Presentation on Cultural and tourist strategies through digital devices, at the conference of the Regional Tourism Committee of Lodz, Poland, October 26th 2010
Different styles and applications of Augmented Reality in the culture and arts sector. Presentation was part of Quick and Dirty AR workshop at Museums and the Web 2012 in San Diego.
This document discusses the relationship between culture, tourism, and place image. It notes that culture tourism can help preserve cultural heritage, boost local economies, and foster cultural understanding, but can also lead to issues like loss of authenticity and "cultural crash" if not managed properly. Public-private partnerships are highlighted as one way to maximize benefits and minimize risks of cultural tourism. The conclusion states that cultural tourism is a double-edged sword with both challenges and benefits, so sustainability and policies to monitor tourist behavior and protect heritage are very important.
This document discusses Brunei culture and tourism. It defines culture and outlines the seven fundamental aspects of life that encompass culture, including social, economic, political, knowledge/techniques, arts, philosophy, and religion. Culture represents the way of life of a society and includes rules, diversity, norms and values, and rituals. Brunei culture is reflected through tangible aspects like buildings, cuisine, costumes, games, dances, accessories, and non-tangible aspects like weddings and celebrations. The document also discusses Brunei's Melayu Islam Beraja philosophy and how tourism is being promoted, highlighting natural attractions, heritage, and royal sites.
The document discusses developing a culture of tourism in the Philippines by having the national and local governments build tourism awareness, ensure peace and order, and develop access and accommodations. It emphasizes the importance of strong local community participation, a commitment to good and honest service, and taking full responsibility for tourists' experiences. The goal is to make each Filipino a stakeholder in tourism to drive economic recovery through honesty, courtesy, fair pricing, quality standards and tourist-friendly services.
Im not there: Mobile devices in (and around) museums :: Michael Parry, ACMINational Digital Forum
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presentation of Museomix at Makerfaire Rome (oct 2013)arthur schmitt
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Cultural ring, future internet,learningArtur Serra
油
1. The document discusses using living labs to promote culture and learning across Europe.
2. It proposes creating an open cultural network between cities, research institutions, and cultural organizations to experiment with digital culture and new cultural industries.
3. Key projects mentioned include the Cultural Ring, which connected local theaters for cultural sharing, and INDICATE, a digital heritage infrastructure project linking institutions.
EAGLE - Europeana Network of Greek and Latin Epigraphy A Digital Bridge to the Ancient World
by Silvia Orlandi, Raffaella Santucci, Sapienza, University of Rome, Rome, Italy
pdf file of the presentation at the
EVA/Minerva Jerusalem International Conference on Digitisation of Culture,
Jerusalem, The Jerusalem Van Leer Institute, 12-13 November 2013
http://www.digital-heritage.org.il
Presentations available at: http://2013.minervaisrael.org.il
Daniel Pletinckx gave a presentation on smart historical cities and digital cultural heritage. He discussed projects in Bologna, Cologne, and Amsterdam that used 3D modeling and virtual reconstructions to tell stories about the cities' histories. He also described the Ename archaeological park project, which reconstructed 16 periods of the city's evolution over 1000 years. Pletinckx argued that technology allows history to be experienced outside of museums and that cities themselves can become museums through augmented reality, virtual reconstructions, and location-based storytelling.
Unveiling the Cultural Treasures: A Comprehensive Guide to Museums油in油Dubaijaafarshaikh
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Presentation given for Create MOME Techlab participants at MOME University in Budapest on 16 October 2013.
http://techlab.mome.hu/index.php?option=com_content&view=article&id=329%3Atechtea-mobile-technology-and-the-museum&catid=62%3Alabor-hirek&Itemid=99&lang=en
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Abstract:
I spent 2010 surveying city museums in Europe and the United States as part of a Fulbright-sponsored research project. Since then I have continued to closely follow developments in this field in order to determine what we are doing poorly, what we are doing well, and what the 21st-century city museum should look like. Drawing from this work, my paper will explore recent trends in urban public history, particularly those taking place outside the walls of the physical museum, including geo-tagging, pop-up museums, user-generated content, and hyper-local history projects. I will also discuss what these trends mean for city museums and for our audiences. I will end with my personal vision for the 21st-century city museum.
Cultural ring, future internet culture and peopleArtur Serra
油
This document discusses using an "Internet for Culture and People" to connect cultural centers and share cultural events. It describes the Cultural Ring project, which connected local theaters using an IP network and equipped them as audiovisual studios. The project helped share opera performances, increasing audiences. Ongoing challenges include organizing vast cultural repositories and engaging more people. Open living labs are proposed as a way to involve citizens in user-driven cultural innovation. Europeana is discussed as a potential European cultural laboratory.
The document discusses the Cloud Gate public art sculpture in Chicago's Millennium Park. It describes the sculpture's shiny and reflective stainless steel design that is shaped like a bean. Unlike in museums, the Cloud Gate is an open outdoor attraction that receives visitors from around the world. It allows people to pass through an archway beneath it, providing a unique reflective experience as the sculpture distorts and reflects the city's skyline. The document argues that public artworks like the Cloud Gate are important social and educational resources that can offer real-world examples complementing classroom learning.
In the Halls of History: Museums' Endless Narrativesjaafarshaikh
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Museums, those sanctuaries of human history and culture, are not mere repositories of artefacts but living storytellers. As we step into their hallowed halls, we embark on a journey through time, where each exhibit and artefact whispers tales of bygone eras, civilizations, and the shared human experience
Unveiling Cultural Treasures: Dubai's Museums Offer a Kaleidoscope of History...jaafarshaikh
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Dubai, a city synonymous with modernity and opulence, is not just a playground for architectural marvels and luxurious experiences. Beneath the glitzy facade lies a rich cultural tapestry waiting to be explored.
Virtual Worlds for the Humanities, Arts, and Social SciencesRichard Urban
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This document discusses the potential for virtual worlds like Second Life to be used for humanities, arts, and social sciences. It provides an overview of the growth of virtual worlds and demographics of Second Life users. Examples are given of various museums, galleries, and educational institutions that have established a virtual presence in Second Life to engage with these fields. The concept of "serious leisure" is introduced as relevant for how participants can engage with humanities content and projects in virtual worlds.
Writer and commentator Adam Gopnik has described the mindful museum as a place that is primarily about the objects it contains while also recognizing that it should not seek to explain what cannot be explained. And that means simply that wall labels and explanatory text of all kinds should be as modest and invisible as conceivable, he said in the first annual Eva Holtby Lecture on Contemporary Culture at Torontos Royal Ontario Museum just months before the ROM opened its Michael Lee-Chin Crystal addition in June 2007. How should museums interpret Gopniks view in todays world of flat screens and wireless networks and one where most museum and gallery visitors can receive instant information via their cell phones, Blackberrys and iPods. And where does that leave the ROM as it grapples with technology solutions for providing context and interpretation in its powerful new gallery spaces? Created by Brian Porter for the 2008 Technology in the Arts: Canada Conference.
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In the realm of cultural exploration, museums stand as portals to the past, preserving and narrating the tales of civilizations. These sanctuaries of history, art, and knowledge harbour treasures that transcend time, inviting visitors to embark on a captivating journey through the annals of human existence.
The document proposes a new concept for a sustainable zoo called ArkiZoic Park. It features interactive sculptures representing imaginary or extinct animals that visitors can learn about through an app on their smartphone or tablet. Artists and writers collaborate on stories for each animal. The park grows over time as municipalities and sponsors fund new installations created by artists and makers. It is a project by AtelierFORTE, an art and design studio, that aims to educate visitors about animals in a novel way without caging them.
This document lists various augmented reality and projection mapping projects done by museums to bring exhibits and historical content to outdoor spaces without physical walls. It discusses how augmented reality allows for immersive experiences anywhere and provides examples of projects from the Museum of London, Royal Ontario Museum, Stedelijk Museum, and others. It also notes how augmented reality is more than just a technology, but a new model for museums to tell stories in an interactive way using different media and technologies that can be updated over time.
Cineca is a consortium of 70 Italian universities working in high performance computing (HPC) for research and education. It manages virtual heritage projects using open source tools like Blender for 3D modeling and simulation. Recent projects include a 3D movie about the history of Bologna and its Etruscan origins made in Blender. Cineca is developing smart historical city platforms to create emotional and participatory virtual spaces for cultural dissemination using transmedia technologies like virtual reality, augmented reality, and social media. The goal is to deal with the complexity of cultural heritage and promote Italy's historical and artistic heritage.
This document summarizes a presentation on the cultural heritage tourism potential of Nicosia, Cyprus. It discusses:
1) The current situation of tourism in Cyprus and Nicosia, which is dominated by sun/beach tourism.
2) The cultural attractions within Nicosia's walled city, which have potential to diversify tourism but are currently underutilized. An empirical study found visitors have low awareness of attractions and there is room to improve the visitor experience.
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The Evolution and Significance of Museumsjaafarshaikh
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Museums are vital institutions that serve as repositories of history, culture, and knowledge, offering the public access to artefacts, art, and information that encompass the breadth of human experience.
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Guardians of History and Catalysts for Cultural Enrichmentjaafarshaikh
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Museums are indispensable institutions that serve as guardians of history and catalysts for cultural enrichment. Over centuries, museums have evolved from private collections to public educational and cultural hubs, highlighting their enduring significance.
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http://techlab.mome.hu/index.php?option=com_content&view=article&id=329%3Atechtea-mobile-technology-and-the-museum&catid=62%3Alabor-hirek&Itemid=99&lang=en
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Museums, those sanctuaries of human history and culture, are not mere repositories of artefacts but living storytellers. As we step into their hallowed halls, we embark on a journey through time, where each exhibit and artefact whispers tales of bygone eras, civilizations, and the shared human experience
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As a Java developer you might have a hard time accepting the limitations that you feel being introduced into your development cycles. Let's look at the positives and learn everything important to know to turn Backstag's software templates into a helpful tool you can use to elevate the platform experience for all developers.
This is session #4 of the 5-session online study series with Google Cloud, where we take you onto the journey learning generative AI. Youll explore the dynamic landscape of Generative AI, gaining both theoretical insights and practical know-how of Google Cloud GenAI tools such as Gemini, Vertex AI, AI agents and Imagen 3.
Understanding Traditional AI with Custom Vision & MuleSoft.pptxshyamraj55
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Understanding Traditional AI with Custom Vision & MuleSoft.pptx | ### 際際滷 Deck Description:
This presentation features Atul, a Senior Solution Architect at NTT DATA, sharing his journey into traditional AI using Azure's Custom Vision tool. He discusses how AI mimics human thinking and reasoning, differentiates between predictive and generative AI, and demonstrates a real-world use case. The session covers the step-by-step process of creating and training an AI model for image classification and object detectionspecifically, an ad display that adapts based on the viewer's gender. Atulavan highlights the ease of implementation without deep software or programming expertise. The presentation concludes with a Q&A session addressing technical and privacy concerns.
Replacing RocksDB with ScyllaDB in Kafka Streams by Almog GavraScyllaDB
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Learn how Responsive replaced embedded RocksDB with ScyllaDB in Kafka Streams, simplifying the architecture and unlocking massive availability and scale. The talk covers unbundling stream processors, key ScyllaDB features tested, and lessons learned from the transition.
Gojek Clone is a versatile multi-service super app that offers ride-hailing, food delivery, payment services, and more, providing a seamless experience for users and businesses alike on a single platform.
Computational Photography: How Technology is Changing Way We Capture the WorldHusseinMalikMammadli
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Computational Photography (Computer Vision/Image): How Technology is Changing the Way We Capture the World
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FinTech - US Annual Funding Report - 2024.pptxTracxn
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US FinTech 2024, offering a comprehensive analysis of key trends, funding activities, and top-performing sectors that shaped the FinTech ecosystem in the US 2024. The report delivers detailed data and insights into the region's funding landscape and other developments. We believe this report will provide you with valuable insights to understand the evolving market dynamics.
#11: Commissioned by the Museum of Copenhagen, the WALL is a massive, movable interactive display that tells the history of the city and allows users to add their own photos and stories. The WALL is the newest communication project油at the Museum of Copenhagen. It places the story of the city right in the town center. On a 12 meter long油interactive multitouch油screen you can fly away in a gigantic picture universe, and evoke the Copenhagen of the past and present. You can even tell your own story by uploading your private photos to the WALL. To foster discussion about the past, present and future of Denmarks capital, the Museum of Copenhagen has commissioned the creation of a multi-touch video display that will move from neighborhood to neighborhood in the countrys largest city. A multimedia installation consisting of four multi-touch plasma screens with a total span of approximately 12 meters long by 2 meters tall, the WALL, as the massive display is called, aims to provide a platform for the exchange of opinions and storytelling, whereby the users themselves participate in interpreting the history of Copenhagen, the museum said. Through an interface comprising a mixture of material from the museums collections and contemporary photographs of the city, the WALL provides access to a voyage of discovery within the past, present and future of Copenhagen. By moving your hand along the timeline at the bottom of the cityscape screen, you are able to call forth and zoom in on changing historical images of the town. Up to eight users can set the town in motion from different perspectives at any given moment. With a single click on a person, tower or park, stories are called forth regarding the everyday life experienced by Copenhageners at different points in history, in connection with major events in the city, business life and cultural tendencies. The database encompassing the rich collection of pictures of Copenhagen also will steadily grow as the WALL invites its users to expand upon the portrayals of the life, history and identity of the town shown on the WALL by uploading personal memories, pictures, films, music or texts either in-situ at the WALL, or at the museums Web site. The WALL is the result of collaboration among the Museum of Copenhagen, New Zealand production company油 Gibson International , Danish graphic studio油 Spild af Tid , and油 ProShop Europe 油installation company. It was funded by the Copenhagen City Council, The Labour Market Holiday Fund and The Heritage Agency of Denmark, as well as by a number of private individuals, businesses and institutions. Due to the size and complexity of the project, the Museum of Copenhagen launched an EU tender with a view to attracting a more advanced collaborator than could have been found in Denmark. The tender was won by Gibson International, a multimedia production company that has developed a completely new and advanced user interface for the WALL. Spild af Tids multimedia artists created the eye-catching design. And together, Gibson International and ProShop Europe created a multi-user/multi-touch screen with a precise and reliable surface, ensuring that the WALL will work effectively for up to eight users concurrently. During the next four years, the WALL will exhibit on various squares throughout Copenhagen, where it will be erected as part of the museums communication strategy during the archaeological excavations that are to be carried out in connection with the construction of Copenhagens new City Ring Metro. The official opening of the Wall took place on April 24 on Kongens Nytorv, where it will be situated until June 2011, after which it will be moved to R奪dhuspladsen, and then to Gammel Strand during the spring of 2012, and subsequently to other parts of the city.
#12: CityWall is a large multi-touch display installed in a central location in Helsinki which acts as a collaborative and playful interface for the everchanging media landscape of the city. The new interface launched in October 2008 also allows working with 3D objects, which enables multiple content and multiple timelines. The content displayed on the CityWall is periodically organized into themes or events that are currently taking place in the city such as festivals, carnivals or sports events. The CityWall is designed to support the navigation of media, specifically annotated photos and videos which are continuously gathered in realtime from public sources such as Flickr and YouTube. To contribute content to the CityWall, you can send pictures and videos via MMS or email to油 [email_address] . Alternatively, tag your media on YouTube or Flickr with 'Helsinki' and they will pick up your media and display it on the CityWall. Using a series of intuitive gestures users can navigate and arrange media as if you were manipulating physical pictures. The touchscreen technology which enables this direct interaction has been specifically designed so that several people can interact directly with display at the same time; the maximum number of people who can interact is limited only by physical space. The current CityWall installation measures 2.6 meters wide but the technology would allow displays that are theoretically 16 meters wide. The CityWall is located in downtown Helsinki, Finland. It can be found in Lasipalatsi opposite Forum. The touchscreen technology and applications have been developed by the Ubiquitous Interaction group at the Helsinki Institute for Information Technology.