3,644 research outputs found

    Digital archiving of manuscripts and other heritage items for conservation and information retrieval

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    Expression of cultural heritage looking from the informatics angle falls into text, images, video and sound categories. ICT can be used to conserve all these heritage items like; the text information consisting of palm leaf manuscripts, stone tablets, handwritten paper documents, old printed records, books, microfilms, fiche etc, images including paintings, drawings, photographs and the like, sound items which includes musical concerts, poetry recitations, chanting of mantras, talks of important persons etc, and video items like archival films historical importance. To retrieve required information from such a large mass of materials in different formats and to transmit them across space and time, there are several limitations. Digital technology allows hitherto unavailable facilities for durable storage and speedy and efficient transmission / retrieval of information contained in all the above formats. Hypertext and hypermedia features of digital media enable integrating text with graphics, sound, video and animation. This paper discusses the international and national efforts for digitizing heritage items, digital archiving solutions available, the possibilities of the media, and the need to follow standards prescribed by organizations like UNESCO to enable easy exchange and pooling of information and documents generated in digital archiving systems at national and international level. The need to develop language technology for local scripts for organizing and preserving our cultural heritage is also stressed

    Desire Lines: Open Educational Collections, Memory and the Social Machine

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    This paper delineates the initial ideas around the development of the Co-Curate North East project. The idea of computerised machines which have a social use and impact was central to the development of the project. The project was designed with and for schools and communities as a digital platform which would collect and aggregate ‘memory’ resources and collections around local area studies and social identity. It was a co-curation process supported by museums and curators which was about the ‘meshwork’ between ‘official’ and ‘unofficial’ archives and collections and the ways in which materials generated from within the schools and community groups could themselves be re-narrated and exhibited online as part of self-organised learning experiences. This paper looks at initial ideas of social machines and the ways in machines can be used in identity and memory studies. It examines ideas of navigation and visualisation of data and concludes with some initial findings from the early stages of the project about the potential for machines and educational work

    Investigating the potential of on-line 3D virtual environments to improve access to museums as both an informational and educational resource

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    New digital technological possibilities allow physical museum artefacts to be transferred into a virtual environment using 3D computer models with rich information content for educational purposes. However, although several museum websites have applied relevant educational theories to learning activities in these 3D environments, these alone are not enough to develop 3D museum environments without consideration of virtual visiting styles in the learning context. This research addresses the relationship between visiting styles and the design of 3D museum environments based on pedagogic approaches for learning efficacy. Relevant literature on the nature of web-based museum systems was reviewed. Three stages of primary research (a critical review, observations and interviews) were also conducted in this study. The critical review examined the use of 3D technologies in current museum websites in terms of informational aspects and the learning context. The observation studies identified the relationship between visitor behaviours and associated learning activities within 3D museum environments. The interviews further elicited experts’ views and were used to test the research hypotheses. A theoretical design reference model was developed. Initially based on the Reeves multimedia design model, the model consists of three phases: analysis, design and assessment. A prototype 3D exhibition was created based on the theoretical model and two pedagogic approaches. Evaluation of this showed that the design of the exhibits with rich multimedia formats had the potential for more effective visitor learning. The two pedagogic approaches encouraged the related visiting style(s), leading to a deeper engagement with the content and ultimately improving learning efficiency

    Evaluation Strategy for the Re-Development of the Displays and Visitor Facilities at the Museum and Art Gallery, Kelvingrove

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    The Story of the Markham Car Collection: A Cross-Platform Panoramic Tour of Contested Heritage

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    In this article, we share our experiences of using digital technologies and various media to present historical narratives of a museum object collection aiming to provide an engaging experience on multiple platforms. Based on P. Joseph’s article, Dawson presented multiple interpretations and historical views of the Markham car collection across various platforms using multimedia resources. Through her creative production, she explored how to use cylindrical panoramas and rich media to offer new ways of telling the controversial story of the contested heritage of a museum’s veteran and vintage car collection. The production’s usability was investigated involving five experts before it was published online and the general users’ experience was investigated. In this article, we present an important component of findings which indicates that virtual panorama tours featuring multimedia elements could be successful in attracting new audiences and that using this type of storytelling technique can be effective in the museum sector. The storyteller panorama tour presented here may stimulate GLAM (galleries, libraries, archives, and museums) professionals to think of new approaches, implement new strategies or services to engage their audiences more effectively. The research may ameliorate the education of future professionals as well

    Exhibiting History: The Digital Future

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    Defining online resources typologies in art museums: online exhibitions and publications

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    As art museums undergo a digital trans­formation, institutions rethink physical exhibitions and print publications to create online resources, which expand or replicate their traditional functions. Collection websites, online ex­hibitions, online publications, ex­hibition web­sites, and online exhibition catalogues coexist with interactive features, which cannot be easily categorized in the previous typologies, the exhibition and the publication. Moreover, often these different types of online resources share characteristics and functions. This article intends to define two of the most relevant online resources typologies in art museums, the online exhibition and the online publication. The aim of it is to discuss and understand the importance of re­thinking traditional typologies in the digital age. If typologies are necessary is because they help us to advance previous models. Both the definition and discussion are built upon the perspectives of art museums practitioners and a scholarly audience collected through interviews. The viewpoints of the two collectives help us understand existing conventions, preferences, and needs with regards to online ex­hibitions and publications in art museums

    The Museum of the Infinite Scroll: Assessing the Effectiveness of Google Arts and Culture as a Virtual Tool for Museum Accessibility

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    As technology evolves, the concept of the virtual museum continues to come into focus. Google Arts and Culture (formerly the Google Art Project) has been a leading platform in virtual exhibitions and digital collections since 2011. Arts and Culture presents itself as a democratic platform that allows any museum, regardless of size or resources, access to the same new digital technologies. However, its model tends to favor institutions with more staff time to spend on their virtual presence. By analyzing Google Arts and Culture within the context of larger museum trends in virtuality and interviewing museum professionals responsible for their institutions’ virtual presence, this capstone describes the current state of the platform from a museological standpoint, how it fits into the history of museum virtuality, and how museums are using the platform. This project proposes several ways Google Arts and Culture can change their collaboration protocol better serve museums and go beyond merely providing access to their technologies
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