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.
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.
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
This is a concept we developed for the Helsinki City Library competition.
A near future concept for a library, in which innovative fruition, participation, collaboration and production models are engaged, and in which the library becomes an ubiquitous space for the production of knowledge.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
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.
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
This is a concept we developed for the Helsinki City Library competition.
A near future concept for a library, in which innovative fruition, participation, collaboration and production models are engaged, and in which the library becomes an ubiquitous space for the production of knowledge.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
S12. Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable)
The role of new technologies in digital infrastructures.
Significant investment, potential risks and rewards.
Pros and cons of technology [platforms] already in use within an archaeological data infrastructure, OR introduction of new technology [photog; XR, GIS+].
Technologies may include but are not limited to Linked Data, Natural Language Processing, Image Recognition and machine/deep learning. OR VR, AR, MR.
Challenges and potential usefulness of these technologies within archaeological data infrastructures
Current and future best practices.
Information Shadows: how ubiquitous computing serializes everyday thingsMike Kuniavsky
First imagined in 1991 at Xerox PARC, \"Ubiquitous computing,\" -- the sowing of information processing into the environment is now a reality. Just as 20th century electrification and inexpensive electric motors changed hand tools into appliances, the Internet and inexpensive embedded computers are now transforming familiar objects. With the addition of networked computing, everyday things exhibit new properties. Objects have always been catalogued and counted. With near-realtime circulation of meta-data, they cast information shadows into databases and the Web. In response, we shift how we relate to these new kinds of objects. And with some objects as agents in their own right, we must consider how objects relate to each other. In this talk Mike will discuss how the nature of familiar things is rapidly transforming as their information shadows grow longer and more intertwined and why cars and purses are more like serials than you may have expected.
A Model for Information Environments - Reframe IA Workshop 2013Andrew Hinton
My five-minute ignite-style talk for the Reframe IA workshop. Please note, for SlideShare purposes, I had to embed my notes into the slides, because PowerPoint wasn't behaving with other options.
(Information about the workshop: http://2013.iasummit.org/program/workshops/the-amazing-academics-practitioners-round-table/)
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
Final report for SD5520 Concept Workshop. The concept is about the sustainable reading behavior. Talking about sustainable disposal ways for free newspaper in Hong Kong.
Technobiophilia: soothing our connected minds and easing our wired lives, Bi...Dr Sue Thomas
Published on 20 May 2015
Technobiophilia: soothing our connected minds and easing our wired lives
In her 2013 book Technobiophilia: Nature and Cyberspace, Sue Thomas interrogates the prevalence online of nature-derived metaphors, and comes to a surprising conclusion. The root of this trend, she believes, lies in biophilia, defined by E.O. Wilson as ‘the innate attraction to life and lifelike processes’. Working from the strong thread of biophilia which runs through our online lives, she expands Wilson’s definition to the ‘innate attraction to life and lifelike processes *as they appear in technology*’, a phenomenon she calls ‘technobiophilia’. Attention to technobiophilia and its application to urban design offers a way to make our digital lives integrated, healthy, and mindful. In this talk she outlines the key elements of the concept and shows how, even in an intensely digital culture, the restorative qualities of biophilia can alleviate mental fatigue and enhance our capacity for directed attention, thus soothing our connected minds and easing our wired lives.
Sue's website: https://suethomasnet.wordpress.com
YouTube video of this talk: https://youtu.be/yOrt8zINrnE
S12. Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable)
The role of new technologies in digital infrastructures.
Significant investment, potential risks and rewards.
Pros and cons of technology [platforms] already in use within an archaeological data infrastructure, OR introduction of new technology [photog; XR, GIS+].
Technologies may include but are not limited to Linked Data, Natural Language Processing, Image Recognition and machine/deep learning. OR VR, AR, MR.
Challenges and potential usefulness of these technologies within archaeological data infrastructures
Current and future best practices.
Information Shadows: how ubiquitous computing serializes everyday thingsMike Kuniavsky
First imagined in 1991 at Xerox PARC, \"Ubiquitous computing,\" -- the sowing of information processing into the environment is now a reality. Just as 20th century electrification and inexpensive electric motors changed hand tools into appliances, the Internet and inexpensive embedded computers are now transforming familiar objects. With the addition of networked computing, everyday things exhibit new properties. Objects have always been catalogued and counted. With near-realtime circulation of meta-data, they cast information shadows into databases and the Web. In response, we shift how we relate to these new kinds of objects. And with some objects as agents in their own right, we must consider how objects relate to each other. In this talk Mike will discuss how the nature of familiar things is rapidly transforming as their information shadows grow longer and more intertwined and why cars and purses are more like serials than you may have expected.
A Model for Information Environments - Reframe IA Workshop 2013Andrew Hinton
My five-minute ignite-style talk for the Reframe IA workshop. Please note, for SlideShare purposes, I had to embed my notes into the slides, because PowerPoint wasn't behaving with other options.
(Information about the workshop: http://2013.iasummit.org/program/workshops/the-amazing-academics-practitioners-round-table/)
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
Final report for SD5520 Concept Workshop. The concept is about the sustainable reading behavior. Talking about sustainable disposal ways for free newspaper in Hong Kong.
Technobiophilia: soothing our connected minds and easing our wired lives, Bi...Dr Sue Thomas
Published on 20 May 2015
Technobiophilia: soothing our connected minds and easing our wired lives
In her 2013 book Technobiophilia: Nature and Cyberspace, Sue Thomas interrogates the prevalence online of nature-derived metaphors, and comes to a surprising conclusion. The root of this trend, she believes, lies in biophilia, defined by E.O. Wilson as ‘the innate attraction to life and lifelike processes’. Working from the strong thread of biophilia which runs through our online lives, she expands Wilson’s definition to the ‘innate attraction to life and lifelike processes *as they appear in technology*’, a phenomenon she calls ‘technobiophilia’. Attention to technobiophilia and its application to urban design offers a way to make our digital lives integrated, healthy, and mindful. In this talk she outlines the key elements of the concept and shows how, even in an intensely digital culture, the restorative qualities of biophilia can alleviate mental fatigue and enhance our capacity for directed attention, thus soothing our connected minds and easing our wired lives.
Sue's website: https://suethomasnet.wordpress.com
YouTube video of this talk: https://youtu.be/yOrt8zINrnE
An overview of comic books and comic novels. Describes how to find graphic novels and the best way to place orders for the books. This presentation was given at the Jefferson County Public Library Association (Alabama)
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).
Digital Heritage - Principles, tactics, trends and perspectivesJacob Wang
Talk given at the CARARE Final Policy Conference at The National Museums of Denmark in Copenhagen, November 8-9 2012.
http://www.carare.eu/eng/Activities/CARARE-Final-Conference
Lego Beowulf and the Web of Hands and Hearts, for the Danish national museum ...Michael Edson
This is the text version of the talk.
A PowerPoint version of this talk is at http://www.slideshare.net/edsonm/michael-edson-lego-beowulf-and-the-web-of-hands-and-hearts-for-the-danish-national-museum-awards
This talk was delivered at the awards ceremony for the 2012 Bikuben Foundation Danish Museum Prize (Bikubenfondens Museumspriser) in Copenhagen, Denmark.
Ideas about what museums are, who they serve, and the role they play in society are changing with dramatic speed, driven largely by social media and the participatory culture of global networks.
Denmark supports world-class museums, with remarkable collections, expert staff, and beautiful architecture. But how can museum leaders balance the traditional concepts of organizational mission and outcomes with the disruptive possibilities being demonstrated by those who love and use museums in new ways?
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
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
A presentation from Museums and the Web 2010.
Acknowledging that the only constant in technology is change, this paper proposes ways of ‘thinking outside the audio tour box’ in developing mobile interpretation programs in museums: instead of making mobile interpretation a question of which device, platform, or app the museum should invest in, it puts the focus on cross-platform content and experience design.Putting audiences at the center of museums’ mobile content and experience designs make it possible to engage them through the media consumption practices and platforms that they already use outside of the museum.
Based on research conducted at the Smithsonian American Art Museum, the Indianapolis Museum of Art, and with the principals of SmartHistory.org, this paper offers a ‘question-based’ methodology for developing an interpretive strategy that starts with mapping visitors’ queries in the galleries. From this conceptual map we can derive a matrix of platforms, media, and narrative voices that work cross-platform. The traditional audio tour, with its analog ‘linear’ content and random access ‘stops’, offers important paradigms for ‘mobile 2.0’ content design: on the one hand, conceptual overviews and immersive ‘soundtracks’ provide a ‘score’ for the museum experience, and on the other hand, ‘soundbites’ in a range of media (audio, multimedia, or text) can be searched, saved, shared and favorited in multiple contexts. From social media, we can also learn how to integrate links, apps and user-generated content into the mobile mix. Finally, the paper considers how content style impacts shelf-life. What is the enduring legacy of creating ‘quick & dirty’ interpretive ‘snacks’ versus investing in more nutritional fare? How can museums best allocate their mobile content budgets in this light?
Session: Mobiles: A Panel [mobile]
see http://www.archimuse.com/mw2010/abstracts/prg_335002342.html
What about: ‘The Game of Data Life Cycles’ was presented at the Intel European Research & Innovation Conference (ERIC) 2011 as a poster for the focus area, Social Participation and Digital Communities.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
Locative Histories: exploring the continued influence of early Locative Media...Conor McGarrigle
Presentation for the Techno Ecologies panel at Media Art Histories 2013 conference Riga. Full paper to follow. More information here http://renew.rixc.lv/sessions/techno-ecologies.php?s=conor-mcgarrigle and conormcgarrigle.com
Tales of Things is part of a research project called TOTeM that will explore social memory in the emerging culture of the Internet of Things. Researchers from across the UK have provided this site as a platform for users to add stories to their own treasured objects and to connect to other people who share similar experiences. The system allows any object to be tagged via qrcodes and rfid labels, making it suitable for use by museums, exhibitions, artists and the public at large. The talk explores the project to date and discusses the implications of being able to archive and write memories to everything.
1. Fusion of 3D Information
for Visualizing Virtual Museums
Chiung-min Tsai
Research Center for Digital Humanities,
National Taiwan University
2010. 12. 17
2. Expecting Museums
“As their designated
missions, museums are
institutes to provide
both functions of
academic research and
social education.”
Hiroshi Shidehara, 1939
The First President,
Taihoku University
3. Collections are organized
Ordered, Categorized, Classified
Deploying Knowledge Carefully
when culture encounters internet 2010/12/14
4. But they are also dead
The History of Death Meditative Necropolis
when culture encounters internet 2010/12/14
6. Museum exhibits are designed,
therefore,
– Bring Cultural and Scientific Heritages
to the Communities
– For People Experiencing
Lives and Culture Visually
Virtual Tour:
Smithsonian &
Louvre
when culture encounters internet 2010/12/14
7. Visualizing Information
Old Chinese Saying:
“Tell me and I’ll forget.
Show me and I may remember…
Involve me and I’ll understand.”
Richard Templar,
The Rules of Management
聞之不若見之,見之不若知之,知之不若行之,學至乎行而止矣
——荀子
when culture encounters internet 2010/12/14
8. Why visualizing
“The use of computer-supported, interactive, visual representations
of abstract data to amplify cognition.”
“The process of analyzing and transforming non-spatial data into an
effective visual form”
“A highly efficient way for the mind to directly perceive data and
discover knowledge and insight from it”
“The visual appearance of data objects and their relationships”
“The transformation of abstract data to a visual representation,
which is rapidly understood by the user”
Card, Mackinlay & Shneiderman (eds.), 1999
“Readings in Information Visualization: Using Vision to Think,”
when culture encounters internet 2010/12/14
9. Presenting with technology
3D information visualization
presentation techniques
• Surface plots
• Cityscapes
• Fish-eye views
• Landscape
• Perspective walls
• Trees
• Sphere
• Rooms
…… in an unreal, virtual space
that opens up behind the surface.
when culture encounters internet 2010/12/14
10. Constructing 3D VR
Geometry-based Image-based
objects and scenes may not exist existed objects & scenes
interactive motion limitation
computation required for better computation is relative, suitable
scene construction. for real-time applications.
not as real immersive
3D modeling & scanning required no model construction needed
*May be Augmented with Virtual or Real Things
2010/12/14 when culture encounters internet
11. 3D VR Applications
• Entertainment
• Computer-aided design
• Scientific visualisation
• Education and training
• Computer art
• Cultural heritage
when culture encounters internet 2010/12/14
32. so we can make copies
…lots of copies
when culture encounters internet
and place in any location
2010/12/14
33. What we called “remixed”
when culture encounters internet 2010/12/14
34. With appropriate programming, such a display could
literally be the Wonderland into which Alice walked.
IVAN SUTHERLAND (1965)
when culture encounters internet 2010/12/14
35. Technology makes it easy to…
Share
Use
Copy
Modify
Repurpose
Distribute
Excerpt/Quote from
Share
when culture encounters internet 2010/12/14
46. Differences & Interpretations
……capable of juxtaposing in a single real place several spaces,
several sites that are in themselves incompatible.
when culture encounters internet 2010/12/14
49. Birds of Asia, Specimen collected, Picture and Sound
1862, John Gould 1917, I. Aoki 2003, Dep. of Zoology
Formosan Jay (Garrulus glandarius)
when culture encounters internet 2010/12/14
56. Crossing Boundaries
空間 Geography
時間 Time
文化 Culture
領域 Discipline
媒材 Media
when culture encounters internet 2010/12/14
57. Fusing Technology and Heritage
Materiality, representation, and imagination are not
separate worlds.
David Harvey
when culture encounters internet 2010/12/14
58. We are making our museum …
• a Place for the Public
• Exhibition with Views
• a Click to the Real World
when culture encounters internet 2010/12/14
59. To Preserve & Tell Our Histories
when culture encounters internet 2010/12/14
60. To Make Connections
From ”Window Browsing” to “Network Weaving”
when culture encounters internet 2010/12/14
63. Concluding Remarks
The museum, instead of being circumscribed as a geometric site,
is everywhere now, like a dimension of life.”
Jean Baudrillard
when culture encounters internet 2010/12/14
64. Thank You
Please visit us:
http://www.museums.ntu.edu.tw/english/
Or write to us:
museums@ntu.edu.tw