Author: konstantin

Designing for AR/MR

FX-Guide looks at the State of the Art in X-Realities In 2017 Google’s ARCore and Apple’s ARKit releases put markerless tracking into handheld mobile devices. Microsoft’s Mixed Reality (formerly Windows Holographic) was released as a standard component of Windows 10.  The vision of seamless AR across mainstream mobile devices is getting closer but we are not quite there yet. While AR/MR vendors continue to think big, terminology continues to confuse, with broad and sometimes overlapping definitions ready to trap the uninitiated. Read...

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AXIELL ALM | DIGITISING COLLECTIONS REPORT 2017

AXIELL ALM | DIGITISING COLLECTIONS REPORT 2017 When it comes to managing a collection, such as a museum, archive or gallery, ensuring the preservation of the records, objects and data is critical. Today’s technology-driven, internet-enabled world has opened up new opportunities to conserve, record and share collections and transform how they are managed. This report by Axiell and MCN, explores the current digitisation strategies of today’s collections management organisations, drawing on the views of more than 100 professionals working in museums, archives, galleries and other collections institutions. 118 Respondents took part in a global survey launched in October 2016...

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Digital Humanities and Crowdsourcing: An Exploration

I stumbled over an interesting article about crowdsourcing which defines the term relevant to museums and gives some insight to case studies on this theme. The article can be viewed on the “Museums and the web” site and has some interesting feedbacks and ideas on the blog positioned at the end of the article. ‘Crowdsourcing’ is a recent and evolving phenomenon, and the term has been broadly adopted to define different shades of public participation and contribution. Cultural institutions are progressively exploring crowdsourcing, and projects’ related research is increasing. Nonetheless, few studies in the digital humanities have investigated crowdsourcing as a whole. The aim of this paper is to shed light on crowdsourcing practices in the digital humanities, thus providing insights to design new paths of collaboration between cultural organisations and their audiences. A web survey was carried out on 36 crowdsourcing projects promoted by galleries, libraries, archives, museums, and education institutions. A variety of practices emerged from the research. Even though, it seems that there is no ‘one-solution-fits-all’ for crowdsourcing in the cultural domain, few reflections are presented to support the development of crowdsourcing initiatives....

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Tools for Virtual Museums

When building a virtual museum one can rely heavily on already existing open source web libraries most of which were created for developing simulations and video games for the browser. They are well documented projects with an active developer base, building upon them instead of coming up with a custom solution can greatly reduce costs of establishing a new virtual museum. Three.js JavaScript 3D library The aim of the project is to create an easy to use, lightweight, 3D library. The library provides <canvas>, <svg>, CSS3D and WebGL renderers. Threejs is a widely used javascript library that simplifies working...

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Digitizing Early Farming Cultures (DEFC)

The objective of Digitizing Early Farming Cultures (DEFC) is the standardization and integration of archaeological research data from the Neolithic and Copper Age (7000 – 3000 BC) in Greece and Western Anatolia. Greece and Western Anatolia are two neighbouring and archaeologically closely related regions. However, they have usually been studied in isolation from each other, resulting in fragmented data organized according to different knowledge schemes. Independent terminologies and chronologies have developed, hindering collaborative research. To provide a basis for studying archaeological phenomena collaboratively across the whole region, standardization of research data is required. The aim of this project is...

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