Different styles and applications of Augmented Reality in the culture and arts sector. Presentation was part of Quick and Dirty AR workshop at Museums and the Web 2012 in San Diego.
'Culture and Tourism - Visions of the Future' at the IV Polish Lodz Conferenc...9b+
Presentation on Cultural and tourist strategies through digital devices, at the conference of the Regional Tourism Committee of Lodz, Poland, October 26th 2010
The document lists several landmarks and attractions in Tokyo including the Tokyo Imperial Palace, Rainbow Bridge, Statue of Liberty, and the National Museum of Emerging Science and Innovation as well as Tokyo Station. It concludes by thanking the reader for their attention.
Smart UK Short List at Westminster Conference Centre on 23rd January 2012.
QRpedia on show with 12 other Smart Mobile ideas.Examples shown are from, Derby Museum - King of Rome, Domesday Book, Collosus Computer from Bletchley Park, Wiki Loves Monuments from Russia, Jimmy Wales in Indianapolis Childrens Museum
Mobile strategies for art museums are dynamic and evolving. While MoMA and IMA have different approaches, their strategies aim to provide value to visitors by anticipating their questions and designing accessible experiences. Both institutions experiment with content and technologies to understand how mobile can enhance engagement with art both inside and outside the museum. Moving forward, they seek to encourage curiosity, foster conversation, and bridge physical and digital experiences.
Robert Stein is the Deputy Director of Research at the Indianapolis Museum of Art. He has overseen the museum's technology development and digital strategies for over a decade. Under his leadership, the museum has seen significant growth in its digital presence and online engagement, winning several grants to support new initiatives. However, maintaining focus on core priorities and understanding limitations have been important lessons. The museum now has over 1 million web visitors annually and digital programs exceed exhibition revenue, showing the impact of prioritizing technology and collaboration.
Exploring the idea of a Museum of Fictional Characters & Possible Marketing...MuseumCultureMarketing
The document discusses the idea of creating a Museum of Fictional Characters. It provides examples of existing museums dedicated to fictional characters, such as the Sherlock Holmes Museum and Jara Cimrman Museum. Different types of museums for fictional literature characters, animated characters, and comic book characters are proposed. Methods for documenting, displaying, and marketing fictional characters to audiences are explored, such as through wax sculptures, videos, theme songs, and souvenir shops. The conclusion states that fictional characters have cultural and historical significance and museologists can find creative ways to preserve and exhibit them.
This document provides 10 tips for museums to improve marketing and attract more visitors. The tips include conducting a marketing evaluation, setting objectives and goals, defining why people should visit the museum, developing a visitor profile, building an email database, using online marketing strategies like websites and social media, forming alliances with other organizations, issuing press releases, and creating a comprehensive marketing plan with integrated tactics. The overall aim is to increase awareness, visitors, and revenue through a strategic and tactical approach to marketing.
The document discusses Robert Stein's role as Deputy Director for Research, Technology, and Engagement at the Indianapolis Museum of Art. It provides details about Stein's background and experience in various roles at universities and museums. It also outlines the IMA's strategic plan, with a focus on establishing the museum as a leader in research areas like art history, conservation science, and visitor studies. The document advocates for an approach of audience engagement over education and discusses various models and theories around maximizing visitor experience.
'Culture and Tourism - Visions of the Future' at the IV Polish Lodz Conferenc...9b+
Presentation on Cultural and tourist strategies through digital devices, at the conference of the Regional Tourism Committee of Lodz, Poland, October 26th 2010
The document lists several landmarks and attractions in Tokyo including the Tokyo Imperial Palace, Rainbow Bridge, Statue of Liberty, and the National Museum of Emerging Science and Innovation as well as Tokyo Station. It concludes by thanking the reader for their attention.
Smart UK Short List at Westminster Conference Centre on 23rd January 2012.
QRpedia on show with 12 other Smart Mobile ideas.Examples shown are from, Derby Museum - King of Rome, Domesday Book, Collosus Computer from Bletchley Park, Wiki Loves Monuments from Russia, Jimmy Wales in Indianapolis Childrens Museum
Mobile strategies for art museums are dynamic and evolving. While MoMA and IMA have different approaches, their strategies aim to provide value to visitors by anticipating their questions and designing accessible experiences. Both institutions experiment with content and technologies to understand how mobile can enhance engagement with art both inside and outside the museum. Moving forward, they seek to encourage curiosity, foster conversation, and bridge physical and digital experiences.
Robert Stein is the Deputy Director of Research at the Indianapolis Museum of Art. He has overseen the museum's technology development and digital strategies for over a decade. Under his leadership, the museum has seen significant growth in its digital presence and online engagement, winning several grants to support new initiatives. However, maintaining focus on core priorities and understanding limitations have been important lessons. The museum now has over 1 million web visitors annually and digital programs exceed exhibition revenue, showing the impact of prioritizing technology and collaboration.
Exploring the idea of a Museum of Fictional Characters & Possible Marketing...MuseumCultureMarketing
The document discusses the idea of creating a Museum of Fictional Characters. It provides examples of existing museums dedicated to fictional characters, such as the Sherlock Holmes Museum and Jara Cimrman Museum. Different types of museums for fictional literature characters, animated characters, and comic book characters are proposed. Methods for documenting, displaying, and marketing fictional characters to audiences are explored, such as through wax sculptures, videos, theme songs, and souvenir shops. The conclusion states that fictional characters have cultural and historical significance and museologists can find creative ways to preserve and exhibit them.
This document provides 10 tips for museums to improve marketing and attract more visitors. The tips include conducting a marketing evaluation, setting objectives and goals, defining why people should visit the museum, developing a visitor profile, building an email database, using online marketing strategies like websites and social media, forming alliances with other organizations, issuing press releases, and creating a comprehensive marketing plan with integrated tactics. The overall aim is to increase awareness, visitors, and revenue through a strategic and tactical approach to marketing.
The document discusses Robert Stein's role as Deputy Director for Research, Technology, and Engagement at the Indianapolis Museum of Art. It provides details about Stein's background and experience in various roles at universities and museums. It also outlines the IMA's strategic plan, with a focus on establishing the museum as a leader in research areas like art history, conservation science, and visitor studies. The document advocates for an approach of audience engagement over education and discusses various models and theories around maximizing visitor experience.
I’m not there: Mobile devices in (and around) museums :: Michael Parry, ACMINational Digital Forum
The document discusses how museums are using mobile devices to enhance the visitor experience both onsite and offsite, providing examples of apps and digital experiences that expand access to collections, events, and education programs. It also examines some of the opportunities and challenges involved in adapting museum practices to new technologies and media, from guiding tours and exhibitions to co-creation with visitors and new models of engagement. The presentation concludes by noting the role of mobile devices in transforming museums and cultural institutions.
Chantal Powell is an artist based in Southampton who creates installations and objects exploring human emotions and relationships. Her work responds to spaces and found objects, combining conceptual ideas with inviting viewers to interpret hidden meanings and stories. She holds a PhD in psychology from the University of Southampton. Powell has exhibited widely in the UK and internationally, including at the 53rd Venice Biennale, and is represented by Debut Contemporary Gallery in London. She has upcoming exhibitions in 2011 at venues including Wolverhampton Art Gallery.
Rainey Tisdale: Recent Developments in European City Museums, 25.10.2011 Den ...Den Gamle By
Talk held at Urban History Exhibited. Seminar at Den Gamle By in Aarhus, Denmark. 25th October 2011.
Rainey Tisdale, Community Fellow at John Nicholas Brown Center for Public Humanities and Cultural Heritage, Brown University. 25th Oct. 2011
Abstract:
I spent 2010 surveying city museums in Europe and the United States as part of a Fulbright-sponsored research project. Since then I have continued to closely follow developments in this field in order to determine what we are doing poorly, what we are doing well, and what the 21st-century city museum should look like. Drawing from this work, my paper will explore recent trends in urban public history, particularly those taking place outside the walls of the physical museum, including geo-tagging, pop-up museums, user-generated content, and hyper-local history projects. I will also discuss what these trends mean for city museums and for our audiences. I will end with my personal vision for the 21st-century city museum.
The document discusses the relationship between art and the spaces in which it is exhibited and experienced. It references Claude Monet's Waterlilies displayed at the Musee de l'Orangerie in Paris and Frank Lloyd Wright's Solomon R. Guggenheim Museum in New York. The document also mentions works by artists Maurizio Cattelan, Daniel Buren, Dan Flavin, and interventions in the Guggenheim by Alyson Shotz, Anish Kapoor, MAD Architects, and JDS Architects.
What are the emerging trends in technology shaping the visit experience at the museum? How can museums harness their collection and displays to create a playful inviting immersive environments? How can museums encourage new forms of storytelling by blending digital technologies and the physical realm?
Keynote at the ICOM conference "The visitor experience in museums in the digital age."
Playlist available - https://www.youtube.com/playlist?list=PLlM0ESI_brIWnOO2XlTf3dWEh7wEAqbtc
3D Museums: tactile learning, greater accessGeorge Oates
Here are the slides for a presentation I gave at Faro's "Heritage, virtual and augmented" conference in Brussels in November 2016.
http://www.faronet.be/kalender/erfgoed-virtueel-en-augmented
This document lists museum design projects completed between 2008-2015 by the company. It includes exhibits for Bristol City Museum, Lizard Lighthouse Heritage Centre in Cornwall, M-Shed Bristol, and The Infirmary Museum in Worcester covering topics like Egypt, China, urban sport, and healthcare. The exhibits used interactives, digital projections, and character wristbands to immerse visitors in historical narratives. Feedback praised one Infirmary Museum design for beautifully interpreting the former hospital ward space using clever details.
This document discusses the changing role and definition of museums. It begins by describing the traditional "white cube" model of museums as places that collect and display artifacts. However, it questions how important the physical building or "box" is, and whether the focus should be more on the experience for visitors rather than just information. Some examples are given of museums that shift away from only presenting information, to prioritizing visitor experiences through interactive and immersive activities. The document debates whether the goal of museums should be presenting authentic information or creating engaging experiences, as experiences may be more important for the public.
The document discusses the changing role and definition of museums. It questions whether museums should prioritize information or experiences, and provides examples where museums have shifted their focus from collecting objects to providing engaging activities. These include a museum of blind people that teaches experiences through other senses, and a Ferrari theme park that simulates driving experiences. The document also debates how authentic the information provided by museums needs to be, pointing out examples like many places claiming to hold artifacts and graves of historical figures.
Presentation for Augmented Planet developers event. Kensington, London, 2011. Includes examples of #AR applications by/for cultural institutions, artists, educators.
1) Augmented reality and mobile devices can be used to enhance museum experiences by providing additional interpretive content about exhibits and expanding access to information.
2) They allow for diverse interactions like on-demand translation, collaborative activities between visitors, and role-playing games that can challenge typical spatial experiences in a museum.
3) Effective implementations require considering factors like appropriate content, facilitating collaboration, intuitive interaction styles, and testing and evaluating experiences with users.
The document discusses how museums are increasingly using mobile technologies to enhance the visitor experience. It suggests moving away from "stop-based treasure hunts" towards experiences that are active, participatory, experiential, and collaborative, while accommodating different learning styles. Examples mentioned include apps that allow visitors to record voices or draw at exhibits. The document emphasizes testing and evaluating mobile experiences using methods like user journey maps and collecting feedback to improve future designs. Overall, it promotes designing mobile experiences for museums that engage and involve visitors in interactive, collaborative, and creative ways.
Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon ...Shelley Mannion
This document summarizes projects using mobile learning and augmented reality to engage children with the Parthenon sculptures at the British Museum. Over 18 months and with input from over 250 children, two projects were developed: a worksheet ported to mobile devices and a game using augmented reality. Key learnings included that technology was exciting but problematic, children didn't like broken sculptures, augmented reality recognition was difficult, and testing helped refine wayfinding, instructions, and collaborative use. The goal was to celebrate Athens and deliver interactive content about the Pediment and Frieze sculptures in an engaging way for children.
A presentation about the potential of AR in museum learning which draws inspiration from The British Museum's digital learning programme. This presentation was given at the Museum Ideas conference in London on 3 October 2013.
Mobile Learning in Museums: Insights from recent researchShelley Mannion
Insights from four years of evaluation and research on mobile learning at the British Museum's Samsung Digital Discovery Centre. Presented at the University of Leicester Museum Studies brown bag research seminar on 19 June 2013. Many thanks to Dr. Giasemi Vavoula and Laura Diaz Ramos for inviting me to speak and organising the event.
This document discusses mobile trends in art museums, including tablet use and optimized museum websites. It also discusses new learning apps and programs using tablets, 3D printing, MOOCs, and participatory outreach. Specific examples are given of museums using iPads for audio stories, 3D printing for learning and access, and MOOCs growing in popularity. Touch interaction and gamification are also mentioned as emerging technologies.
This talk looks at translating successful learning activities in the physical world to the digital space. Case studies from the British Museum’s Samsung Digital Discovery Centre, MOMA, Cleveland Museum of Art and others demonstrate how to take traditional analogue activities and re-imagine them for mobile and gallery-based digital applications, and the unique opportunity space that educators work in for inexpensive piloting and experimentation. Presented at an Engage seminar on 15 May 2013.
Presentation of the findings around the Hajj Mobile application launched in early 2012 as part of the schools offer for the Hajj: Journey to the Heart of Islam exhibition at the British Museum. This presentation was shared at the Computers and the History of Art conference in November 2012. Thanks to my collaborators Nick Badcott, William Robinson and Alessandra von Aesch.
Presentation about our digital learning work at The British Museum's Samsung Digital Discovery Centre at the FIEC conference (http://bit.ly/Xk6Uxd) in Santiago de Compostela, Spain in November 2012. The conference was held at the stunning City of Culture, a complex of buildings nestled in the hills above the sacred city.
The document discusses using augmented reality (AR) at the British Museum to enhance educational experiences. It describes several AR education projects at museums, including using mobile devices and apps to overlay historical information and bring exhibits to life. The document emphasizes that AR education projects should integrate with learning frameworks, use low-cost and free tools, embrace failures and unexpected discoveries, and provide facilitation to reduce risks of experimentation. Artists are cited as inspirations for blending real and virtual worlds in imaginative ways.
The document discusses a technology-based learning program at the British Museum that is sponsored by Samsung and targets different audiences including schools, families, and teens. It provides details on the number of participants and session lengths for each audience group. The sponsorship includes an annual refresh of Samsung devices for the program and staff budget relief. Some dilemmas discussed are balancing cultural learning with developing ICT skills, depth of engagement versus number of participants reached, and defining the roles of teachers and facilitators in a digital learning environment.
I’m not there: Mobile devices in (and around) museums :: Michael Parry, ACMINational Digital Forum
The document discusses how museums are using mobile devices to enhance the visitor experience both onsite and offsite, providing examples of apps and digital experiences that expand access to collections, events, and education programs. It also examines some of the opportunities and challenges involved in adapting museum practices to new technologies and media, from guiding tours and exhibitions to co-creation with visitors and new models of engagement. The presentation concludes by noting the role of mobile devices in transforming museums and cultural institutions.
Chantal Powell is an artist based in Southampton who creates installations and objects exploring human emotions and relationships. Her work responds to spaces and found objects, combining conceptual ideas with inviting viewers to interpret hidden meanings and stories. She holds a PhD in psychology from the University of Southampton. Powell has exhibited widely in the UK and internationally, including at the 53rd Venice Biennale, and is represented by Debut Contemporary Gallery in London. She has upcoming exhibitions in 2011 at venues including Wolverhampton Art Gallery.
Rainey Tisdale: Recent Developments in European City Museums, 25.10.2011 Den ...Den Gamle By
Talk held at Urban History Exhibited. Seminar at Den Gamle By in Aarhus, Denmark. 25th October 2011.
Rainey Tisdale, Community Fellow at John Nicholas Brown Center for Public Humanities and Cultural Heritage, Brown University. 25th Oct. 2011
Abstract:
I spent 2010 surveying city museums in Europe and the United States as part of a Fulbright-sponsored research project. Since then I have continued to closely follow developments in this field in order to determine what we are doing poorly, what we are doing well, and what the 21st-century city museum should look like. Drawing from this work, my paper will explore recent trends in urban public history, particularly those taking place outside the walls of the physical museum, including geo-tagging, pop-up museums, user-generated content, and hyper-local history projects. I will also discuss what these trends mean for city museums and for our audiences. I will end with my personal vision for the 21st-century city museum.
The document discusses the relationship between art and the spaces in which it is exhibited and experienced. It references Claude Monet's Waterlilies displayed at the Musee de l'Orangerie in Paris and Frank Lloyd Wright's Solomon R. Guggenheim Museum in New York. The document also mentions works by artists Maurizio Cattelan, Daniel Buren, Dan Flavin, and interventions in the Guggenheim by Alyson Shotz, Anish Kapoor, MAD Architects, and JDS Architects.
What are the emerging trends in technology shaping the visit experience at the museum? How can museums harness their collection and displays to create a playful inviting immersive environments? How can museums encourage new forms of storytelling by blending digital technologies and the physical realm?
Keynote at the ICOM conference "The visitor experience in museums in the digital age."
Playlist available - https://www.youtube.com/playlist?list=PLlM0ESI_brIWnOO2XlTf3dWEh7wEAqbtc
3D Museums: tactile learning, greater accessGeorge Oates
Here are the slides for a presentation I gave at Faro's "Heritage, virtual and augmented" conference in Brussels in November 2016.
http://www.faronet.be/kalender/erfgoed-virtueel-en-augmented
This document lists museum design projects completed between 2008-2015 by the company. It includes exhibits for Bristol City Museum, Lizard Lighthouse Heritage Centre in Cornwall, M-Shed Bristol, and The Infirmary Museum in Worcester covering topics like Egypt, China, urban sport, and healthcare. The exhibits used interactives, digital projections, and character wristbands to immerse visitors in historical narratives. Feedback praised one Infirmary Museum design for beautifully interpreting the former hospital ward space using clever details.
This document discusses the changing role and definition of museums. It begins by describing the traditional "white cube" model of museums as places that collect and display artifacts. However, it questions how important the physical building or "box" is, and whether the focus should be more on the experience for visitors rather than just information. Some examples are given of museums that shift away from only presenting information, to prioritizing visitor experiences through interactive and immersive activities. The document debates whether the goal of museums should be presenting authentic information or creating engaging experiences, as experiences may be more important for the public.
The document discusses the changing role and definition of museums. It questions whether museums should prioritize information or experiences, and provides examples where museums have shifted their focus from collecting objects to providing engaging activities. These include a museum of blind people that teaches experiences through other senses, and a Ferrari theme park that simulates driving experiences. The document also debates how authentic the information provided by museums needs to be, pointing out examples like many places claiming to hold artifacts and graves of historical figures.
Presentation for Augmented Planet developers event. Kensington, London, 2011. Includes examples of #AR applications by/for cultural institutions, artists, educators.
Similar to Quick and Dirty AR: For culture (#mw2012) (10)
1) Augmented reality and mobile devices can be used to enhance museum experiences by providing additional interpretive content about exhibits and expanding access to information.
2) They allow for diverse interactions like on-demand translation, collaborative activities between visitors, and role-playing games that can challenge typical spatial experiences in a museum.
3) Effective implementations require considering factors like appropriate content, facilitating collaboration, intuitive interaction styles, and testing and evaluating experiences with users.
The document discusses how museums are increasingly using mobile technologies to enhance the visitor experience. It suggests moving away from "stop-based treasure hunts" towards experiences that are active, participatory, experiential, and collaborative, while accommodating different learning styles. Examples mentioned include apps that allow visitors to record voices or draw at exhibits. The document emphasizes testing and evaluating mobile experiences using methods like user journey maps and collecting feedback to improve future designs. Overall, it promotes designing mobile experiences for museums that engage and involve visitors in interactive, collaborative, and creative ways.
Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon ...Shelley Mannion
This document summarizes projects using mobile learning and augmented reality to engage children with the Parthenon sculptures at the British Museum. Over 18 months and with input from over 250 children, two projects were developed: a worksheet ported to mobile devices and a game using augmented reality. Key learnings included that technology was exciting but problematic, children didn't like broken sculptures, augmented reality recognition was difficult, and testing helped refine wayfinding, instructions, and collaborative use. The goal was to celebrate Athens and deliver interactive content about the Pediment and Frieze sculptures in an engaging way for children.
A presentation about the potential of AR in museum learning which draws inspiration from The British Museum's digital learning programme. This presentation was given at the Museum Ideas conference in London on 3 October 2013.
Mobile Learning in Museums: Insights from recent researchShelley Mannion
Insights from four years of evaluation and research on mobile learning at the British Museum's Samsung Digital Discovery Centre. Presented at the University of Leicester Museum Studies brown bag research seminar on 19 June 2013. Many thanks to Dr. Giasemi Vavoula and Laura Diaz Ramos for inviting me to speak and organising the event.
This document discusses mobile trends in art museums, including tablet use and optimized museum websites. It also discusses new learning apps and programs using tablets, 3D printing, MOOCs, and participatory outreach. Specific examples are given of museums using iPads for audio stories, 3D printing for learning and access, and MOOCs growing in popularity. Touch interaction and gamification are also mentioned as emerging technologies.
This talk looks at translating successful learning activities in the physical world to the digital space. Case studies from the British Museum’s Samsung Digital Discovery Centre, MOMA, Cleveland Museum of Art and others demonstrate how to take traditional analogue activities and re-imagine them for mobile and gallery-based digital applications, and the unique opportunity space that educators work in for inexpensive piloting and experimentation. Presented at an Engage seminar on 15 May 2013.
Presentation of the findings around the Hajj Mobile application launched in early 2012 as part of the schools offer for the Hajj: Journey to the Heart of Islam exhibition at the British Museum. This presentation was shared at the Computers and the History of Art conference in November 2012. Thanks to my collaborators Nick Badcott, William Robinson and Alessandra von Aesch.
Presentation about our digital learning work at The British Museum's Samsung Digital Discovery Centre at the FIEC conference (http://bit.ly/Xk6Uxd) in Santiago de Compostela, Spain in November 2012. The conference was held at the stunning City of Culture, a complex of buildings nestled in the hills above the sacred city.
The document discusses using augmented reality (AR) at the British Museum to enhance educational experiences. It describes several AR education projects at museums, including using mobile devices and apps to overlay historical information and bring exhibits to life. The document emphasizes that AR education projects should integrate with learning frameworks, use low-cost and free tools, embrace failures and unexpected discoveries, and provide facilitation to reduce risks of experimentation. Artists are cited as inspirations for blending real and virtual worlds in imaginative ways.
The document discusses a technology-based learning program at the British Museum that is sponsored by Samsung and targets different audiences including schools, families, and teens. It provides details on the number of participants and session lengths for each audience group. The sponsorship includes an annual refresh of Samsung devices for the program and staff budget relief. Some dilemmas discussed are balancing cultural learning with developing ICT skills, depth of engagement versus number of participants reached, and defining the roles of teachers and facilitators in a digital learning environment.
The document outlines 4 potential ideas for a design activity workshop at a conference, including creating collaborative postcards, a self-portrait photography project addressing identity, subverting iconic objects to create new designs exploring cultural identity, and a bingo card scavenger hunt where families design cards for each other to explore the exhibition space through another family's perspective. Key aspects considered for each idea are learning outcomes, appropriate technologies, and session type.
Kidding Around Case Study: Museum of London (#mw2012)Shelley Mannion
This document describes a workshop where children ages 6-12 are guided through an inquiry process to explore museum objects, capture their ideas and inspiration using technology, and collaboratively design and create a 3D printed object. The goal is to help children learn through exploration of objects, self-directed investigation, and connecting their ideas to a shared blog and physical objects. Key aspects include using iPads and apps to document their process, the democratic selection of a design to print, and creating an ongoing community through social media. Lessons learned include the benefits of inquiry-based learning and collaboration over traditional transmission-based models.
Kidding Around Case Study: British Museum (#mw2012)Shelley Mannion
Passport to the Afterlife is a 45-60 minute drop-in activity for families with children ages 7-10 that uses augmented reality and comic making to teach lessons about death. The activity has two parts, an AR mobile trail where participants find markers to scan and decode, and a classroom part where they collect answers and create their own passport. It requires facilitators, phones that can run the AR app, markers, and content on death designed for children.
The document discusses the V&A's artist residency and collaboration program. It offers residencies to 6 artists per year lasting 3 to 6 months. It also mentions a digital studio project called "Design, Share & Explain" and a commissioning program that has worked with artists such as Karsten Schmidt and Hellicar & Lewis to create works. The document provides information on the V&A's support for artists through residency opportunities and commissions.
Kidding Around: Introduction to Our Audiences (#mw2012)Shelley Mannion
The document discusses designing digital learning activities for different audiences including babies, primary school children, pre-teens, teenagers, and families. It provides examples of effective early childhood museum programs that encourage open-ended play, exploration, and active learning. The document also notes key considerations for different age groups such as how pre-teens can be self-conscious but interested in developing skills, while teenagers like more unstructured independent or social activities. Overall, it focuses on creating successful digital learning programs that support different learning styles and needs for diverse audiences.
Kidding Around: Designing Digital Activities (#mw2012)Shelley Mannion
The document discusses various approaches for designing digital learning activities at museums or cultural centers. Open drop-ins allow flexibility but can lack depth and overwhelm staff. Timed drop-ins balance flexibility with reducing wait times but risk becoming too standardized. Workshops allow in-depth engagement but have limited capacity. The document advocates designing blended experiences, empowering kids and parents, providing facilitation over strict instructions, integrating galleries wisely, experimenting with alternative interactions, and not neglecting traditional approaches while also planning for an engaging payoff.
1. The document discusses strategies for digital learning in museums, including new interaction styles, participatory learning, new programming models, and using space as a digital canvas.
2. It also outlines challenges of digital learning such as defining the educator's new role, addressing conflicts with other digital work and funding models, issues around institutional authority and copyright, managing expectations, and challenges to curatorial control.
3. The document argues that museums have unrealized potential in uniting the on-site and online experience for digital learning.
Two Augmented Reality projects for Android at the British Museum. A presentation at Digital Learning Adventures in Museums (#dlam11) on 4 February 2011.
"Scaling RAG Applications to serve millions of users", Kevin GoedeckeFwdays
How we managed to grow and scale a RAG application from zero to thousands of users in 7 months. Lessons from technical challenges around managing high load for LLMs, RAGs and Vector databases.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
Must Know Postgres Extension for DBA and Developer during MigrationMydbops
Mydbops Opensource Database Meetup 16
Topic: Must-Know PostgreSQL Extensions for Developers and DBAs During Migration
Speaker: Deepak Mahto, Founder of DataCloudGaze Consulting
Date & Time: 8th June | 10 AM - 1 PM IST
Venue: Bangalore International Centre, Bangalore
Abstract: Discover how PostgreSQL extensions can be your secret weapon! This talk explores how key extensions enhance database capabilities and streamline the migration process for users moving from other relational databases like Oracle.
Key Takeaways:
* Learn about crucial extensions like oracle_fdw, pgtt, and pg_audit that ease migration complexities.
* Gain valuable strategies for implementing these extensions in PostgreSQL to achieve license freedom.
* Discover how these key extensions can empower both developers and DBAs during the migration process.
* Don't miss this chance to gain practical knowledge from an industry expert and stay updated on the latest open-source database trends.
Mydbops Managed Services specializes in taking the pain out of database management while optimizing performance. Since 2015, we have been providing top-notch support and assistance for the top three open-source databases: MySQL, MongoDB, and PostgreSQL.
Our team offers a wide range of services, including assistance, support, consulting, 24/7 operations, and expertise in all relevant technologies. We help organizations improve their database's performance, scalability, efficiency, and availability.
Contact us: info@mydbops.com
Visit: https://www.mydbops.com/
Follow us on LinkedIn: https://in.linkedin.com/company/mydbops
For more details and updates, please follow up the below links.
Meetup Page : https://www.meetup.com/mydbops-databa...
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Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
This talk will cover ScyllaDB Architecture from the cluster-level view and zoom in on data distribution and internal node architecture. In the process, we will learn the secret sauce used to get ScyllaDB's high availability and superior performance. We will also touch on the upcoming changes to ScyllaDB architecture, moving to strongly consistent metadata and tablets.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
What began over 115 years ago as a supplier of precision gauges to the automotive industry has evolved into being an industry leader in the manufacture of product branding, automotive cockpit trim and decorative appliance trim. Value-added services include in-house Design, Engineering, Program Management, Test Lab and Tool Shops.
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.