1 Web 2.0, Second Life and Museums: Visit or access to culture? Panorea Gaitanou, Librarian MSc (Phd Candidate, Ionian University), Benaki Museum Library.

Slides:



Advertisements
Similar presentations
A NEW EUROPEAN YOUTH PORTAL FOR A NEW GENERATION.
Advertisements

Ubiquity of Grey Literature in a Connected Content Context Julia Gelfand University of California, Irvine Paper presented at GL5 Conference.
EMPOWERING NEW GENERATIONS TO DISCOVER THEIR HERITAGE/CULTURE Namir Anani - December 2006.
Preserving and Disseminating Asian Cultures with the Digital Library Technologies by Dawei Wei.
1 Opportunities and Challenges of Social Computing Kirsti Ala-Mutka European Commission, JRC Institute for Prospective Technological Studies Information.
Cultural Content and Digital Heritage Bernard Smith European Commission INFSO/D2.
Linking the Fairs to the 2013 Ontario Curriculum Social Studies 1 to 6 and History and Geography 7 and 8.
Introduction to Museums Training for Volunteers. What is a Museum? The Museums Association’s definition : ‘They are institutions that collect, safeguard.
Page 1 / 28 Aytac, Development of a User-Centered Digital Library... Development of a User-Centered Digital Library for Ottoman Manuscripts Selenay Aytaç.
Project Work and Internship Impacts on Labour Market and Society OPEN DISCUSSION FORUM Project Work and Internship Impacts on Labour Market and Society.
Reference 2.0: Using New Web Technologies to Enhance Public Service Texas Library Association Conference April 17, 2008 Stephen F. Austin State University’s.
EFQUEL 2008 Forum, June 2008, Lisbon 1 Learning2.0 Kirsti Ala-Mutka, Christine Redecker & Yves Punie European Commission, JRC Institute for Prospective.
An Integration Platform of Social Networking Applications to Support Life Long Learning in Rural Territories: the “SoRuraLL Virtual Learning World” Environment.
Building Digital Museums, Libraries and Archives David Dawson Senior Policy Adviser (Digital Futures)
© Tefko Saracevic, Rutgers University1 Services in digital libraries Following functions? Following new capabilities?
China Distance Learning Activities Updates Jie An Tsinghua University CERNET Aug 27, 2002.
Presented by Yeshwanth Boppana Sowmya Nagubadi. overview Introduction SL and WOW Virtual Laboratory Experiments Observational Social and Economic Science.
The Future of Libraries &Archives: A Trend Towards the New Museum? Brennen Ogawa LIS 650 & LIS 672.
Carla Colombati - Elena De Carolis - Agnese Galeffi
Dr Leigh Harris, Assistant Dean, Center for Academic Enrichment (CAE) Dr Anastasia Logotheti, Director, Teaching and Learning Center, CAE 15 June 2013.
E–Museums: Investing for the Future FARIDAH NOOR MOHD NOOR University of Malaya, MALAYSIA Chair, APAN eCulture Working Group PNC 2011 Bangkok October.
TECHNOLOGICAL ENABLERS TO ASSIST YOUR LIBRARY'S MARKETING STRATEGIES: THE POWER OF SOCIAL MEDIA PRESENTED BY MS MOSHIANE RAMAUBE MS MANDISA LAKHENI.
Museums, Families & Communities: Being of Value Museums, Families & Communities: Being of Value Lynn D. Dierking.
Martha del Angel Tecnologico de Monterrey, México Lifelong Learning & Research, Glasgow, Scotland May 14, 2012 “A Center for Adult learning in a university.
Critical Role of ICT in Parliament Fulfill legislative, oversight, and representative responsibilities Achieve the goals of transparency, openness, accessibility,
Museums between heaven and earth Current trends – future realities Seminar Muuseumi Piirid Septembril 2007 Narva.
Margaret J. Cox King’s College London
Matching the Communication Needs of Rural Learners to Web 2.0 Tools and Services Sally Reynolds.
Global Information Literacy Moves Toward Web 3.0 by Valerie Hill, PhD by Valerie Hill, PhD TWU School of Library & Information Studies, LISD School Librarian.
NSW Curriculum and Learning Innovation Centre Draft Senior Secondary Curriculum ENGLISH May, 2012.
The World Wide Web as a tool for creative design: Current issues and prospects for research Julien Nelson & Todd Lubart Laboratoire Adaptations Travail.
Guidance for AONB Partnership Members Welsh Member Training January 26/
LIS 506 (Fall 2006) LIS 506 Information Technology Week 11: Digital Libraries & Institutional Repositories.
EUscreen: Examining An Aggregator ’ s Role in Digital Preservation Samantha Losben Digital Preservation - Final Project December 15, 2010.
=_A-ZVCjfWf8 Nets for students 2007.
Virtual Reality: A PolyU Branch Library in Second Life --Learning in a Virtual Environment Mei Li (May Lewites in Second Life) Pao Yue-kong Library, HK.
State Agency for Information Technology and Communications i2010 – Challenges for Bulgaria Plamen Vatchkov Chairman Göteborg Ministerial Conference “Towards.
 ByYRpw ByYRpw.
IFAP Special Event: Information and Knowledge for All, Emerging Trends and Challenges Information Preservation 4000 Years of Traditions Challenged by Digital.
The Future of Online Learning for Teachers and Students Chris Dede Harvard University
Common challenges, common issues Lorcan Dempsey School for scanning The Hague, 16 October 2002.
The State of Collaborative Digitization: issues and approaches Tom Clareson, PALINET October 22, 2007.
9-1 Chapter 9 The Internet.
Integrating Virtual Environment and GIS for 3D Virtual City Development and Urban Planning Bin Chen, Fengru Huang, Yu Fang Peking University.
ORGANIZATIONS AT THE MARGINS: PROSPECTS AND NEW DIRECTIONS Deanna B. Marcum July 20, 2002.
Building Knowledge Societies Abdul Waheed Khan Assistant Director-General for Communication and Information Durban ::: 19 August 2007 E-Learning: Universities.
Municipal Broadband Networks and their role in upgrading education broadband services Christos Bouras Research Academic Computer Technology Institute Broadband.
National Educational Technology Standards for Students: The Next Generation.
PROmoting Local INNOVAtion in ecologically-oriented agriculture and NRM What can be done with farmers’ innovations?
Transforming Libraries, Transforming Communities US-China Library Forum July 2012 Keith Michael Fiels Executive Director American Library Association.
Google Earth INTEGRATING GLOBAL THINKING. Why Use Virtual Tours? Flexible Tool: History, Science, Math, English, etc. An Interactive Way to Explore Supports.
Power Point Segment 3 Inserted Following Segs 1-2.
History, Culture and Education —— Enlightenment gained from —— Enlightenment gained from 2009 International Training Programme Programme Zhao Jing Cairo,March.
ROLE AND MISSION OF ACADEMIC LIBRARIES: PRESENT AND FUTURE Paula Kaufman November 18, 2005.
COLLABORATIVE WEB 2.0 TOOLS IN EDUCATION USING WIKIS & BLOGS IN THE CLASSROOM.
Garnet.edu.gh  Ghana Internet Governance Forum (IGF) Benjamin A. Eshun Ghanaian Academic and Research Network (GARNET) Kofi Annan Centre of Excellence.
Guiding Inquiry-learning: the Core Functions of Science Centres Educators Long Jinjing.
Digital Library Development: Springboard to State-Wide Access Barbara I. Dewey Dean of Libraries University of Tennessee.
Expanding audiences USING ONLINE/DIGITAL CONTENT.
Mojca Škrinjar, State Secretary Informal Meeting of Ministers for Education Nicosia 4-5 October 2012.
London Museum Development Volunteer Training Bank: Introduction to Museums.
Teaching and Learning with Technology
Models of modern libraries
Prof. Angelo Riccaboni SDSN MED
Business in a Connected World
Innovative content & language solutions: Transforming digital.
Museums and Libraries Collaborating Online Lourdes Santamaría-Wheeler,
Why digitize the visual
Smart Learning concepts to enhance SMART Universities in Africa
New Platform to Support Digital Humanities in the Czech Republic
Presentation transcript:

1 Web 2.0, Second Life and Museums: Visit or access to culture? Panorea Gaitanou, Librarian MSc (Phd Candidate, Ionian University), Benaki Museum Library Natassa Tsoubrakakou, Librarian MSc ΟΤΕ,

2 Overview  Museum Definition (ICOM)  Museums and WWW  The Web 2.0 phenomenon  Museum 2.0  Second Life – Characteristics, advantages-disadvantages  Conclusions-Future directions

3 Museum (ICOM) “A museum is a non-profit making, permanent institution in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits, for purposes of study, education and enjoyment, material evidence of people and their environment”.

4 A new era for Museums!!!  “Museums have a particular responsibility for making collections and all relevant information available as freely as possible, having regard to restraints arising for reasons of confidentiality and security” (ICOM code of ethics for museums, 2006)  They are active collecting institutions  must be continuously evolved and renewed, as integral pieces of a continuously changing society  They go through a phase of revision.  Museums manage each country's cultural heritage  it's their duty to accomplish successfully and prosperously this task

5 Museums and WWW  WWW offers a common place in which cultural heritage institutions share similar challenges.  There are no geographical restrictions  the digital content of collections creates a common information environment.  Museums already provide their communities with a plethora of resources and services and are now required to offer them in a common global place, expanding the existing communities.

6 Why do museums make use of Internet?  Worldwide publicity  Bi-directional communication between museums and visitors  New more challenging services  Improvement of provided services according to the visitors' demands and wishes.  Creation of an effective and stable relation with individuals  Remote access to scholarly research of collections in online databases

7 Web 2.0  Tim O'Reilly and Dale Dougherty of O'Reilly Media, 2004  Web 2.0: a term describing changing trends in the use of WWW technology and web design that aims to enhance creativity, secure information sharing, collaboration and functionality of the web. (Wikipedia)  Web 2.0 technologies: enhance interaction among individuals and enable people from diverse backgrounds to share their opinions and expertise with thousands of others

8 Web 2.0

9 Museum 2.0 = Web 2.0 and Museums  Museum 2.0: blog that started in November 2006 (by Nina Simon)  Main goal: to explore the ways that the philosophies of Web 2.0 can be applied in museums to make them more engaging, community-based.  Web 2.0 technologies  static content of museums is transformed to dynamic platforms (content generation and sharing is enhanced by the visitors-users).  Web 2.0  opens up new opportunities, demonstrating at the same time their weaknesses.

10 Museums and Virtual Worlds  Museums have been exploring the use of Multi-User Virtual Environments (MUVEs) for more than a decade.  Virtual Reality (VR): technology which allows users to interact with a computer-simulated environment, be it a real or imagined one

11 Second Life  3D virtual world where users can socialize, connect and create using voice and text chat”  enhance their environment  Created by Linden Co USA.  Users visit Second Life as an "avatar" and explore areas and features made by other people or institutions, or create new environments or parts of themselves.  What they do or where they go depends on their willing, curiosity and creativity. They have a great sense of freedom, and experience situations that are impossible in the real world (e.g. they can fly etc.).

12 Signups

13 Characteristics of Museums in Second Life  Scale  Setting  Persistence and Evolution  Media Richness  Visitor Engagement  Social Interaction  Collection types  Target Audiences

14 Second Life-Advantages  Social nature.  Museums audience is expanded on a global level.  User-generated content is allowed.  Collaboration is enabled.  Virtual museums allow wandering, linking and searching activities that promote discovery, offer evolving content and social networks that enable interaction models..

15 Second Life-Disadvantages  The audience still remains limited (in comparison to other electronic media)  Hardware and network requirements  Lack of integration with other virtual worlds.  Matters of openness to live content modification  Stability issues

16 Museums in Second Life  Art Center  Aho Museum  Crescent Moon Museum  Second Louvre Museum  Second Life Science Center  Museum of Flip Animation  SL Computer History Museum  SL Historical Museum  Bayside Beach Galleria-Museum  International Spaceflight Museum  Star Trek Museum of Science  Tarot Card Museum  Fort Malaya Malay History Museum  Virtual Starry Night-Vincent van Gogh Second Life  Avnet Technology Museum  Museum of Robots  Tech Museum of Innovations  Exploratorium  Kirsti Aho Art Museum on NMC Campus

17 Conclusions-Future directions (1/2)  Simply by providing the public with access to data is insufficient to satisfy the goal of public education.  Museums need to offer enriched, value-added content, so as to achieve better quality services.  They need to exceed their physical limits, adopt new perspectives, enhance their role in changing socio-cultural and economic landscape, and enable further promotion of the social significance of the industry’s activities.  The implementation of virtual environments could be really helpful towards this direction  Global Museum

18 Conclusions-Future directions (2/2)  The virtual representation of museum (through Second Life) creates a new role for the museums  Their new, virtual nature is not a substitute for real world museums. On the contrary, it will act complementary (new services and products for the users-visitors.)  New personalized services  Many memory institutions have already used these new technologies abroad. Greek memory institutions should be encouraged to do the same!!!

19 Thank you for your attention!!!!!