توضیحاتی در مورد کتاب Emerging Technologies and the Digital Transformation of Museums and Heritage Sites: First International Conference, RISE IMET 2021, Nicosia, Cyprus
نام کتاب : Emerging Technologies and the Digital Transformation of Museums and Heritage Sites: First International Conference, RISE IMET 2021, Nicosia, Cyprus
ویرایش : 1
عنوان ترجمه شده به فارسی : فناوری های نوظهور و تحول دیجیتالی موزه ها و مکان های میراث: اولین کنفرانس بین المللی، RISE IMET 2021، نیکوزیا، قبرس
سری : Communications in Computer and Information Science 1432
نویسندگان : Maria Shehade, Theopisti Stylianou-Lambert
ناشر : Springer
سال نشر : 2021
تعداد صفحات : 373
ISBN (شابک) : 3030836460 , 9783030836467
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 89 مگابایت
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فهرست مطالب :
Preface
Organization
Contents
Digital Curation and Visitor Engagement in Museums and Heritage Sites
Computational Archives for Experimental Museology
Abstract
1 Introduction
1.1 Definition
1.2 Computational Archives
1.3 Experimental Museology
2 Massive Cultural Data
2.1 Audiovisual Archives
2.2 Curatorial Analytics
3 Archival Access in Museums
3.1 Narrative and Visualization
3.2 Visualization – Searching Collections
3.3 Advances in Computational Video Analysis
4 Conclusion
References
Machine Learning and Museum Collections: A Data Conundrum
Abstract
1 Introduction
2 Background
3 From Data to Curated Pathways
3.1 Recommender Life Cycle
4 Case Studies
4.1 A Local Council-Owned UK Institution
4.2 A National US Institution
5 Discussion
6 Conclusion
References
Trails of Walking - Ways of Talking: The Museum Experience Through Social Meaning Mapping
Abstract
1 Introduction
2 Social Meaning Mapping
3 The Belvedere Visitracker Study
3.1 Methods and Data Collection
3.2 Data Analysis
4 Trails of Walking - Ways of Talking: A Case Study
5 Findings
6 Conclusions
Acknowledgements
References
Why is This Exhibit Digital? – Dimensions of Digital Exhibits in the Museum Space
Abstract
1 Introduction
2 Exhibits
2.1 “The Baltic Way”
2.2 “The Synthesizer of Freedom”
2.3 “The Twitterscape”
2.4 “The Smart Bed”
3 Mapping the Analytical Dimensions of the Digital Elements of Exhibits
3.1 Spatiality
3.2 Temporality
3.3 Between Public and Private
3.4 Between Single User and Multi-user
3.5 Between Documentary and Fiction
3.6 Between Authoritative and Collaborative
3.7 Between Open and Closed
4 Implications of the Dimensions for Visitor Engagement
References
Mapping Sonic Practices in Museum Exhibitions – An Overview
Abstract
1 Introduction
2 From the Visual to the Audiovisual
3 Sound in Exhibitions
4 Mapping Sonic Practices in Museum Exhibitions
4.1 Informative Role
4.2 Interpretive Role
4.3 Immersive Role
5 Conclusions
References
VR, AR, MR, Mobile Applications and Gamification in Museums and Heritage Sites
Interdisciplinary Design of an Educational Applications Development Platform in a 3D Environment Focused on Cultural Heritage Tourism
Abstract
1 Introduction
2 State of the Art
3 Methodology
4 Case Study
4.1 The Archaeological Site of Apollo Amyklaios
4.2 Augmented and Mixed Reality Educational Platform
4.3 Proposed Objectives
4.4 Community Inquiry
5 Showcasing Current Results
6 Conclusions and Future Work
Acknowledgment
References
Cultural Heritage Documentation: The Case Study of the Ottoman Bath in Apollonia, Greece
Abstract
1 Introduction
2 An Overview of Mapping and Digital Documentation Methods
3 Mergin’ Mode Project
3.1 Study Area and Monumental Complex
3.2 Monument’s Documentation
3.3 Data Collection/3D Data Acquisition
3.4 Presentation with Mixed Reality App
4 Conclusions and Future Prospects
Funding
References
Development of Design Protocols in the Use of Virtual Reality for Cultural Heritage Representation
Abstract
1 Introduction
1.1 Overview
2 Review of Related Literature
2.1 Authenticity
2.2 Aura
3 Methodology
3.1 Data Gathering and Analysis
3.2 Scope and Limitations
4 Presentation of Results
4.1 Case 1 – Ayala Museum
4.2 Case 2 – National Historical Commission of the Philippines
4.3 Case 3 – DigiScript Inc.
5 Discussions of Results
5.1 What are the Different VR Approaches in Heritage Representation?
5.2 What are the Factors Affecting Heritage Representation in VR?
5.3 What Are the Proper Design Protocols in the Use of VR for Heritage Representation?
6 Conclusions and Recommendations
References
Digital Storytelling and Embodied Characters for the Interpretation of Cultural Heritage
Place-Based Digital Storytelling. The Interplay Between Narrative Forms and the Cultural Heritage Space
Abstract
1 Introduction
2 Hybrid Digital Storytelling in Heritage Sites
3 Interactivity in Place-Based Experiences and the Interactive Paradox
3.1 Free Exploration vs Following the Narrative Structure
4 Structured Narrative and Interaction in Cultural Heritage Sites: Three Cases Studies
4.1 Situated Simulation
4.2 Turning Point Interaction
4.3 Linking Exhibits with Narrative Plot
5 Towards a Typology of Place-Based Storytelling in Cultural Sites
6 Conclusions and Future Work
Acknowledgments
References
Bridging Past and Present: Creating and Deploying a Historical Character to Engage Audiences Through AR and VR
Abstract
1 Introduction
1.1 Research Team, Collaborators, and Progress to Date
1.2 Overview of Project Goals
1.3 Overview of Project Outcomes
2 Literature Review: Living History Museums, Digital Storytelling, and Cultural Heritage Sites/Museums
2.1 Living History Museums and Visitor Experiences
2.2 Examples of Digital Storytelling at Cultural Heritage Institutions
2.3 Conceptual Framework for Storytelling
3 Methods
3.1 Goal 1: Telling the Stories of Western New York
3.2 Goal 2: Developing “Thinking Dispositions”
3.3 Goal 3: Tripartite Deployment and the Challenges Presented by COVID-19
3.4 Design and Technical Specifications
4 Results and Discussion
4.1 Results
4.2 Discussion
5 Conclusion
Acknowledgements
References
Realistic Humans in Virtual Cultural Heritage
Abstract
1 Introduction
2 High-Fidelity 3D Capture
2.1 The 3D System
2.2 Challenges When Capturing Real Activities
3 Medieval Coventry
3.1 Medieval Industries
3.2 Project Aims
4 Realistic Humans
4.1 Weaving
4.2 Dyeing
4.3 Tanning
5 Discussion and Conclusion
Acknowledgments
References
REVAthens: Bringing Athens of the Revolution to Life Through Museum Theatre Methodology and Digital Gamification Techniques
Abstract
1 Introduction
2 The project’s Rationale and Theoretical Grounding
2.1 An Example - The Siege of Athens
3 Methodology
4 The Digitization of Subjective Narratives
5 The Structure of the Application
6 Application Development and Workflow
7 Conclusion
References
Emerging Technologies, Difficult Heritage and Affective Practices
Tangible and Embodied Interaction for Scaffolding Difficult Heritage Narratives
Abstract
1 Tangible and Embodied Interaction for Difficult Heritage Narratives: The meSch Project
1.1 Introduction
1.2 meSch and the “Atlantic Wall: War in the City of Peace” Exhibition
2 Devising an Evaluation Plan for Tangible and Embodied Interaction
2.1 The Materiality, Multimodality and Multisensoriality of Tangible and Embodied Interaction
3 The Atlantic Wall Survey: Key Findings
3.1 Survey Overview
3.2 Visitor Demographics
3.3 Findings on the Use and Appreciation of the Replicas
3.4 Emotions and Feelings
4 Discussion, Conclusions and Directions for Future Work
Acknowledgements
References
The Atlas of Lost Rooms:
Abstract
1 Introduction
2 Context
2.1 The Magdalene Laundries
2.2 Sean MacDermott St Magdalene Laundry
2.3 Lack of Public Engagement with Ireland’s Magdalene History
2.4 Difficulties in Researching Magdalene Institutions
3 Theory
3.1 Why Digital 3D Reconstruction for Dark Heritage Sites?
3.2 Oral Histories as Source Material for Digital Reconstruction
3.3 Public Engagement with Dark Heritage Through Digital Reconstructions
4 Method
4.1 Construction of the Digital Model
4.2 Level of Detail and Representing Uncertainty
4.3 Design of the Web Interface
5 Initial Findings
6 Future Developments
7 Conclusion
References
Emerging Technologies and the Advent of the Holocaust “Hologram”
Abstract
1 The Holocaust and Technology: Here There Are Moments of Pause
2 Holograms?: Enabling the Future of Interacting with Holocaust Survivors
3 The Role of Interaction and Conversation: What Questions Will Be Asked and Answered?
4 The Survivors’ Experience of Creating These Recordings: “And, by Gosh, I Give the Answer”
5 The Conclusion: “I’ve Handed Over Part of Me to You”
References
Participatory Approaches, Crowdsourcing and New Technologies
Storybase: Towards Cultural Transformation Driven by Design
Abstract
1 Introduction
2 Background
2.1 Storytelling and Participation
2.2 Design Thinking
3 Research Context
3.1 Background: Cooper Hewitt, Smithsonian Design Museum
3.2 Storybase Design Methodology
4 Discussion
4.1 Interactions Towards Polyphony
4.2 Restructuring Interpretation
4.3 Embracing Imperfection
5 Conclusions
Acknowledgements
References
The Collection is Dead; Long Live the Collective: Rethinking the Role of Content and Collections in the Museum’s Purpose Post-pandemic
Abstract
1 Digital Inversions
2 The Pandemic Pivot
3 The Redefine/ABLE Exhibition at the Peale: A Case Study
4 Stories = Content + Collections
5 Conclusion: The Collection as Collective
References
Participation in Cultural Heritage Hackathons: ‘Carsharing’ Between ‘Meaningful Nonsense’ and ‘Unromantic’ Networking
Abstract
1 Introduction
2 Definitions and Literature
2.1 Cultural Heritage Hackathons
2.2 Participants’ Motivations to Join and Engage in Digital and Participatory GLAM Projects
3 Methodology and Context
3.1 Coding da Vinci West Hackathon
3.2 Methods and Analysis
4 Findings
4.1 The Reality of ‘unromantic’ Networking
4.2 The Joy of Doing ‘meaningful Nonsense’
4.3 ‘Carsharing Phenomenon’
5 Discussion
6 Conclusion
Acknowledgements
References
Museum Social Media Practices: In Need of Repair?
Abstract
1 Introduction
2 Literature Review
3 Methodology
4 Analysis and Results
4.1 Balancing Responsibilities
4.2 Working Around Hierarchal Control
4.3 Rebelling or Exerting Caution in Response to Risk Aversion
5 Discussion: Maintenance Work and Future Infrastructures
6 Conclusion
Acknowledgements
References
Digitization, Documentation and Digital Representation of Cultural Heritage
Mixing Visual Media for Cultural Heritage
Abstract
1 Introduction
2 Data Types in CH Applications
2.1 High-Resolution Images
2.2 Multispectral Images
2.3 Reflection Transformation Images (RTI)
2.4 Video
2.5 Panoramic/360 Images and Videos
2.6 Terrains Models
2.7 3D Models
2.8 Beyond Visual – Sound
3 Data Integration at the Level of the Generalist Visualization Tool
4 Towards Data Integration in Interactive Visualization
4.1 2D Images and 3D Models
4.2 Textual Data and 3D Models
4.3 Panoramic Images and 3D Models
5 Data Integration While Supporting Conservation and Restoration
5.1 Integration of Different Media for Conservation Condition Analysis
5.2 Integration of Different Media in Restoration Documentation
6 Discussion and Concluding Remarks
References
Formalization of the “Immaterial Features” Conveyed by the Iconographic Cultural Heritage Entities
Abstract
1 Introduction
2 Short State of the Art
3 Key Notions about the NKRL Language
4 Examples in a Narrative/Iconographic Context
4.1 Templates and Their Instances
4.2 Structured Arguments (Expansions)
4.3 Determiners (Attributes)
4.4 Second Order Events
4.5 Inference Procedures
5 Conclusion
References
Ethical Considerations and Methods for Diversifying Representations of Cultural Heritage: A Case Example of the Swayambhu UNESCO World Heritage Site in Nepal
Abstract
1 Providing a Practical Ethics Reference Convenient for Technical Professionals
1.1 Definitions
1.2 Formal Ethics Standards
2 Methods for Ethically Representing Religious Cultural Heritage
2.1 Relationship Between Perceptual and Expressive Modes
3 Example Case of the Swayambhu UNESCO World Heritage Site
3.1 Using AR and VR at Religious Heritage Sites and Related Technical Linguistic Requirements
3.2 Swayambhu Monument Zone: A UNESCO World Heritage Site
4 Conclusion
Acknowledgements
References
Pioneering Advanced Recording Technologies for Post-earthquake Damage Assessment and Re-construction in Chilean Heritage Areas
Abstract
1 Chile as a Case Study
1.1 Earthquakes as a Regular Agent of Risk
1.2 Lolol
2 3D-Laser-Scanning
2.1 On-Site Data Capture in Lolol
2.2 Limitations Encountered When Using Terrestrial 3D-Laser-Scanning
3 Using the Record
3.1 Post-earthquake Damage Assessment and Planning
3.2 Tailored Emergency and Repair Strategies
4 Integrating Technology in Chilean Institutions
5 Conclusions
Acknowledgements
References
Author Index