24,007 research outputs found

    The Image as a Communication Tool for Virtual Museums. Narration and the Enjoyment of Cultural Heritage

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    The challenge of contemporary museums is to make content accessible to a wider audience; in this way information related to the good becomes more communicative and usable in order to enhance its uniqueness. Accessibility goes through an innovative communication of content: the Information and Communication Technologies (ICT) that are increasingly part of people’s daily lives. Communication in most cases occurs visually, so ICTs are increasingly focusing on a rethinking of this expressive form; images become a better support for high-quality data transfer

    Applying Semantic Web Technologies to Medieval Manuscript Research

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    Medieval manuscript research is a complex, fragmented, multilingual field of knowledge, which is difficult to navigate, analyse and exploit. Though printed sources are still of great importance and value to researchers, there are now many services on the Web, some commercial and many in the public domain. At present, these services have to be consulted separately and individually. They employ a range of different descriptive standards and vocabularies, and use a variety of technologies to make their information available on the Web. This chapter proposes a new approach to organizing the international collaborative infrastructure for interlinking knowledge and research about medieval European manuscripts, based on technologies associated with the Semantic Web and the Linked Data movement. This collaborative infrastructure will be an open space on the Web where information about medieval manuscripts can be shared, stored, exchanged and updated for research purposes. It will be possible to ask large-scale research questions across the virtual global manuscript collection, in a quicker and more effective way than has ever been feasible in the past. The proposed infrastructure will focus on building links between data and will provide the basis for new kinds of services which exploit these data. It will not aim to impose a single metadata standard on existing manuscript services, but will build on existing databases and vocabularies. The article describes the architecture, services and data which will comprise this infrastructure, and discusses strategies for making th challenging and exciting goal a reality

    Europeana communication bug: which intervention strategy for a better cooperation with creative industry?

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    Although Europeana as well as many GLAMs are very engaged - beside the main mission, i.e. spreading cultural heritage knowledge- in developing new strategies in order to make digital contents reusable for creative industry, these efforts have been successful just only in sporadic cases. A significant know how deficits in communication often compromises expected outcomes and impact. Indeed, what prevails is an idea of communication like an enhancement “instrument” intended on the one hand in purely economic (development) sense, on the other hand as a way for increasing and spreading knowledge. The main reference model is more or less as follows: digital objects are to be captured and/or transformed by digital technologies into sellable goods to put into circulation. Nevertheless, this approach risks neglecting the real nature of communication, and more in detail the one of digital heritage where it is strategic not so much producing objects and goods as taking part into sharing environments creation (media) by engaged communities, small or large they may be. The environments act as meeting and interchange point, and consequently as driving force of enhancing. Only in a complex context of network interaction on line accessible digital heritage contents become a strategic resource for creating environments in which their re/mediation can occur – provided that credible strategies exist, shared by stakeholders and users. This paper particularly describes a case study including proposals for an effective connection among Europeana, GLAMs and Creative Industry in the framework of Food and Drink digital heritage enhancement and promotion. Experimental experiences as the one described in this paper anyway confirm the relevance of up-to-date policies based on an adequate communication concept, on solid partnerships with enterprise and association networks, on collaborative on line environments, on effective availability at least for most of contents by increasing free licensing, and finally on grassroots content implementation involving prosumers audience, even if filtered by GLAMs

    Place-centred interaction design: situated participation and co-creation in places of heritage

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    This paper argues that the design of interactive installations for museums and other heritage sites should be concerned with understanding, supporting and augmenting visitors 19 lived experiences in context, thus their ability to actively participate in an exhibition. We use the concept of 18place 19 to refer to the physical environment as it is invested by the qualities of human experience, and to placemaking as the active process of connecting and relating to locations that become meaningful in our lives. We will discuss some of the limitations of existing heritage technologies in considering aspects of active place experience, and will argue how a place-sensitive approach can lead to successful interaction design whereby people establish meaningful and active connections at personal, cultural, social and physical levels to the places of heritage they experience

    Policy Issues of e-Commerce Technology Diffusion in Southeast Nigeria: The Case of Small Scale Agribusiness

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    The benefits brought about by the emergence of e-commerce, e-business and other Information Communication Technologies (ICTs) applications have not been fully explored in the developing economies of the world. The less developed economies are still struggling to catch up with ICT application as opposed to its heavy deployment in the developed economies. Empirical evidence suggests that ICTs and other related technologies are increasingly emerging in the communities of the developing economies such as Nigeria. Rural actors engaged in the Agricultural industries (Agribusiness) feel that the implementation of ICTs can influence the development of new business processes and the way existing processes are organised. In the Southeast of Nigeria, which is a typical example of a less developed community, the impact of e-business technologies has yet to be determined. This paper identifies two classical traditional agribusiness supply chains and hence reports on the impact of e-commerce technology diffusion along the equilibrium of the supply chains, focusing on the elimination of intermediary actors from the chain. It provides an assessment of the Governments’ policies and strategies on e-commerce adoption for the sustainability of small-scale agricultural businesses. The paper examines the politics surrounding ICT implementations by actors engaged in the agribusiness sector. This research has motivated The South East State Government, in collaboration with the Federal Government, to give closer attention to their earlier policy of making Nigeria an ICT-enabled country

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Narrating the past: virtual environments and narrative

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill

    Introduction: migrating heritage - experiences of cultural networks and cultural dialogue in Europe

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    Action Research : the first steps to start up a pilot experiment in heritage education

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    Peer-reviewedLes relacions entre els museus i les escoles canvien amb l'Ășs d'internet. Volem analitzar com aquestes noves relacions tenen lloc a una escala nacional. És important analitzar aquestes noves relacions possibles, que sĂłn producte de canvis socials i tecnolĂČgics, ja que permeten noves interaccions i participaciĂł, al mateix temps que demanen canvis en les formes d'organitzaciĂł, la gestiĂł de recursos web i els models d'ensenyament i aprenentatge. Concretament, les xarxes d'aprenentatge poden establir una nova forma de relaciĂł entre els museus i les escoles, i els recursos educatius en lĂ­nia amb contingut sobre patrimoni cultural poden oferir oportunitats d'aprenentatge i recursos de coneixement mĂ©s enllĂ  dels lĂ­mits de l'ensenyament formal. Tanmateix, calen projectes experimentals per a efectuar proves i veure com aquests tipus de prĂ ctiques d'ensenyament i aprenentatge funcionaran en un context social i cultural concret. AixĂ­, doncs, la recerca activa pot contribuir al desenvolupament d'una experiĂšncia d'aprenentatge, basat en la reflexiĂł i l'acciĂł. L'objectiu d'aquesta experimentaciĂł Ă©s obtenir un model de treball i millors prĂ ctiques per a aprendre i ensenyar en xarxes d'aprenentatge formades per gestors, professors i estudiants de patrimoni en quĂš els membres produeixin i utilitzin recursos educatius en lĂ­nia amb contingut de patrimoni cultural. Els resultats d'aquest projecte empĂ­ric seran comprovats amb resultats de la primera part metodolĂČgica de la tesi doctoral per a obtenir un model que es pugui exportar a altres contextos.Las relaciones entre los museos y las escuelas cambian con el uso de internet. Queremos analizar cĂłmo estas nuevas relaciones tienen lugar a una escala nacional. Es importante analizar estas posibles nuevas relaciones, que son producto de cambios sociales y tecnolĂłgicos, ya que permiten nuevas interacciones y participaciĂłn, a la vez que requieren cambios en las formas de organizaciĂłn, la gestiĂłn de recursos web y los modelos de enseñanza y aprendizaje. Concretamente, las redes de aprendizaje pueden establecer una nueva forma de relaciĂłn entre los museos y las escuelas, y los recursos educativos en lĂ­nea con contenido de patrimonio cultural pueden ofrecer oportunidades de aprendizaje y recursos de conocimiento mĂĄs allĂĄ de los lĂ­mites de la enseñanza formal. No obstante, existe una necesidad de proyectos experimentales para realizar pruebas para ver cĂłmo estos tipos de prĂĄcticas de enseñanza y aprendizaje funcionarĂĄn en un contexto social y cultural concreto. AsĂ­ pues, la investigaciĂłn-acciĂłn puede contribuir al desarrollo de una experiencia de aprendizaje, basado en la reflexiĂłn y las acciones. El objetivo de esta experimentaciĂłn es obtener un modelo de trabajo y mejores prĂĄcticas para el aprendizaje y la enseñanza en redes de aprendizaje formadas por gestores, profesores y estudiantes del patrimonio en las que los miembros produzcan y utilicen recursos en lĂ­nea con contenido de patrimonio cultural. Los resultados de este proyecto de investigaciĂłn empĂ­rico serĂĄn comparados con los resultados de la primera parte metodolĂłgica de la tesis doctoral para obtener un modelo que pueda ser exportado a otros contextos.The relationships between museums and schools are changing through the use of internet. We want to analyse how these new relationships occur at a national level. It is important to analyse these possible new relationships, which are the product of social and technological changes. They allow for new interactions and participation whilst requiring changes in the forms of organisation, web resource management, and teaching and learning models. Specifically, learning networks can establish a new form of relationship between museums and schools and educational online resources with cultural heritage content can offer learning opportunities and knowledge resources beyond the boundaries of formal education. However, there is a need for experimental projects to test the evidence and to see how these kinds of teaching and learning practices will work within a concrete social and cultural context. Thus, Action Research can contribute to the development of a learning experience, based on reflection and actions. The aim of this experimentation is to obtain a working model and best practices for learning and teaching in learning networks shaped by heritage managers, teachers and students where the members produce and use educational online resources with cultural heritage content. The results of this empirical research project will be compared with results from the first methodological part of the PhD thesis to obtain a model that can be exported to other contexts
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