Formerly of the Science Museum, Mia Ridge will use 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
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
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.
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
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
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.
Place roles: Section 6 of Introduction to PlacemakingPlacefocus
This PPT explains key roles in making quality urban places. More information available at http://www.placefocus.com/Place-Roles/place-focus.html
You can buy a copy of our manual or enrol in an on-line course at http://placefocus.com/Shop/placefocus-shop.html
Choose your property in a new secured development at Chantelle - Platinum manor.
Buy and live in a place where you will grow.
Buy your own property in a new development.
We are here to assist in order for you to make great and good decision.
Slides used during the launch session PechaKucha on Thursday 8th December at Salford Business School, University of Salford, UK.
Meet the Authors:
Gordon Fletcher @gordonfletcher - Salford Business School - Buyer Persona Spring
Aleksej Heinze - @AleksejHeinze - Salford Business School - How SEO contributes to digital marketing mix
Martin Williams - @ukcopywriting - ukcopywriting.com - Doctor Strangewords And How I Learned to Love the Blank Page
Alex Fenton - @AlexFenton - Salford Business School - Being social on social media
Tahir Rashid - @drtahirrashid - Salford Business School - Know your mobile marketing
Colin Telford - @telfordian - The Candidate Ltd - Why a career in digital is so hot right NOW!
Sophie Iredale - @SophieIredale - Salford Business School - Quality and exciting digital content
Monitorización de Twitter total con TwianaQuantiKa14
Presentación de la herramienta Twiana creada por Jorge Websec de la empresa QuantiKa14. Utilizada en la charla del evento que asistió JorgeWebsec en EastMadHack
Digitalisierungsprojekte in Kulturerbeeinrichtungen & ihr rechtlicher RahmenEllen Euler
Nach einer Einführung in das 1 x 1 des Urheberrechts werden die Aufgaben der Kultureinrichtungen im digitalen und vernetzten Zeitalter herausgearbeitet und sodann rechtlich untermauert. Dürfen Kultureinrichtungen ihre Schätze einfach digitalisieren, z.B. mittels digitaler Reproduktionsfotografie? Was, wenn hierbei wiederum Rechte entstehen? Welche sonstigen Rechte sind neben Urheberrechten zu beachten? Warum und wie frei lizenzieren?
Das Ziel ist es, die Mitarbeiter und Mitarbeiterinnen in den Kultureinrichtungen für rechtliche Fallstricke zu sensibilisieren und Ihnen mehr Sicherheit bei der Beantwortung rechtlicher Fragen im Zusammenhang mit Ihrem digitalen Tun zu geben.
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.
Place roles: Section 6 of Introduction to PlacemakingPlacefocus
This PPT explains key roles in making quality urban places. More information available at http://www.placefocus.com/Place-Roles/place-focus.html
You can buy a copy of our manual or enrol in an on-line course at http://placefocus.com/Shop/placefocus-shop.html
Choose your property in a new secured development at Chantelle - Platinum manor.
Buy and live in a place where you will grow.
Buy your own property in a new development.
We are here to assist in order for you to make great and good decision.
Slides used during the launch session PechaKucha on Thursday 8th December at Salford Business School, University of Salford, UK.
Meet the Authors:
Gordon Fletcher @gordonfletcher - Salford Business School - Buyer Persona Spring
Aleksej Heinze - @AleksejHeinze - Salford Business School - How SEO contributes to digital marketing mix
Martin Williams - @ukcopywriting - ukcopywriting.com - Doctor Strangewords And How I Learned to Love the Blank Page
Alex Fenton - @AlexFenton - Salford Business School - Being social on social media
Tahir Rashid - @drtahirrashid - Salford Business School - Know your mobile marketing
Colin Telford - @telfordian - The Candidate Ltd - Why a career in digital is so hot right NOW!
Sophie Iredale - @SophieIredale - Salford Business School - Quality and exciting digital content
Monitorización de Twitter total con TwianaQuantiKa14
Presentación de la herramienta Twiana creada por Jorge Websec de la empresa QuantiKa14. Utilizada en la charla del evento que asistió JorgeWebsec en EastMadHack
Digitalisierungsprojekte in Kulturerbeeinrichtungen & ihr rechtlicher RahmenEllen Euler
Nach einer Einführung in das 1 x 1 des Urheberrechts werden die Aufgaben der Kultureinrichtungen im digitalen und vernetzten Zeitalter herausgearbeitet und sodann rechtlich untermauert. Dürfen Kultureinrichtungen ihre Schätze einfach digitalisieren, z.B. mittels digitaler Reproduktionsfotografie? Was, wenn hierbei wiederum Rechte entstehen? Welche sonstigen Rechte sind neben Urheberrechten zu beachten? Warum und wie frei lizenzieren?
Das Ziel ist es, die Mitarbeiter und Mitarbeiterinnen in den Kultureinrichtungen für rechtliche Fallstricke zu sensibilisieren und Ihnen mehr Sicherheit bei der Beantwortung rechtlicher Fragen im Zusammenhang mit Ihrem digitalen Tun zu geben.
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.
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.
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
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
Rethink research, illuminate history with the British LibraryMia
Join Dr Mia Ridge, Digital Curator for Western Heritage Collections at the British Library, to discover how research and technology can create a richer picture of our past. Living with Machines is a collaborative project between the Alan Turing Institute, universities and the British Library – home to the world’s most comprehensive research collection. Together, they are using data science and digital history methods to analyse millions of historical documents and understand the impact of mechanisation in the 19th century. Their initial approach has focused on specific regions like Yorkshire that will help tell us the story of industrialisation in Britain.
The 'Living with machines' project is a collaboration between the British Library and the Alan Turing Institute for Data Science and Artificial Intelligence. This presentation introduces the project and highlights some early explorations and work.
Festival of Maintenance talk: Apps, microsites and collections online: innova...Mia
Talk for the Festival of Maintenance in Liverpool https://festivalofmaintenance.org.uk/ My talk notes http://www.openobjects.org.uk/2019/09/festival-of-maintenance-talk-apps-microsites-and-collections-online-innovation-and-maintenance-in-digital-cultural-heritage/
Hopes, dreams and reality: crowdsourcing and the democratisation of knowledge...Mia
Crowdsourcing projects have generated millions of data points through volunteer contributions of classifications, tags and other information about cultural heritage and scientific collections. However, to what extent have crowdsourcing and citizen science projects democratised knowledge about the past within 'official' collections and knowledge management systems? And how would infrastructures and policies in cultural heritage organisations need to change to allow deeper integration with knowledge captured through citizen science projects?
Infrastructural Tensions: Infrastructure, Implementation, Policies
The event is a collaboration between Digital Humanities Uppsala, Uppsala University Library, the Department of Archives, Museums and Libraries (ALM), and Uppsala Forum on Democracy, Peace and Justice.
In search of the sweet spot: infrastructure at the intersection of cultural h...Mia
A short paper for a panel on 'Data Science & Digital Humanities: new collaborations, new opportunities and new complexities' at Digital Humanities 2019, Utrecht.
Living with Machines at The Past, Present and Future of Digital Scholarship w...Mia
Short paper on the Living with Machines project for a panel at the Digital Humanities 2019 conference in Utrecht, Netherlands. Living with Machines is a research project using data science with historical sources and questions at scale to rethink the impact of technology on the lives of ordinary 19thC people
Enabling digital scholarship through staff training: the British Library's ex...Mia
A talk at the DH Lab at the University of Exeter in February 2019.
The British Library's Digital Scholarship Training Programme provides colleagues with the space and support to
develop the necessary skills and knowledge to support emerging areas of modern scholarship. Their familiarity with the foundational concepts, methods and tools of digital scholarship in turn helps promote a spirit of innovation and creativity, encouraging digital initiatives within the Library and with external partners. Finally, the programme of events helps nourish and sustain an internal digital scholarship community of interest/practice.
In this talk, Digital Curator Dr. Mia Ridge will share some of the lessons the team have learnt about delivering Digital Scholarship training in a library environment since it began several years ago, and some of the challenges they still face.
A modest proposal: crowdsourcing in cultural heritage benefits us all.Mia
Projects like In the Spotlight http://playbills.libcrowds.com encourage people to pay close attention to historic playbills while transcribing text to help make them more discoverable. Crowdsourcing cultural heritage tasks can create new relationships between cultural organisations and the public, while creating moments of curiosity that help people understand the past and present. Isn't it time you tried crowdsourcing?
A provocation for the British Library Labs 'Building Library Labs around the world' event, with folk from national, state and university libraries with existing or planned digital 'Labs-style' teams.
Crowdsourcing at the British Library: lessons learnt and future directionsMia
Digital Humanities Congress, University of Sheffield, September 2018.
The British Library has been experimenting with crowdsourcing since it launched the Georeferencer (http://www.bl.uk/georeferencer/) in 2012. It launched an updated platform for crowdsourcing in late 2017. Currently the platform supports two projects, In the Spotlight (http://playbills.libcrowds.com/, transcribing information from the Library's historic collection of theatre playbills) and Convert-a-Card (https://www.libcrowds.com/collection/convertacard, converting printed card catalogues into digital records).
This presentation will provide a case study of the implementation of this crowdsourcing platform, considering how the design of behind-the-scenes processes such as metadata workflow, and visible outputs such as the user experience and conversations with participants, were informed by lessons learnt from past projects. The platform is integrated with new Library infrastructure that publishes images in IIIF (International Image Interoperability Framework, http://iiif.io/about/) and has pioneered the use of web annotations for crowdsourced data.
It will discuss how and why In the Spotlight was designed with a balance between productivity (the number of tasks completed) with enjoyment and opportunities for engagement (whether discussing interesting playbills on the forum or social media, or investigating aspects of theatre history) in mind. It will also look at the integration of crowdsourced data into the Library's catalogues, and how the project has changed in response to requests and feedback from participants.
The presentation will include a progress update on the project, and discuss how we applied best practices like usability testing and Europeana's Impact model (https://pro.europeana.eu/what-we-do/impact). It will finish with a preview of future plans for the platform, including the ability for library staff to build their own projects with digitised collections in compatible formats. Reducing the technical overhead for launching a pilot project could be immensely valuable - but how will we ensure that anyone starting a project understands that crowdsourcing is more about people than it is about technology?
Crowdsourcing 'In the Spotlight' at the British LibraryMia
Presentation for Discovery/Participation Panel: User Generated & Institutional Data Transcription projects at EuropeanaTech https://pro.europeana.eu/page/europeanatech-2018-programme
A talk for the CILIP MMIT group at their 'The wisdom of the crowd? Crowdsourcing for information professionals' event, Heritage Quay, University of Huddersfield, March 2018
Museums+Tech conference 2017: Museums and tech in a divided world, Imperial War Museum London
Friday November 3 2017
http://museumscomputergroup.org.uk/events/museumstech-2017/
Historical thinking in crowdsourcing and citizen history projectsMia
The TL;DR version: repeated exposure and active attention to primary materials can develop some historical skills; more learning happens through observing and participating in discussion.
Presentation for Creating Historical Knowledge Socially: New Approaches, Opportunities and Epistemological Implications of Undertaking Research with Citizen Scholars
Washington DC, October 2017
Abstract: This 20-minute presentation examines the extent to which crowdsourcing and 'citizen history' projects and discussion platforms enable and encourage the practice of historical thinking. It takes the definitions of historical thinking set out by scholars and institutional bodies and the American Historical Association's 'core competencies' for students in history courses and degree programs as cues for an extensive trace-ethnographic analysis of participant discourse on crowdsourcing and digital community history platforms. This analysis found evidence for the development of historical thinking, situated learning and collective knowledge creation through participation in online communities of practice. Crowdsourcing project forums support many of the behaviours considered typical of communities of practice, including problem solving, requests for information, seeking the experience of past behaviours, coordinating actions, documenting shared knowledge and experiences, and discussing developments. This paper draws on research undertaken for my 2015 PhD, Making digital history: The impact of digitality on public participation and scholarly practices in historical research, in which I explored the ways in which some crowdsourcing projects encourage deeper engagement with history or science, and the role of communities of practice in citizen history.
Cross-sector collaboration for digital museum and library projectsMia
I provide some examples of cross-sector collaboration from the UK, and include some examples of different models for international collaboration. Invited presentation for the Chinese Association of Museums, Taipei, Taiwan, August 2017
Connected heritage: How should Cultural Institutions Open and Connect Data?Mia
Keynote for the International Digital Culture Forum 2017, Taichung, Taiwan, August 2017
I approach the question by describing the mechanisms organisations have used to open and connect data, then I look at some of the positive outcomes that resulted from their actions. This is not a technical talk about different acronyms, it's about connecting people to our shared heritage.
Wish upon a star: making crowdsourcing in cultural heritage a realityMia
Keynote for the Digikult 2017 conference. The success of crowdsourcing projects that have transcribed, categorised, linked and researched millions of cultural heritage and scientific records has inspired others to try it their own organisations. We can look to 'star' projects for ideas, but what it's really like to run a crowdsourcing project?
For Beyond the Black Box, University of Edinburgh, February 2017
As the datasets used by humanists become ever larger and more readily accessible, the ability to render and interpret overwhelmingly large amounts of information in graphically literate ways has become an increasingly important part of the researcher’s skillset. In this workshop, participants will be introduced to the core principles of scholarly data visualisation and shown how to use a variety of visualisation tools.
Visualisations may sound like the opposite of a black box, as they display the data provided. However, aside from 'truthiness' of things on a screen, lots of invisible algorithmic decisions affect what appears on the screen. Data used in visualisations is increasingly generated algorithmically rather than manually. What choices is software making for you, and whose world view do they reflect? Algorithms are choices - if you can't read the source code or access the learned model, how can you understand them?
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
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/