This lesson demonstrates how to use nanDECK to design and publish your own deck of printed or digital playing cards, and use them to test a group's knowledge of historical events through a Timeline-like game mechanic. This lesson will also highlight best practices for handling digitized historical objects.
This presentation demonstrates how specific XR technologies have been developed and used at different outdoor cultural heritage sites in Iceland and reflects on how technologies can be adapted to specific circumstances.
In this presentation we learn about how a computer game company collaborated with a national museum to produce a computer game about the Icelandic Viking past with a focus on women. The game, and collaboration, centers around a single key object in the museum holding. The presentation also discusses plans to develop a virtual museum within the game, to display other objects from the museum for gamers to engage with.
In this presentation we learn about how 3D scanning of a sculpture museum dedicated to a single Icelandic artist has been used to engage schoolchildren under the umbrella "art for everyone". It also explores other projects with making digital twins for cultural heritage purposes and the role of the private sector in this endeavor.
What does "curating data stories" mean from a technical and academic perspective? This podcast from the curiositas5.0 project features a discussion between Jane Haller and Joana Meier about experimenting with digital exhibitions.
In this podcast, produced by virturalculture.ch, Jane Haller, a sociologist, digital project manager, and president of the Digitales Schaudepot, is in conversation with Esaù Dozio, a curator at the Antikenmuseum Basel. Within their chat, they discuss the process of selecting items for special exhibitions, and the mistakes and challenges that can arise.
This resource discusses various approaches and methods to evaluate digital or hybrid interactive experiences, which support the interpretation of heritage assets. The resource also aims to support researchers’ and practitioners’ practical understanding of evaluation methods and tools to capture audiences’ engagement with media and explore technology impact.
This resource is an introduction to the photogrammetry technique to capture visual data about cultural heritage assets and produce associated 3D models.
The ENCODE open online course 'Digital tools for the research and study of ancient writing cultures' is designed to introduce teaching staff, GLAM professionals, and graduates to ancient writing cultures and digital studies, exploring the digital transformations in the fields of Greek and Latin epigraphy, papyrology, and other aspects of ancient writing cultures.
This resource offers a starting point to learn more about the different types of multidimensional media, as well as managing media in a way which promotes the FAIR principles.
The resource also introduces the concept of a Virtual Research Environment to support retrieval and curation of multidimensional data for storytelling via interoperable frameworks.
This resource is an introduction to 360 degrees panorama photography. It explores different types of panoramic representations and examples of 360 degree panoramas in the cultural heritage domain. Practical advice and step by step guidance on how to capture data and process them is also included in order to produce and publish 360 degrees panorama images.
This resource aims to introduce the main aspects of data ethics in the cultural heritage domain. It also examines how data management can be supported to become more ethical, while also addressing topical discourse about data ethics in the sector. The resource also aims to support in critically reflecting on some case studies with evident digital data ethics considerations.