Slides from the fourth 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.
The document proposes the Slikipedia project, which combines Wikipedia with Second Life to create 3D virtual libraries and learning environments. It discusses using the virtual world to allow collaborative editing of objects that represent information. This would create an "allegorical infoscape" where collective intelligence is manifest spatially. Theories of communication, cognition, and learning are reviewed that support how a 3D environment could augment understanding through spatial representation of ideas. Challenges of quality control and ensuring collaborative knowledge creation are also addressed.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
Research on cross-media information spaces and architectures covering interactive paper, personal information management, data physicalisation, document engineering, gesture recognition, presentation tools, next generation user interfaces and other topics.
What Is Micromedia? Living and Learning in Microcontent Environments.jurijmlotman
The document discusses the concepts of micromedia, microcontent, and microlearning. It argues that new technologies have led to information being experienced and shared in smaller chunks suited for mobile and multitasking behaviors. Microlearning reflects how people already learn informally by swimming in a sea of microcontent and microtasks. Designing microlearning experiences involves embedding learning in the periphery of users' attention through signs on screens and knowledge represented as clouds and flows integrated into digital lifestreams.
Educational Personalized Contents in a Web Environment: The Virtual Museum N...Giuseppe Naccarato
The document presents the Virtual Museum Net of Magna Graecia system, which provides personalized learning paths through an intelligent matching of user preferences and needs with cultural heritage data from museums, archaeological sites, and libraries in Calabria, Italy. The system offers educational contents and recommendations based on thematic searches or maps. It aims to improve the educational quality and learning process through a virtual experience.
The document proposes the Slikipedia project, which combines Wikipedia with Second Life to create 3D virtual libraries and learning environments. It discusses using the virtual world to allow collaborative editing of objects that represent information. This would create an "allegorical infoscape" where collective intelligence is manifest spatially. Theories of communication, cognition, and learning are reviewed that support how a 3D environment could augment understanding through spatial representation of ideas. Challenges of quality control and ensuring collaborative knowledge creation are also addressed.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
Research on cross-media information spaces and architectures covering interactive paper, personal information management, data physicalisation, document engineering, gesture recognition, presentation tools, next generation user interfaces and other topics.
What Is Micromedia? Living and Learning in Microcontent Environments.jurijmlotman
The document discusses the concepts of micromedia, microcontent, and microlearning. It argues that new technologies have led to information being experienced and shared in smaller chunks suited for mobile and multitasking behaviors. Microlearning reflects how people already learn informally by swimming in a sea of microcontent and microtasks. Designing microlearning experiences involves embedding learning in the periphery of users' attention through signs on screens and knowledge represented as clouds and flows integrated into digital lifestreams.
Educational Personalized Contents in a Web Environment: The Virtual Museum N...Giuseppe Naccarato
The document presents the Virtual Museum Net of Magna Graecia system, which provides personalized learning paths through an intelligent matching of user preferences and needs with cultural heritage data from museums, archaeological sites, and libraries in Calabria, Italy. The system offers educational contents and recommendations based on thematic searches or maps. It aims to improve the educational quality and learning process through a virtual experience.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
This document describes the research activities of Prof. Beat Signer and the Cross-Media Information Spaces and Architectures (CISA) research group at Vrije Universiteit Brussel. The group is investigating new approaches for managing mixed-media documents in open and fluid cross-media information spaces, including work on data representation, visualization and navigation, and cross-media interaction. Key projects include the RSL hypermedia metamodel, MindXpres content authoring tool, interactive paper applications, personal information management systems, and interfaces that bridge paper and digital media.
Tangible, Embedded and Embodied Interaction - Lecture 09 - Next Generation Us...Beat Signer
This document provides an overview of tangible and embedded interaction concepts and systems from 1992 to 2012. It discusses early systems like the marble answering machine and graspable user interfaces. It also covers seminal works on tangible bits, graspable user interfaces, and radical atoms. Key concepts discussed include affordances, tangible interaction, graspable objects, embedded computation, and visionary ideas for future material user interfaces.
1) The document discusses Simon Buckingham Shum's work developing tools to make conversations and collective sensemaking more visible, including Compendium software for capturing and linking ideas.
2) It describes how issue mapping and design rationale tools have evolved over time from early prototypes like gIBIS to more sophisticated modern platforms.
3) Finally, it outlines Buckingham Shum's research applying tools like Compendium to help analyze and summarize complex topics, scaffold creative skills, and plan for emergency response and personnel recovery situations through conversational modeling.
Interactive Tabletops and Surfaces - Lecture 07 - Next Generation User Interf...Beat Signer
The document discusses interactive tabletop interfaces and surfaces. It provides an overview of tabletop research areas and applications. It describes various technologies for multi-touch sensing on tabletops like resistive, capacitive, and optical techniques. Examples of tabletop systems are presented, including the DiamondTouch table and Microsoft PixelSense. Guidelines for multi-user tabletop design are covered as well as potential future technologies like flexible OLED displays.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
The document discusses research on cross-media information spaces and architectures led by Prof. Beat Signer. Some key areas of research include interactive paper, personal information management across digital and physical media, tangible user interfaces, and dynamic data physicalization using holograms and other technologies. The goal is to develop more fluid and open document formats that go beyond simulating paper on desktop computers.
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
Cross-Media Information Systems - Quo Vadis?Beat Signer
This document discusses issues with existing digital documents and proposes an alternative approach using fluid cross-media information spaces based on the Representational State Transfer (RSL) model. It describes several research projects exploring interactive paper applications, cross-media authoring tools, and multimodal interfaces. The overall goal is to move beyond simulating paper documents on desktop computers towards more open and associative representations of information.
This document discusses virtual libraries. It begins by defining a virtual library as an organized set of links to items on the network that enables users to find information elsewhere. It then discusses key aspects of virtual libraries including their purpose, features, functions, design and development. Some advantages are immediate access to resources not in physical collections and availability anywhere with an internet connection. Challenges include different interfaces for each product and limitations in coverage. Overall, the document provides an overview of virtual libraries, their advantages, and some challenges to their use.
Knowledge Isles in an Open Archipelago. The Open Archipelago ProjectUgo Eccli
The Open Archipelago project aims to collect and distribute open access materials through a main web platform and localized kiosks. It seeks to foster use of digital resources and devices in academic environments through a sustainable, low-cost system. The framework is based on a semantic hybrid database and collection of resources that can be accessed, downloaded, and tagged from the kiosks or remotely. It features a core that acts as both a traditional repository and meta-crawler to index external resources and offer clustered search results.
This document summarizes a research paper on the architecture of a distributed virtual worlds system developed by researchers at Microsoft. The system was designed to allow multiple users to interact in shared 3D virtual environments. It was built on top of COM and OLE Automation to facilitate access from scripting languages. The system was influenced by MUDs and aimed to support the social and structural aspects of virtual worlds while adding a graphical interface. Key challenges included supporting a distributed architecture, persistent objects, and enabling end users to extend and modify the system securely.
This document discusses bridging the virtual and physical through "NetHood" communities. It proposes combining online communities and neighborhood networks using social software and wireless technologies. Key challenges include building common interest, ensuring privacy and independence, and creating incentives for participation. The speaker advocates cross-disciplinary research on social software design, resource sharing mechanisms, and understanding community motivations to better support self-organized neighborhood networks.
This presentation was provided by Gerald Benoit of Simmons College during the NISO webinar, Enabling Discovery and Retrieval of Non-Traditional and Granular Content, held on June 7, 2017
Archaeology and cultural heritage application working groupManolis Vavalis
The document summarizes discussions from a meeting of the Archaeology & Cultural Heritage Application Working Group. It describes the members of the working group, highlights from their activities over two years including a thematic workshop. The workshop addressed challenges around 3D knowledge technologies for cultural heritage applications. Critical problems discussed included acquisition of 3D data, search and retrieval, documentation and visualization. Real-life scenarios presented included a virtual exhibition and automatic identification of 3D objects. Open issues concerned the need for specialized 3D knowledge management tools and methodologies to address challenges in managing, preserving and providing access to 3D cultural heritage content.
This is the presentation of the Juan Cruz-Benito’s PhD “On data-driven systems analyzing, supporting and enhancing users’ interaction and experience” that was defended on September 3rd, 2018 in the Faculty of Sciences at University of Salamanca Spain. This PhD was graded with the maximum qualification “Sobresaliente Cum Laude”.
A Rubric for Assessing the UX of Online Museum Collections: Preliminary Findi...craigmmacdonald
The increasing popularity of the Web and the proliferation of mobile technologies have had a tremendous impact on museums. The deployment of new technology into physical museum spaces has greatly enhanced the in-person museum experience, but efforts to improve the virtual museum experience have been less successful. This lightning talk describes our preliminary efforts to develop and validate a user experience (UX) assessment rubric for online museum collections. Drawing from existing research and current interface design and usability best practices, this rubric provides a set of criteria for assessing the extent to which an online museum collection provides a positive user experience for online visitors. Future research directions will be presented alongside the results from an initial pilot study.
Presented at the 2014 Museums and the Web conference in Baltimore, MD.
This document describes a virtual reality museum created to explore consumer technologies of the past several decades and prompt memories in visitors. A prototype was built using the Janus VR browser and included 3D models and descriptions of phones, computers, and office equipment. It was evaluated by 7 users who toured it on a 2D display. The museum successfully prompted memories in all users of past technologies. Users rated their experience as neutral or better and enjoyed being able to view objects from the past. Future work will involve expanding the museum and better utilizing VR capabilities.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
This document describes the research activities of Prof. Beat Signer and the Cross-Media Information Spaces and Architectures (CISA) research group at Vrije Universiteit Brussel. The group is investigating new approaches for managing mixed-media documents in open and fluid cross-media information spaces, including work on data representation, visualization and navigation, and cross-media interaction. Key projects include the RSL hypermedia metamodel, MindXpres content authoring tool, interactive paper applications, personal information management systems, and interfaces that bridge paper and digital media.
Tangible, Embedded and Embodied Interaction - Lecture 09 - Next Generation Us...Beat Signer
This document provides an overview of tangible and embedded interaction concepts and systems from 1992 to 2012. It discusses early systems like the marble answering machine and graspable user interfaces. It also covers seminal works on tangible bits, graspable user interfaces, and radical atoms. Key concepts discussed include affordances, tangible interaction, graspable objects, embedded computation, and visionary ideas for future material user interfaces.
1) The document discusses Simon Buckingham Shum's work developing tools to make conversations and collective sensemaking more visible, including Compendium software for capturing and linking ideas.
2) It describes how issue mapping and design rationale tools have evolved over time from early prototypes like gIBIS to more sophisticated modern platforms.
3) Finally, it outlines Buckingham Shum's research applying tools like Compendium to help analyze and summarize complex topics, scaffold creative skills, and plan for emergency response and personnel recovery situations through conversational modeling.
Interactive Tabletops and Surfaces - Lecture 07 - Next Generation User Interf...Beat Signer
The document discusses interactive tabletop interfaces and surfaces. It provides an overview of tabletop research areas and applications. It describes various technologies for multi-touch sensing on tabletops like resistive, capacitive, and optical techniques. Examples of tabletop systems are presented, including the DiamondTouch table and Microsoft PixelSense. Guidelines for multi-user tabletop design are covered as well as potential future technologies like flexible OLED displays.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
The document discusses research on cross-media information spaces and architectures led by Prof. Beat Signer. Some key areas of research include interactive paper, personal information management across digital and physical media, tangible user interfaces, and dynamic data physicalization using holograms and other technologies. The goal is to develop more fluid and open document formats that go beyond simulating paper on desktop computers.
Archaeology & cultural heritage application working group part 2Manolis Vavalis
The document summarizes the proceedings of a review meeting on archaeology and cultural heritage applications. It lists the members of the application working group from the first and second years. It then provides details on a thematic workshop organized by the group on 3D knowledge technologies, including the program, position statements discussed, and outcomes. It also describes scenarios for virtual exhibitions, integrating geometry and knowledge, and animating virtual human crowds. Open problems addressed include facilitating automatic semantic annotation of 3D content and enhancing repositories to exploit semantics.
Cross-Media Information Systems - Quo Vadis?Beat Signer
This document discusses issues with existing digital documents and proposes an alternative approach using fluid cross-media information spaces based on the Representational State Transfer (RSL) model. It describes several research projects exploring interactive paper applications, cross-media authoring tools, and multimodal interfaces. The overall goal is to move beyond simulating paper documents on desktop computers towards more open and associative representations of information.
This document discusses virtual libraries. It begins by defining a virtual library as an organized set of links to items on the network that enables users to find information elsewhere. It then discusses key aspects of virtual libraries including their purpose, features, functions, design and development. Some advantages are immediate access to resources not in physical collections and availability anywhere with an internet connection. Challenges include different interfaces for each product and limitations in coverage. Overall, the document provides an overview of virtual libraries, their advantages, and some challenges to their use.
Knowledge Isles in an Open Archipelago. The Open Archipelago ProjectUgo Eccli
The Open Archipelago project aims to collect and distribute open access materials through a main web platform and localized kiosks. It seeks to foster use of digital resources and devices in academic environments through a sustainable, low-cost system. The framework is based on a semantic hybrid database and collection of resources that can be accessed, downloaded, and tagged from the kiosks or remotely. It features a core that acts as both a traditional repository and meta-crawler to index external resources and offer clustered search results.
This document summarizes a research paper on the architecture of a distributed virtual worlds system developed by researchers at Microsoft. The system was designed to allow multiple users to interact in shared 3D virtual environments. It was built on top of COM and OLE Automation to facilitate access from scripting languages. The system was influenced by MUDs and aimed to support the social and structural aspects of virtual worlds while adding a graphical interface. Key challenges included supporting a distributed architecture, persistent objects, and enabling end users to extend and modify the system securely.
This document discusses bridging the virtual and physical through "NetHood" communities. It proposes combining online communities and neighborhood networks using social software and wireless technologies. Key challenges include building common interest, ensuring privacy and independence, and creating incentives for participation. The speaker advocates cross-disciplinary research on social software design, resource sharing mechanisms, and understanding community motivations to better support self-organized neighborhood networks.
This presentation was provided by Gerald Benoit of Simmons College during the NISO webinar, Enabling Discovery and Retrieval of Non-Traditional and Granular Content, held on June 7, 2017
Archaeology and cultural heritage application working groupManolis Vavalis
The document summarizes discussions from a meeting of the Archaeology & Cultural Heritage Application Working Group. It describes the members of the working group, highlights from their activities over two years including a thematic workshop. The workshop addressed challenges around 3D knowledge technologies for cultural heritage applications. Critical problems discussed included acquisition of 3D data, search and retrieval, documentation and visualization. Real-life scenarios presented included a virtual exhibition and automatic identification of 3D objects. Open issues concerned the need for specialized 3D knowledge management tools and methodologies to address challenges in managing, preserving and providing access to 3D cultural heritage content.
This is the presentation of the Juan Cruz-Benito’s PhD “On data-driven systems analyzing, supporting and enhancing users’ interaction and experience” that was defended on September 3rd, 2018 in the Faculty of Sciences at University of Salamanca Spain. This PhD was graded with the maximum qualification “Sobresaliente Cum Laude”.
A Rubric for Assessing the UX of Online Museum Collections: Preliminary Findi...craigmmacdonald
The increasing popularity of the Web and the proliferation of mobile technologies have had a tremendous impact on museums. The deployment of new technology into physical museum spaces has greatly enhanced the in-person museum experience, but efforts to improve the virtual museum experience have been less successful. This lightning talk describes our preliminary efforts to develop and validate a user experience (UX) assessment rubric for online museum collections. Drawing from existing research and current interface design and usability best practices, this rubric provides a set of criteria for assessing the extent to which an online museum collection provides a positive user experience for online visitors. Future research directions will be presented alongside the results from an initial pilot study.
Presented at the 2014 Museums and the Web conference in Baltimore, MD.
This document describes a virtual reality museum created to explore consumer technologies of the past several decades and prompt memories in visitors. A prototype was built using the Janus VR browser and included 3D models and descriptions of phones, computers, and office equipment. It was evaluated by 7 users who toured it on a 2D display. The museum successfully prompted memories in all users of past technologies. Users rated their experience as neutral or better and enjoyed being able to view objects from the past. Future work will involve expanding the museum and better utilizing VR capabilities.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Citizen Experiences in Cultural Heritage Archives: a Data JourneyEnrico Daga
Digital archives of memory institutions are typically concerned with the cataloguing of artefacts of artistic, historical, and cultural value. Recently, new forms of citizen participation in cultural heritage have emerged, producing a wealth of material spanning from visitors’ experiential feedback on exhibitions and cultural artefacts to digitally mediated interactions like the ones happening on social media platforms. In this talk, I will touch upon the problems of integrating citizen experiences in cultural heritage archives. I argue for good reasons for institutions to archive people’s responses to cultural objects, and then look at the impact that this has on the data infrastructures. I argue that a knowledge organisation system for “data journeys” can help in disentangling problems that include issues of distribution, authoritativeness, interdependence, privacy, and rights management.
Citizen Experiences in Cultural Heritage Archives: a Data JourneyEnrico Daga
Digital archives of memory institutions are typically concerned with the cataloguing of artefacts of artistic, historical, and cultural value. Recently, new forms of citizen participation in cultural heritage have emerged, producing a wealth of material spanning from visitors’ experiential feedback on exhibitions and cultural artefacts to digitally mediated interactions like the ones happening on social media platforms. In this talk, I will touch upon the problems of integrating citizen experiences in cultural heritage archives. I argue for good reasons for institutions to archive people’s responses to cultural objects, and then look at the impact that this has on the data infrastructures. I argue that a knowledge organisation system for “data journeys” can help in disentangling problems that include issues of distribution, authoritativeness, interdependence, privacy, and rights management.
The document discusses intelligent user interfaces, covering topics like user-centric design, different interface design models and processes, and how to evaluate interfaces. It also examines human-centric artificial intelligence and ambient intelligence in various environments. Several discussion topics are proposed regarding applying AI concepts from a human-computer interaction and user design perspective in areas like assisted living, smart cities, and more.
Geo-annotations in Semantic Digital Libraries mdabrowski
The document discusses using geo-annotations and ontologies in digital libraries. It describes JeromeDL, a social semantic digital library that allows users to collaboratively annotate resources with metadata like geotags. It also describes the MarcOnt initiative which aims to develop tools for a collaborative ontology about bibliographic resources to improve interoperability between digital libraries and enable semantic search.
From Digital Records to Digital Cultural Landscapes. Beyond Digital Library b...4Science
In a Digital Library environment, we can define Digital cultural landscapes as “virtual ecosystems” in which digital cultural heritage subsets are related with entities such as people, places, events, fonds, etc., according to different visions and interpretations, in a pluralism generating new knowledge and opening up new perspectives. These virtual ecosystems today can be easily structured by cultural institutions, using a popular application such as DSpace, the world's most widely used open source Digital Asset Management System.
Extending the DSpace data model and enriching the platform with new features allows, indeed, to go beyond the traditional boundaries of the Digital libraries, structuring a complex system of relationships between entities, to be explored through networks, structured paths and viewers, building new narratives thanks to interdisciplinarity and the coexistence of different domains (Galleries, Libraries, Archives, Museums and even more).
Digital Libraries represent today, at least in the Humanities, the main tools not only for recomposing cultural information, but also for producing new knowledge, provided, however, that they are not mere lists of items grouped into collections, but become tools allowing the definition of relationships on different scales and according to different variability dimensions, in order to reconstruct real digital cultural landscapes within which, for example, a document can be explored and analyzed in relation to other documents and to all the information helping to define its context, or rather its different contexts (historical, geographical, cultural, etc.).
Moreover, since Digital Library requirements are getting complex and complex, to fulfil the needs of the cultural heritage domain, we enhanced our solutions based on DSpace, developing a IIIF ecosystem built on top of three add-ons, the IIIF Image Viewer Mirador, the Document Viewer (for visualizing PDF files within
Mirador) and the OCR module (for extracting text from images and indexing it).
Nowadays a Digital Library should be able to tell its content in different ways to different audiences. Therefore, we will illustrate what we implemented in DSpace, in order to enhance the storytelling and communication capabilities of the Digital Library.
The document discusses the importance of user interface design for digital libraries. It outlines several principles for effective digital library UI design, including consistency, simplicity, support for different user levels, permitting easy reversal of actions, providing feedback, and flexibility. A well-designed UI is key to enabling users to easily search for and access the multimedia information available in digital libraries.
The document discusses definitions of information architecture from various sources and its connections to related fields like interaction design, software architecture, and database architecture. It outlines some key components of information architecture like information seeking behavior, search interfaces, navigation systems, semantic systems, and deliverables like wireframes and metadata schemas. It also discusses how information architecture has evolved from traditional web-based models to a more decentralized model in the web 2.0 era.
Planning and Managing Digital Library & Archive Projectsac2182
The document provides an overview of a workshop on developing and managing digital library and archive projects. It includes the workshop schedule, introductions from attendees, strategies for success, managing born-digital assets and digitized content, infrastructure requirements, and considerations for digital preservation over the long-term.
The document discusses Archives 2.0 and how archives can embrace new technologies and standards to improve access and engagement with users. It describes initiatives like the Archives Hub and AIM25 that aim to locate archives across institutions, save time and resources for users, and promote standards. While embracing new technologies, it cautions that Archives 2.0 must be sustainable, user-focused, and not just for the sake of being fashionable or a technical shortcut.
Similaire à The Recurated Museum: IV. Collections Management & Sustainability (20)
Slides from the ninth 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.
Slides from the eighth 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.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh 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.
The document discusses creating immersive museum experiences and outlines assignments for a class. It includes links to articles about immersive artist Olafur Eliasson and virtual museum tours. Students are asked to brainstorm ideas for an exhibition on Luxembourgish identity, develop an online collection, create a video and contextualize artifacts. Deadlines are provided for submitting a case study, evaluation, and finishing the brainstorm.
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.
The Recurated Museum: III. Digital Collections, Exhibits, & EducationChristopher Morse
Slides from the third 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.
The Recurated Museum: II. Museums, Identity, & CommunityChristopher Morse
The document discusses how museums are shifting from a focus on collections to prioritizing visitor experiences and community engagement. New technologies like augmented and virtual reality, motion capture, and the internet of things are being used to create more interactive and personalized experiences. Museums are also striving to better represent and connect with diverse communities through partnerships, educational programs, and making their collections and processes more transparent. The future of museums involves building ecosystems and networks to share cultural heritage digitally and bring communities together both online and offline.
The Recurated Museum: I. Museums as Producers of MeaningChristopher Morse
Slides from the first session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
2. How can digital exhibitions be curated and set-up to encompass/include all types of
learners? Consider how the digital format can be advantageous or problematic.
Do you think virtual museums work as a complementary to real-life museums or could
they eventually even replace real-life museums altogether?
Problem for Social
/ Kinetic learner
Context of Digital
Experience
Quizzes, interactive
activities
Virtual museum is
complementary
Virtual museum can
augment, not replace
Quality of material
object is hard to
transmit
Community
Platform
3. Exhibition without objects
focus on experience and story
Immersive learning visceral experience
driven by ideas and questions instead of objects
(Jones, 2017)
How would you imagine a museum experience without any objects?
Have you experienced a museum without a collection or without any objects on display?
4. Interpretative Tools
Digital media
Immersive spaces
Interactives
Dialogues with docents
Theatre
Maker spaces and crafting stations
Wall text
Lighting and sound design
Games and simulations
(Jones, 2017)
5. 1. We need objects now more than ever.
2. We don’t need objects unless we do something
with them.
3. We may not need the ones collected
4. We don’t all need the same ones
5. We need to restore the links between objects
and places.
6. We need a different model for access.
(Tisdale, 2011)
6. Do we still need curators?
"Today's curator is a subject expert who facilitates the process of
creating a collective history by convening the conversation, asking
interesting questions, suggesting trusted sources and methods for
exploration, gently guiding the discussion, and checking for factual
errors."
(Tisdale, 2011)
7. Assessing the user experience (UX)
of online museum collections:
Perspectives from design and
museum professionals
Studies show that online museum collections are
among the least popular features of a museum
website, which many museums attribute to a lack
of interest. While it’s certainly possible that a
large segment of the population is simply
uninterested in viewing museum objects through
a computer screen, it is also possible that a large
number of people want to find and view museum
objects digitally but have been discouraged from
doing so due to the poor user experience (UX) of
existing online-collection interfaces.
(MacDonald, 2015)
10. User Experience Design
UX is a consequence of a user’s internal state (predispositions,
expectations, needs, motivation, mood, etc.), the characteristics of
the designed system (e.g. complexity, purpose, usability,
functionality, etc.) and the context (or the environment) within
which the interaction occurs (e.g. organisational/social setting,
meaningfulness of the activity, voluntariness of use, etc.).
(Hassenzahl & Tractinsky, 2006)
11. VISCERAL
DESIGN
Perceptible qualities of an object
BEHAVIORAL
DESIGN
Practical and functional qualities of an object
REFLECTIVE
DESIGN
Conscious rationalization or intellectualization of an
object.
Norman’s Three Levels of Emotional Design
(Norman, 2004)
17. VISCERAL
DESIGN
Will people want to use the collection?
Strength of
Visual Content
Visual Aesthetics
● Role of artwork in the collection
● Balance of visual and textual content
● Quality of visual content
● Harmony of color, graphics, typography
● Consistency of non-interactive elements
● Affective responses that are universally positive
18. Will people be able to use the collection?BEHAVIORAL
DESIGN
System Reliability
& Performance
Usefulness of
Metadata
Interface Usability
Support for Casual
and Expert Users
● Level of technical errors in the interface
● Ability to accomplish user goals (e.g. finding an image)
● Length of load times to view pages/images
● Breadth and depth of metadata
● Ability for metadata to support search and filter
● Use of metadata to support innovative discovery
● Intuitiveness of use and required learning curve
● Unnecessary complexity or inefficient simplicity
● Seamless interaction between user and collection
● General functionality (casual users)
● Obtrusiveness of advanced features (advanced users)
● Seamlessness of transition between browse and research
19. Will people want to come back to use the collection?REFLECTIVE
DESIGN
Uniqueness of
Virtual Experience
Openness
Integration of
Social Features
Personalization
of Experiences
● Difference between virtual and in-person experience
● Opportunity for new insights and perspectives
● Extension beyond the in-person museum experience
● Level of personal control over content
● Description of copyright
● Content shareability
● Extent of virtual community
● Integration of social tools within the collection
● Multiplicity of communication options
● Personalizability
● Robustness of personalization features
● Empowerment of co-creation
20.
21.
22. Strength of
Visual Content
● Role of artwork in the
collection
● Balance of visual and
textual content
● Quality of visual content
Support for
Casual and Expert Users
● General functionality
● Obtrusiveness of
advanced features
● Transition between
browsing and research
Openness
● Level of personal control
over content
● Description of copyright
● Content shareability
23. Integration of
Social Features
● Virtual community
● Social tools within the
collection
● Multiplicity of
communication options
Uniqueness of
Virtual Experience
● Virtual vs. in-person
● Opportunity for new
insights
● Extension beyond the in-
person visit
25. A Collections Management System (CMS)
for a physical or born digital collection is
comprised of a database, metadata, a
general interface, a graphical user
interface, and an application
programming interface.
Purvis, 2017
27. Functions of CMS
Object Entry and
Acquisition
Cataloging
Location and Movement
Control
Object
Exit
Loans
Retrospective
Documentation
(Purvis, 2017)
29. Digital processes offer a means to increase the return on
resources in meaningful, measurable ways. These (...) may reduce
the overall human interaction with original objects face-to-face or
may enhance them [VR, 3D print, hologram]. Digitisation is a
balancing act between conservation, engagement, and
commercialization, … .
Purvis, 2017
32. Digital preservation is the active
management of digital content over
time to ensure ongoing access.
Library of Congress
33. While museums only rarely deaccession their
physical collections, digital repositories do not have
the same approach. Generally speaking, digital
storage may be broken down into three lengths of
preservation: short-term, medium-term, and long-
term.
34. Short-term preservation
Continued access to digital objects is desired but does not extend into the future beyond
changes in technology.
Medium-term preservation
Continued access to digital objects is desired beyond changes in technology. Continued
access is required for a determinate length.
Long-term preservation
Continued access to digital objects is desired beyond changes in technology for an
indeterminate length of time.
(Corrado & Sandy, 2017)
36. We digitize our images and sounds and texts
in the expectation that this somehow provides
these objects with immortality. Sadly, we may,
instead, be creating a digital dark age in
which our descendants will know nothing of
our history and the products of our society.
Vint Cerf, Digital Vellum & Archives
37. Software
Software is constantly changing, old versions are routinely forgotten: abandonware.
Hardware
Like software, hardware is subject to trends. Data transfer becomes essential over time.
Physical Media
Physical media can become damaged over time. All physical media have a lifespan.
Data Integrity
Digital assets are vulnerable to corruption: viruses, sabotage, error, transfer, etc.
Data Location
Data may be spread across multiple devices, servers, companies, and countries.
38. Original 1 bit flipped 2 bits flipped 3 bits flipped
Data degradation, Wikipedia
Data Degradation
40. DIGITAL VELLUM
PRESERVING CONTEXT
...a process of taking an X-ray snapshot of the
content, the application, and the operating
system together, with a description of the
machine that it runs on, and preserve that for
long periods of time.
(Kosciejew, 2015)
42. Five Stars of Open Data
OL OL RE
OL RE OF OL RE OF URI OL RE OF URI LD
AVAILABLE ON THE WEB,
OPEN LICENSE
MACHINE-READABLE
STRUCTURED DATA
OPEN FORMAT RATHER
THAN PROPRIETARY
W3C-BASED UNIFORM
RESOURCE IDENTIFIER
LINKED DATA
DATA
43.
44.
45. Assignments
DEADLINE
12.03 Start the discussion
18.03 Read & Annotate
Approaching “Dark Heritage” Through Essential Questions: An Interactive Digital Storytelling Museum
Experience
46. Bibliography
Cerf, V. (n.d.). Digital Vellum and Archives—Dr. Vint Cerf. Retrieved March 08, 2020.
Corrado, E. M., Moulaison, H. L., & Sandy, H. M. (2014). Digital Preservation for Libraries, Archives, and Museums. Rowman & Littlefield.
Hassenzahl, M., & Tractinsky, N. (2006). User experience – a research agenda. Behaviour & Information Technology, 25(2), 91–97.
Kosciejew, M. (2015). Digital Vellum and Other Cures for Bit Rot. Information Management Journal, 49(3), 20–25.
Library of Congress. (n.d.). Digital Preservation (Library of Congress) [Webpage]. Retrieved March 08, 2020.
MacDonald, C. (2015). Assessing the user experience (UX) of online museum collections: Perspectives from design and museum
professionals. MW2015: Museums and the Web 2015.
Norman, D. A. (2004). Emotional design (Vol. 2004). Basic Books. http://portal.acm.org/citation.cfm?doid=985600.966013
Purvis, E. (2017). Digital Collections Management. In A. Hossaini & N. Blankenberg (Eds.), Manual of Digital Museum Planning. Rowman &
Littlefield.
Tisdale, R. (2011). Do History Museums Still Need Objects? American Association for State and Local History, 19–24.
1. We need objects now more than ever.
authenticity
positive correlation Internet use and in-person visit
acquisition/classification to serving the audience
experience-based
2. We don't need objects unless we do something with them.
(environmental) resources
object-centered historical experiences
educational, but also unique, memorable, moving, provocative
3. We may not need the ones we've collected.
artefacts from missing groups in community
less relevant to society as a whole
not diverse enough (racial, ethnic diversity, class and gender) i.e. documenting poverty
4. We don't all need the same ones.
online collections
similar artefacts in other collections
5. We need to restore the links between objects and places.
map historical content (geo-tagged)
where objects come from
6. We need a different model for access.
demand for interactivity
access that comes from smelling, hearing, feeling
7. Do history museums still need curators?
public curates