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Catherine Anne Cassidy, Adeola Fabola, Alan Miller, Karin Weil, Simón
Urbina, Mario Antas & Alissandra Cummins
To cite this article: Catherine Anne Cassidy, Adeola Fabola, Alan Miller, Karin Weil, Simón Urbina,
Mario Antas & Alissandra Cummins (2018) Digital Pathways in Community Museums, Museum
International, 70:1-2, 126-139, DOI: 10.1111/muse.12198
S
3D Artefacts and Virtual Museums.
A
imón Urbina is an archaeologist.
deola Fabola has a B.A. in IT He holds a Master’s degree in History
from Bells University, a Masters and a Ph.D. in the History of Chile,
in Management and IT as well both from the University of Chile, and
as a Ph.D. in Computer Science at oversees the Archaeology Laboratory
the University of St Andrews. He has of the Museological Department of
experience working with communities the UACh. Simón Urbina is the Vice
and immersive technologies and has President of the Society of Chilean
developed exhibitions for the Timespan Archaeology and President of the
Museum and Perth Museum and Art Heritage Educators Regional Network.
M
Gallery in Scotland. He has also worked
with museums in the Caribbean. ario Antas has a Master’s degree
His Ph.D. thesis focuses on the design in Art History and a Ph.D. in
of a Virtual Museum Infrastructure, Museology. He coordinates
which supports communities and the Department of Projects and
museums co-creation. Communication of the National Museum
A
of Archaeology in Lisbon, Portugal.
lan Miller is a lecturer in Digital He is also coordinator of the Portuguese
Heritage in the School of Computer team in the Eurovision’s Museums
Science at the University of Exhibiting Europe (EMEE) co-financed
St Andrews. He holds a B.A. in Politics project, and a member of EU-LAC-
from the University of York, MSc in MUSEUMS project and the ICOM
Software Systems and a Ph.D. in Portugal board.
A
Computer Networking from the University
of Glasgow. His research focuses on lissandra Cummins holds a B.A.
the use of emergent 3D and immersive (hons) in Art History from the
technologies to support experiential University of East Anglia and
learning with a strong focus a Master’s Degree in Museum Studies
on communities and heritage. from Leicester University. She was
President of the International Council
of Museums (2004-2010) and
Chairperson of the UNESCO Executive
Board (2011-2013). She is Director of
Photo: 3d model of ceramic pottery from the Túcume archaeological the Barbados Museum and Historical
site in Lambayeque region, Peru. © EU-LAC-MUSEUMS
Society, and a lecturer in Museum
© 2019 The Authors and Heritage Studies at the University
This is an Open Access article distributed under the terms of the
Creative Commons Attribution License (http://creativecommons.
of the West Indies, serving as its
org/licenses/by/4.0/). This project has received funding from Principal Investigator for the EU-LAC-
the European Union’s Horizon 2020 Research and innovation MUSEUMS project.
programme under grant agreement No. 693669.
Context
ARecommendation
s stated in the 2015 UNESCO visitors to contribute, discuss, share, and places community museums in a unique
Concerning the actively engage with heritage, while still situation to disseminate their own cul-
Protection and Promotion of Museums acting as its custodian. If the two ideas ture, while emphasising their communi-
and Collections, Their Diversity and worked together within an institution, ties’ voice without internal ethnocentric
their Role in Society: ‘Museums and col- the museum should inspire trust and pressures.
lections constitute primary means by credence in the community, and enables
Methodology
Oaffordable, immersive (mobile and
ur research focuses on the use of Workshop schedule to work with emergent technologies and
– The workshops began with an support the production and dissemina-
web-based) systems for local and global exchange of experiences and tion of digital outputs during and after
heritage engagement. The methodology a presentation and demonstration the workshops.
was adopted for this work, which includ- of technologies.
M
useums and communities were se- and developing interpretation. sequent workshops. Their aim was to
lected for workshops from the host – At the end of the workshops, formal define a framework to evaluate its po-
country by EU-LAC project partners or informal evaluation was conducted tential to meet the needs of community
based on the project’s focus and desire by host museums. Follow up to the museums.
to conserve and promote heritage. workshops included post-processing
T T
he Virtual Museum Framework pro- he VMF is the digital pathway for all player, can be embedded in websites eas-
vides support for the creation, ar- media produced by a given work- ily and shared on other social platforms.
chive, interpretation and dissemination shop and by the museum and commu- 3d objects are viewable in full screen
of digital cultural heritage. It simpli- nity thereafter. It provides clear and mode or through a virtual reality head-
fies the creation of virtual museums for streamlined processes that allow for the set with the platform’s mobile app.
community museums. continued hosting, examination and
transmission of new content. Virtual tours
I 3
nitially, workshop activities indicated 60 degree photospheres either
the creation of single virtual museum Archive process stand alone as a single image or are
S
to showcase the 3d and spherical me- ingle media—such as 3d models, ob- compiled into virtual tours, centred
dia digitisation. However, it was imper- ject images to be processed, 360 de- around a location, museum or theme.
ative for each museum and community gree images, video, audio—is compiled Photospheres require similar approvals
to have ownership of their content. The in the archive form, where the metadata and processes as 3d models and are auto-
concept therefore evolved into a VMF, associated with the media can be trans- matically uploaded into RoundMe as an
which would enable each museum to ferred into the archiving system. The online tour under a museum’s collection.
create, archive and disseminate media. archival information is incorporated As a social archiving site, RoundMe also
A number of requirements determined into the Europeana Data Model (which tracks followers, views and comments
the design priorities for the VMF: the builds upon the Dublin Core schema as and the player is easily embedded into
management of digital collections, con- it is familiar to heritage professionals websites. Photospheres and virtual tours
tinued creation of digitised artefacts and and improves interoperability with other are viewable full screen or through a vir-
the degrees of technical skills in commu- cataloguing and asset management sys- tual reality headset using the platform’s
nity museums. tems).1 The data supplied using the ar- mobile app.
chive form is stored in a back-end Digital
A
through Omeka, and is categorised by Wiki (MediaWiki) facilitates collab-
ly represent vulnerable heritage, and de- entity type. An entry for a single media orative work and the online revision
velop participation in communities and upload can be retrieved after creation of a topic. It also allows for varied in-
the possibility to instill empathy through and edited to modify information.2 sights by museum staff and community
sharing. This could be done by creating members, in addition to enabling more
a simple system that could cater to nu- Digital artefacts online discoverability on a known digi-
O
merous institutions. As a consequence, nce data has been uploaded to tal encyclopaedia platform, which pro-
the VMF had to fulfil the following the web-based archiving system, motes the collections globally. An entry
requirements: the individual content is processed af- is generated for each media type upload-
1. The digital preservation of the state ter a fidelity check by the project team. ed to the archive and is placed within the
of natural and cultural heritage. Unprocessed photos of digitised objects hierarchical arrangement of media and
2. Provision of engaging immersive are sent through a queue system, which museums, which was created for the
exhibits, which are accessible both was specifically created for the project, project. A museum’s Wiki links to the
locally and globally. given the volume of 3d objects generat- project’s Wiki and connects to the mu-
3. Supporting community participation ed. It uses open source software to create seum’s established Wiki page, if the in-
in the creation and curation of digital a 3d file, and automatically uploads into stitution has one built.
heritage. a SketchFab collection. As a social ar-
chiving site, SketchFab tracks a user’s fol- Toolkits
I
lowers, views and comments and allows n order to aid preparation for the work-
for in-player description and media. The shops and provide instruction after-
wards, toolkits researched and designed
for community use by the project team
Virtual Museum Framework are available on the website for self-guid-
ance through every aspect of the virtual
museum site. The relevant software and
Web App Wiki Map app guides are also available through
links that will take a user to the pro-
Social Archiving Toolkits & gramme’s home page (Fig. 1).
Archive
(SketchFab, RoundMe) Manuals
Metadata
Upload Forms
(web)
360° Other
3D Media Fig. 1. The Virtual Museum Framework workflow.
Media Media © EU-LAC MUSEUMS
130 | MUSEUM international
Fig. 2. Photogrammetry in Malalhue, Chile. © EU-LAC MUSEUMS
Workshops
Tstaff, young professionals, communi- E(SketchFab for 3d objects, RoundMe
he 3d workshops involved museum Digitising methods and tools stablished social archiving sites
P
hotogrammetry requires manual
ty members associated with the museum settings on a camera to digitally rec- for virtual tours) were used to digitally
as well as others outside the communi- reate the structure of an entity (artefact, present media produced from the work-
ty. The aim was to explore how certain building) from hundreds of overlapping shops on the Web. These websites have
technologies can be used to understand photographs. Those are captured from integrated sharing systems and online
the inheritance, transmission and diffu- various perspectives (Westoby et al. communities that make categorising
sion of heritage, through digital repre- 2012). A more rigorous photogramme- and searching for content reliable and
sentation. This point of departure would try setup may require a mid- to high- relatively discoverable. For this project,
enable the establishing or strengthening end camera, lights and a soft box for an the VMF was created to collate and al-
of relations between the museum and its improved control over the environment. low for upload of media that had been
community and was also an opportuni- The processing requires images to be generated from the workshops onto the
ty for the digital team to digitise objects, matched in order to identify common Web. The structure of the VMF provided
places and intangible heritage of the points. The aim is to create sparse and a straightforward means for communi-
communities that belong to the consor- dense point clouds, generate and trim ties to continue managing their collec-
tium partners. In turn, this increased the meshes, which are then exported as 3d tions, as well as access other collections
project’s resource database. models (Fig. 2). produced by the workshops (Fig. 4).
from Motion (SFM), (or photogram- make virtual tours that immerse users
metry) for the digitisation of artefacts. in remote landscapes and cityscapes, or
Instant spherical photography was used to provide visual representations of the Spherical images
to capture locations for virtual tours. We past, which constitute tangible cultur- can be used to make
chose to focus on these technologies due al and natural heritage. The last decade
virtual tours that
to the high fidelity of the results and ac- has seen an increase in the availability
cessible equipment can be used. In previ- of cameras meant for capturing spher- immerse users in
ous research, both methods were found ical images, such as the Ricoh Theta, remote landscapes
teachable with satisfactory results. GoPro Fusion and Samsung Gear 360. and cityscapes,
Smartphones are also equipped with
or to provide visual
cameras, and numerous spherical im-
age-capturing applications can be found representations
on app stores (Fig. 3). of the past.
T
he project partners in Europe, Latin the workshop looked at six stages
America and the Caribbean iden- of a successful digital artefact creation how to use mobile phones, tablets and
tified museums to participate in the project: cameras to create spherical photographs.
workshops according to two criteria: 1. Artefact selection, which depends In regard to virtual tours, the workshop
a long-standing relationship, or their on selecting objects with suitable included the following subjects:
remoteness or insularity. Workshops characteristics, such as: minimal shine, 1. Site selection: the choice of an
were held in Scotland, Portugal, Spain, appropriate features on surfaces and appropriate location is critical,
Barbados, Trinidad, Jamaica, Costa Rica, lack of occlusion. as framing does not take place
Peru and Chile. Where possible, an in- 2. Equipment selection, which requires in spherical photography.
tergenerational element was included, so a high-fidelity digitalisation studio 2. Equipment and software, three modes
that community elders were involved in to obtain professional results with of creation of photospheres and their
the selection and dissemination of ‘com- a limited budget. respective software were presented,
munity icons’ to the younger generation, 3. Doing the Shoot: how to install using mobile phones, cameras and
thereby passing down community mem- the equipment and set the camera DSLR cameras.
ory and contributing to community re- in manual mode, in order to take 3. Executing a shoot: the selection of
silience in an age of globalisation (Fig. 5). photographs for optimal results. scenes is critical to a successful shoot.
4. Creating the Model: several This includes location, light conditions
132 | MUSEUM international
Fig. 4. An example of a scanned 3d model: here, a ‘huaco’. © EU-LAC MUSEUMS
134 | MUSEUM international
Fig. 7. Decorative pipe scanned in Malalhue, Chile. © EU-LAC MUSEUMS
Malalhue, in the municipality of Lanco, cultural heritage, remote location and continued to incorporate digital tech-
Valdivia in Chile. The Network of indigenous community. Workshop par- nologies for the conservation of unique
Museums of the Los Ríos Region was es- ticipants came from a wide range of cultural heritage and the promotion of
tablished in 2012 and is convened by the backgrounds, including museum vol- the local communities with continued
museum unit of the Austral University of unteers, community members and lo- practice facilitated by the university.
Chile (UACh) (Weil 2015). The network cal municipal officials, and just as vast Municipal members that attended the
currently includes twenty three institu- of knowledge in digital literacies. The workshop were instrumental in the ac-
tions: museums, libraries, cultural cen- hands-on aspects of the workshop were knowledgment that digital technologies
tres and interpretation centres, which all dedicated to 3d artefact creation and vir- have a place in community museums
depend on community organisations, tual tour building. However traditional and will help ensure survival of culture,
municipalities, universities or state de- customs were performed by communi- traditions and history (Fig. 7).
partments (Weil et al. 2018). Despite ty members for the documentation of
different trajectories and geographi- intangible heritage. Students and aca-
cal locations, the network defines three demics from the UACh who attended
common objectives: the workshop held at the university days
1. To facilitate associativity and prior, assisted and instructed parts of
professional collaboration among the workshop, while overseen by project
its members; team members.
2. To build and sustain dissemination
and permanent communication
supports;
3. To implement various strategies
for the registration, documentation
and legal protection of heritage
collections that are housed in the
network’s museum, in accordance
with current legislation in Chile The network of community museums brought together
(Urbina et al. 2017). by the Austral University of Chile have continued
to incorporate digital technologies for the conservation
of unique cultural heritage and the promotion
of the local communities.
MUSEUM international | 135
Fig 8. The Virtual Museum Infrastructure 3d viewer. © EU-LAC MUSEUMS
Aespecially
n issue with social archiving sites, literacies to be used in all workshops. museums through the use of
in remote locations, The ability to incorporate the VMF existing digital literacies and digital
was poor interactivity and slow upload into the workshop format was infrastructures, as well as developing
times. Where web connectivity was suc- important to provide coherence them for the future.
cessful, museums utilised outputs in by assembling media, connecting 5. Increasing intergenerational and
websites, on social media and within the workshop outputs with museums cross-demographic communication,
Wiki system. The Wiki provided a clean and shaping the structure based on through parallel and integrated
and simple framework where it was evi- feedback from the previous workshop. engagement with technology
dent how to embed different media types and heritage.
and combine them with a textual narra-
tive. In several workshops, they acted as
an effective forum for intergenerational
136 | MUSEUM international
Fig. 9. An interactive map of the Virtual Museum Infrastructure. © EU-LAC MUSEUMS
of suspending heritage at a point of networks of museums to create virtu- work required to develop its own VMF.
history and recognises that heritage al museum content for their individu- It can upload media into an archive and
is ever evolving (UNESCO 2003), the al museums and connect them. The in- associate it with metadata. The facilities
VMF, proves to be an appropriate me- frastructure extends the idea of a VMF, for media galleries, social archive con-
dium for digital cultural heritage as it and enables the creation of networks of nectivity, Wiki and supporting toolkits
can also adapt to technological advance- virtual museums and allow museums to all become available. The VMI also pro-
ments and changes in museum practices. join such networks. The design build on vides support for spatial representation
During the workshops, the project team the VMF with two significant enhance- through interactive maps that support
became certain that the dissemination ments: local nodes that connect to the layers.
of digital literacies, the availability of VMI and extend it into the physical mu-
138 | MUSEUM international
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