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So what has changed;

The expert, the message and the audience!

Material things present themselves in relation to human beings ( Hooper-Greenhill 1992)

The communication between an object and a visitor

..starts with a visit and continues in the mind and imagination of the visitor. ( Miles1994)

Being part of a DH community gives you the strong sense of the benefits of crossing the traditional academic boundaries! (Deegan 2010)

Imagine a place where visitors and staff members share their personal interests and skills with each other. A place where each person’s actions are networked with those of others into cumulative and shifting content for display, sharing, and remix.

Nina Simon: The participatory Museum

Mubil laboratorium

Alexandra Angeletaki

That is also a visual reconstruction of the past!

The NTNU Collections and archives

Visit our website: mubil.no

How do you learn about new archaeological finds?

Knowledge-makers and Knowledge-designers need to develop projects that require team collaboration.

What constitutes the past?

How do we understand it ?

Burdick Anne : Digital Humanities

Journal of Digital Humanities,

Vol. 3, No. 2 Summer 2014

Digital contexts challenge scholarly practice, from the creation or engagement with digital source materials to new methods for sharing results, interpretations, or ideas.

Digital Humanities challenges and opportunities, Dariah meeting 2017

Or who can be the expert today?

From rarity cabinets to 3d reconstructions!

But who is the expert?

Virtual/digital heritage: transfer of content analysis

and methods

Objects tangible/intangible

Reconstructions and interpretations

Creating meaning

Analyze social agency of the past

Alexandra Angeletaki

NTNU UB, mubil.no

In order to:

create inspirational learning

evaluate tool effectiveness

and then

evaluate your methods and results

create research infrastructure for further development

Technology holds a promise for Humanities

Transmedia approach of documentation/preservation/interpretation of objects of the past.

Expand the public dissemination of knowledge

Anne Katrine Melland

Kari Søren Binns

Internasjonalt og kryssdisiplinært

Mange utfordringer!

administrasjon økonomi, samarbeidsplan, forskning, markedsføring..............så kom vi igang!

så måtte vi velge bøker .......

Mubil, a VR laboraty.

Ross Parry > Museums in the Digital Age

Threefold process

1. The visible part, objects, collections, activities

2.The embodied information/Curator

3. The invisible store of Knowledge

Our role is to convey, engage, create

Ask you colleagues!

VR tools introduced

New challenges and roles.

Cross disciplinary

International partnerships

http://www.ntnu.edu/ime/bigdata/projects

“Project Mosul aims to avoid the rhetoric of hate with which these acts of destruction

have been associated and instead wants to focus on a message of hope: by working together, it is possible to preserve our shared memory and connections to our cultural heritage, even renew and invigorate it, regardless of the acts of destruction currently being perpetrated upon it.”

http://projectmosul.org/, visited 17.11.2015

http://www.presious.eu/

By Eric Champion, Playing with the past

MUSEUM-ARCHIVES

Outreach activities

Economic challenges

We need experts!

The crafts!

NTNU

Far more inter- and multidisciplinary than thought!

The artist!

Chemistry expert

Kreuterbuch – urteboka fra 1590 skrevet av Adam Lonicer.

Physical objects

Digital objects

What can the difference be?

A long process

Many challenges!

The products

Fra det fysiske til det digitale

Kreuterbuch i n by Percro lab

Så må ekspertene inn!

Adams lab from 1590.

Technology has created new paths

"Researchers night" presentation by Fredrik m. Kirkemo

Digital Storytelling

New learning space

Drawing

Technology

Digital Storytelling

Technology

for children

Mubil : A digital laboratory

Project manager: Alexandra Angeletaki, NTNU University Library

Collaborators: Letizia Jaccheri, Department of Computer and Information Science (IDI), NTNU TRONDHEIM,

Marcello Carrozzino and Chiara Evangelista, PERCRO - Scuola Superiore Sant'Anna, Pisa, Italy

Project period: 1.10.2011-1.10.2013

links:

http://www.ntnu.no/ub/omubit/bibliotekene/gunnerus-1/mubil

http://artentnu.wordpress.com/mubil/

Serius Games

Can we manage to collate and store all this data without parts of it disappearing for the future generations?

Adams lab, utviklet av Roger Hansen

3D spill utviklet av Percro Lab

Mubil:http://www.ntnu.no/ub/omubit/bibliotekene/gunnerus/mubil

Kunnskap og læring

Sosial interaksjon

Spillkunnskap

Motivasjon for Læring

Ask your public!

3D technology that catches your eye!

Can we keep up with that?

Lack of global infrastructure ?

Lack of consistent interface design?

Lack of suitable pedagogical material?

A new research area established with the participatory platforms where the expert meets the user.

New narratives established!

How do we curate those?

From Eric Champion: Playing with the past

Champion Erik, Playing with the past, 2011.

By Michail Giannakos, NTNU

and mubil.gr

NTNU UB

Content development

1. Gunnerus library

2. Deaf Museum,

3. State Archives

3.IDI NTNU

4. Athena Digital Curation Unit

What next?

LINKS

http://www.cyark.org/about/

https://projectmosul.org/

http://www.newpalmyra.org/

Where will all that be stored?

How long will it last?

How can we curate it?

How can we evaluate it?

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