and Facebook to share content and increase engagement. It also explores some of the sensitive issues around history and national identity that can arise in Taiwan's political context. The document concludes by encouraging open-minded collaboration between cultural and technological fields.
The document describes a website called "Knowledge web of Taiwan's Diversity" that utilizes existing digital content and user contributions to present information about Taiwan's culture. It allows users to view metadata about cultural objects, organize their own collections and maps, and share with other users. The goals are to enhance content sharing, collaboration, and connections between cultural institutions, projects, and other resources in Taiwan.
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More from Culture Mondo Network Asia-Pacific Secretariat
The document summarizes the key findings of the 2010 Horizon Report: Museum Edition. It identifies three main trends that will impact museums over the next five years: 1) rich media like images, video and audio becoming more important assets for digital interpretation; 2) digitization projects requiring significant resources; and 3) visitors and staff expecting to connect and work using any device at any time. It also highlights two emerging technologies to watch: mobile devices and social media that could be adopted in one year or less. The report examines how these technologies may impact museums and identifies challenges to their adoption.
Virach Sornlertlamvanich presented on Digitized Thailand (DT), a framework for collaboration and digital content sharing. DT provides platforms and applications as a service, including systems for trip planning, experience logging, emotional image searching, and more. The ultimate goal of DT is to establish a platform as a service and digitize Thailand's cultural content to support a creative economy.
This document discusses networked performing arts and the balancing act required for high quality audio and video transmission over the internet. It covers topics such as capturing and encoding sight and sound, transmitting audio and video, balancing factors like quality, frequency, bit rate, and compression. Specific technologies are discussed like DVTS, MPEG2, ConferenceXP, and emerging applications using iHDTV and 4K video. Balancing latency, quality, and bandwidth is key to enabling remote instruction and simultaneous performances over networks.
Internet2 is a non-profit partnership of US universities, companies, government agencies, and other organizations. It provides a high-performance network for research and education. Internet2 has over 200 university members and supports various arts and humanities initiatives through live performances, master classes, and workshops on using technology for collaboration. Key challenges include managing latency and bandwidth for high-quality audio and video streaming over long distances. Projects like ECHODamp and LOLA aim to overcome these challenges to enable new forms of remote collaboration for music, dance, and other arts.
This document discusses nonprofit organizations (NPOs) in the digital commons environment. It begins by outlining the research question of how NPOs have helped craft the intellectual commons environment. It then describes the methodology used, which included reviewing academic literature, news sources, NPO websites, and conducting interviews. Next, it explores the contributions of the research in filling gaps in IP scholarship and testing NPO theories in a new setting. The document then analyzes the role of NPOs in the commons environment, including establishing social norms, supporting peer production projects, providing legal support, engaging in political advocacy, and more. Finally, it discusses how existing NPO theories can help explain their role but also have limitations
This document summarizes the development of social media in Taiwan from 1948 to 2010. It traces the evolution from bulletin board systems (BBS) in the 1990s, to blogs in the early 2000s, to microblogging platforms like Twitter and Facebook in the late 2000s. Key milestones included the emergence of the BBS platform PTT in 1990, the rise of blogging in 2002 when 300 blogs were started, and the introduction of Twitter and Plurk in Taiwan in 2006. Social media played an important role in political and social discourse in Taiwan and helped drive social movements over this period.
The document summarizes research by Professor Yi-Ping Hung on developing interactive digital systems for museums. It discusses digitizing 2D and 3D museum collections, creating virtual exhibitions using techniques like object movies and panoramas, and developing interactive systems like a stereoscopic kiosk, magic crystal ball, multi-resolution tabletop display, and projected infrared systems for beyond-surface interaction. The goal is to enhance access to and engagement with cultural heritage collections through innovative digital technologies.
Hideaki Takeda from the National Institute of Informatics discusses connecting museums through linked data. The LODAC project aims to aggregate and associate museum information by gathering data from over 1,000 organizations with over 1.4 billion collection items. The project standardizes data from different sources into RDF triples and integrates the data by identifying and associating the same data points. Publishing this linked museum data as open semantic web data could connect it to other domains and enable new uses.
This document discusses using 3D visualization techniques to create virtual museums. It describes how digitizing museum collections and artifacts allows them to be shared online and remixed in new ways. The document presents examples of virtual tours created for Taiwanese museums and collections. It argues that virtual museums can preserve cultural heritage, promote access and participation, and make connections across boundaries of space, time, culture and discipline. The goal is for museums to become multidimensional spaces that engage both online and real-world communities.
This document summarizes the speaker's past work on cultural portals and outlines challenges and future directions. It discusses two threads of development: (1) a series of Asia-Pacific Education and Research Network Culture and Media Project (APAN ECWG) events and (2) Culturemondo portals launched in various cities. It raises challenges around evaluating, implementing, representing, and facilitating dialogue. Project ideas proposed include raising awareness across Asia-Pacific institutions, hands-on collaboration projects, designing discourse, and creating common grounds. Specific initiatives discussed are a food culture wiki and exploring museums' online presences.
The document discusses the development of the culture360.org social network platform. It provides background on the Asia-Europe Foundation and its cultural exchange department. It describes the IT challenges faced in initially developing the platform and outlines the criteria for redeveloping it using open source WordPress and BuddyPress platforms. These included having low technical barriers, being user friendly, and enabling social networking features and consolidation of past projects. The document also discusses developing a social media strategy, challenges faced, and ways to measure success and encourage sharing and collaboration.
This document summarizes the history and activities of APAN's eCulture Working Group. It discusses how the working group was formed in 2004 to discuss topics at the intersection of culture and technology. The working group holds sessions at biannual APAN meetings to discuss projects and research related to digitizing cultural heritage, virtual museums, and the impact of social networks on communities. Upcoming sessions will take place at the 29th and 30th APAN meetings in Sydney and Hanoi, respectively.
This document discusses automatic storytelling through comics generation. It proposes a tool called Comic Gene that would summarize player interactions from virtual worlds like logs and screenshots into comic form. The tool would provide both automation support to analyze data and select important frames to include, and authoring support for users to edit the comics generated. Several challenges of the approach are identified, such as how to select the most significant frames and determine optimal comic layouts. Examples of existing comic creation tools are also reviewed that provide templates, effects and drag-and-drop editing to aid in manual comic generation.
The document summarizes a project to digitize historic museum collections from Taiwan that are deposited in foreign countries. It describes botanical exploration of Taiwan from 1854-1895, including collectors who made significant contributions. It outlines the subprojects, including digitizing over 500 species of vascular plant type specimens in European herbaria and over 699 insect specimens in Japanese institutions. Memorandums of understanding have been established with collaborating foreign museums.
1) The document discusses the shift from a "Web of Documents" to a "Web of Creativity" where people are massively collaborating to create new content.
2) It analyzes social networks and communities that have formed among creators on a Japanese video sharing site called NicoNicoDouga. Creators reference each other's work and different types of creators like songwriters and illustrators interact.
3) Central figures called "key persons" emerge who trigger creative activity in tight-knit communities detected through social network analysis. Songwriters in particular seem to spur new content creation.
The document summarizes the Digital Taiwan – Culture & Nature Project which aims to digitize and provide open access to Taiwan's cultural and natural heritage. It discusses two main phases: 1) The National Digital Archives Program from 2002-2006 digitized over 3 million cultural heritage pieces. 2) The Taiwan e-Learning and Digital Archives Program integrated an e-learning component and established an international collaboration division to share Taiwan's digital achievements globally. The project works to digitize museum collections, integrate biodiversity data, and increase translated English content to promote international awareness of Taiwan's archives.
The document summarizes Thailand's efforts to digitize its cultural assets since 2009. Key points include:
- Thailand aims to preserve cultural and historical assets by digitizing various content types and addressing issues of scalability, security, search accuracy and content sharing.
- The National Electronics and Computer Technology Center of Thailand (NECTEC) collaborates with government ministries to digitize language, art, history, knowledge and develop related technologies.
- Projects include databases of local weaving patterns, cultural tourism apps and a platform called "Digitized Thailand" to enable digital content sharing toward a creative economy.
The document summarizes the work of the Core Platforms for Digital Contents Project in promoting knowledge and using social networks. It discusses how the project has created digital collections and joined social media like Plurk and Facebook to share content and increase engagement. It also explores some of the sensitive issues around history and national identity that can arise in Taiwan's political context. The document concludes by encouraging open-minded collaboration between cultural and technological fields.
The document describes a website called "Knowledge web of Taiwan's Diversity" that utilizes existing digital content and user contributions to present information about Taiwan's culture. It allows users to view metadata about cultural objects, organize their own collections and maps, and share with other users. The goals are to enhance content sharing, collaboration, and connections between cultural institutions, projects, and other resources in Taiwan.
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