A personal stream of consciousness in 60 slides: from Physical to Digital and beyond, encompassing themes like culture dualisms, value chains and workflows, challenges, opportunities and other topics, to suggest a rich design space.
Design challenges, content and tools for cultural heritage
1. DESIGN CHALLENGES, CONTENT
AND MEDIA TOOLS FOR
CULTURAL HERITAGE
A PERSONAL STREAM OF CONSCIOUSNESS IN 60 SLIDES
#InnoDevTalk series, 12/2014
Mario Chiesa
4. What is culture?
+ what Greeks called paideia
+ what Latins called humanitas
>> education due to the "fine arts"
>> instrument for renewal of social and
individual life (Age of Reason)
5. Culture in the social sense
>> all the knowledge, beliefs, fantasies, ideologies,
symbols, norms, values, etc. that result in patterns
and techniques of activity typical of any society
>> In synthesis:
techniques and symbolic forms
6. Cultural resources dualisms
>> the encyclopedia and the library
on one side,
>> the museum on the other
>> in the digital:
virtual museums and digital libraries
22. Physical vs Digital
With the digitalization we overcome
limits and constrains due to the
• the physicality of objects
• spatial and temporal (presence)
• preservation vs dissemination
25. Physical vs Digital
«digital master» Data architecture
Digitalization Processing
A value chain
Distribution
and fruition
Integration Use
and reuse
Data
management
‘Native’ digital content
3D CAD
OCR
Metadata
Authoring Web and apps
Integration AR / VR
33. Digital fidelity
“The Digital Master“:
• 2D and 3D scanning
• Chemical and physical data
• Type and quality of the master from:
• Kind of object
• SoA for acquisition
• Economic constrains
34. Data preservation
Data non-readable for:
• Physical support deterioration
• Readers not (more) functioning
• Proprietary or undocumented
formats or codecs
• Undocumented business logic
• Countermeasures:
• Smart maintenance
• «Long term»
35. Representability
• “The digital equivalent”
• Characteristic of the object to digitize
• Availability of technology
• Grade of fidelity of representation
• Media
• Media Constrains
• Resolution, computational power, etc.
• CommConstrains
• Bandwith, latency, connectivity, etc.
36. Usability
• Usability + Engagement
• Usability vs representability
• The digital equivalent as representation
• faithful r. of a physical and/or real counterpart
• of an onthologic reality (not current,
controversial, etc.)
• Usability can be a priority
In an immersive environment, fluidity of movements is more important than
resolution
40. Interactivity
• Critical factor
• Limits of the interactive capabilities of platforms:
• Due to UI metaphors and paradigms
• Incompatible requirements and constrains
• Opportunities for tech developments
41. Tech convergence
• Need to stay connected to the SoA
• Mobile devices with desktop performance
• Ubiquitous connectivity
• Internet of Things / Internet of Data
• Online and onsite, locative media
• Local context, personal fruitions,
‘social’ meanings
44. ICT tools
• Data architectures
• Standards (Dublin Core e MAG)
• Digital archives (SQL, NoSQL)
• Use and reuse of content
• UGC - User Generated Content
• Web e social web
• CMS
45. Findability
• Attributes
• Metadata
• Relationships
• ‘Social’ activities
• Discussions
• Sharing
• Tag
• “Spime” concept by Bruce Sterling
applied to cultural heritage
47. Physical vs Digital
«digital master» Data architecture
Digitalization Processing
A workflow
Distribution
and fruition
Integration Use
and reuse
Data
management
‘Native’ digital content
3D CAD
OCR
Metadata
Authoring Web and apps
Integration AR / VR
48. Challenges #1
• Extension of representability
• Involvement of other senses
• Representability of other attributes
49. Challenges #2
• More interactivity
• New interaction metaphors and paradigms,
new visualizations
• Better performances
50. Opportunities #1
• Huge design space
• New models for fruition and interaction
• New models for museums and libraries
• New roles: ‘Enablers’ vs tech experts
51. Opportunities #2
• New roles: ‘Enablers’ vs tech experts
• Interdisciplinarity required to understand:
• Social role and educational values
• Tech implications and consequences