946 resultados para digital cultural objects


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La idea subjacent al Projecte de Recerca i Desenvolupament COINE és permetre a la gent contar les seves pròpies històries. COINE pretén proporcionar les eines necessàries per crear estructuradament, un entorn basat en el World Wide Web, que permeti compartir continguts. Els resultats del Projecte ajudaran al desenvolupament d'estàndards per a la implantació i la recuperació estructurades de recursos digitals en entorns en xarxa distribuïda. El Projecte de COINE s'inicià el març de 2002 i finalitzà l'agost de 2004. Avui en dia estem al WorkPackage 5 on estem construint el Sistema, el programari i les interfícies. COINE pretén cobrir la gamma més àmplia possible d'usuaris potencials, des d'organitzacions de patrimoni cultural i institucions de qualsevol mida (principalment biblioteques, arxius i museus) fins a individus de qualsevol edat sense habilitats en l'ús de les TIC, o a grups petits de ciutadans. Els usuaris no utilitzaran només COINE com a eina de cerca, sinó que contribuiran amb el seu propi contingut.

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Short presentation about how digital cultural heritage is created and collected by the National Library of Finland

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* This research is partially supported by a grant (bourse Lavoisier) from the French Ministry of Foreign Affairs (Ministère des Affaires Etrangères).

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Access to Digital Cultural Heritage: Innovative Applications of Automated Metadata Generation Edited by: Krassimira Ivanova, Milena Dobreva, Peter Stanchev, George Totkov Authors (in order of appearance): Krassimira Ivanova, Peter Stanchev, George Totkov, Kalina Sotirova, Juliana Peneva, Stanislav Ivanov, Rositza Doneva, Emil Hadjikolev, George Vragov, Elena Somova, Evgenia Velikova, Iliya Mitov, Koen Vanhoof, Benoit Depaire, Dimitar Blagoev Reviewer: Prof., Dr. Avram Eskenazi Published by: Plovdiv University Publishing House "Paisii Hilendarski" ISBN: 978-954-423-722-6 2012, Plovdiv, Bulgaria First Edition

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We present some recent trends in the field of digital cultural heritage management and applications including digital cultural data curation, interoperability, open linked data publishing, crowd sourcing, visualization, platforms for digital cultural heritage, and applications. We present some examples from research and development projects of MUSIC/TUC in those areas.

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Display At Your Own Risk is a research-led exhibition experiment concerned with the use and reuse of digital surrogates of public domain works of art produced by cultural heritage institutions of international repute. This publication is issued in conjunction with the open source exhibition, available at: displayatyourownrisk.org.

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This study describes how we used a prototype e-participation plat-form as a digital cultural probe to investigate youth motivation and engagement strategies. This is a novel way of considering digital cultural probes which can contribute to the better creation of e-participation platforms. This probe has been conducted as part of the research project STEP which aims at creating an e-participation platform to engage young European Citizens in environmental decision making. Our probe technique has given an insight into the environ-mental issues concerning young people across Europe as well as possible strat-egies for encouraging participation. How the e-participation platform can be utilised to support youth engagement through opportunities for social interac-tion and leadership is discussed. This study leads to a better understanding of how young people can co-operate with each other to provide collective intelli-gence and how this knowledge could contribute to effective e-participation of young people.

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Reading and reading habits have radically changed in the digital age. Readers are no longer physically bound to textual objects and libraries, they deal with texts by copying, altering, and annotating them, and they mix established textual forms with other semiotic systems such as pictograms, icons and images. These circumstances also provoke a renewed research interest in the history of reading. In this talk, I will concentrate on reading processes as to how they were enacted and practised in early Italian and German humanism. I will start with some paradigmatic scenes described in Petrarch’s letters (among others the famous visit of the Mont Ventoux, where Petrarch, after having enjoyed a spectacular panorama, withdraws into the contemplative reading of St-Augustine). The transmission of Petrarch’s writings in humanist circles of Southern Germany (e.g. with the Schedel and Gossembrot families in Nurnberg, Augsburg and Strasburg) will then lead to specific reading practices documented in manuscripts that once belonged to coherent libraries and are nowadays spread all over Europe. In the case of the former tradesman and mayor Sigismund Gossembrot, complex habits of textual annotating and cross-referencing can be observed. The dichotomy of the Latin terms otium (‘rest’ and ‘leisure’) and negotium (‘activity’, but also ‘practice’, ‘negotiation’, ‘circulation of social energy’ in the sense of New Historicism) will be used as an ideal-type outline to describe the occurring processes of reading.

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Cultural content on the Web is available in various domains (cultural objects, datasets, geospatial data, moving images, scholarly texts and visual resources), concerns various topics, is written in different languages, targeted to both laymen and experts, and provided by different communities (libraries, archives museums and information industry) and individuals (Figure 1). The integration of information technologies and cultural heritage content on the Web is expected to have an impact on everyday life from the point of view of institutions, communities and individuals. In particular, collaborative environment scan recreate 3D navigable worlds that can offer new insights into our cultural heritage (Chan 2007). However, the main barrier is to find and relate cultural heritage information by end-users of cultural contents, as well as by organisations and communities managing and producing them. In this paper, we explore several visualisation techniques for supporting cultural interfaces, where the role of metadata is essential for supporting the search and communication among end-users (Figure 2). A conceptual framework was developed to integrate the data, purpose, technology, impact, and form components of a collaborative environment, Our preliminary results show that collaborative environments can help with cultural heritage information sharing and communication tasks because of the way in which they provide a visual context to end-users. They can be regarded as distributed virtual reality systems that offer graphically realised, potentially infinite, digital information landscapes. Moreover, collaborative environments also provide a new way of interaction between an end-user and a cultural heritage data set. Finally, the visualisation of metadata of a dataset plays an important role in helping end-users in their search for heritage contents on the Web.

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Open source software (OSS) popularity is growing steadily and many OSS systems could be used to preserve cultural heritage objects. Such solutions give the opportunity to organizations to afford the development of a digital collection. This paper focuses on reviewing two OSS tools, CollectionSpace and the Open Video Digital Library Toolkit and discuss on how these could be used for organizing digital replicas of cultural objects. The features of the software are presented and some examples are given.

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Plain radiography still accounts for the vast majority of imaging studies that are performed at multiple clinical instances. Digital detectors are now prominent in many imaging facilities and they are the main driving force towards filmless environments. There has been a working paradigm shift due to the functional separation of acquisition, visualization, and storage with deep impact in the imaging workflows. Moreover with direct digital detectors images are made available almost immediately. Digital radiology is now completely integrated in Picture Archiving and Communication System (PACS) environments governed by the Digital Imaging and Communications in Medicine (DICOM) standard. In this chapter a brief overview of PACS architectures and components is presented together with a necessarily brief account of the DICOM standard. Special focus is given to the DICOM digital radiology objects and how specific attributes may now be used to improve and increase the metadata repository associated with image data. Regular scrutiny of the metadata repository may serve as a valuable tool for improved, cost-effective, and multidimensional quality control procedures.

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Heli Kautosen esitys Epics, Digital Cultural Heritage and Vernacular Languages. Corpora and Databases in Oral Tradition Research -seminaarissa Helsingissä 2.3.2013.

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Technological resources and the media are contributing to socioeconomic development, including the education sector. Application of Digital Learning Objects support learning, serving as a tool for distance learning arrangements and classroom. The quality of design in instructional materials is one factor that implies the motivation of students and support their learning, within this context, the creation of educational interactive multimedia applications should excel the content and good usability, while facilitating user interaction. The aim of this paper was to establish parameters for the creation and management of Digital Learning Objects.