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Museum International

ISSN: 1350-0775 (Print) 1468-0033 (Online) Journal homepage: https://icom.tandfonline.com/loi/rmil20

Digital Pathways in Community Museums

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

To link to this article: https://doi.org/10.1111/muse.12198

© 2019 The Authors

Published online: 11 Jan 2019.

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Digital
Pathways
in Community
Museums
by Catherine Anne Cassidy, Adeola Fabola,
Alan Miller, Karin Weil, Simón Urbina,
Mario Antas and Alissandra Cummins
126 | MUSEUM international
C K
atherine Anne Cassidy holds arin Weil holds an MBA in
an B.A. in Anthropology from Anthropology from the Austral
the University of Central Florida, University of Chile (UACh) and
a MLitt (dist.)in Museum and Gallery is the Director of the Museological
Studies at the University of St Andrews Directorate of UACh. She is an authority
and is currently a Ph.D. candidate in in cultural heritage management and
the school of Computer Science. She has cultural policy development. She is the
led the virtual museum design work in general coordinator for the network
the EU-LAC-MUSEUMS project, and of museums and cultural centres of the
developed workflows for community‑led Los Rios region. She serves as Principal
digitisation efforts in Scotland, Europe Investigator of the Chilean team
and Latin America, creating Virtual Tours, in the EU-LAC-MUSEUMS project.

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.

MUSEUM international | 127


D
igital technologies enable worldwide outreach; they can build relationships
between communities and their museums, stimulate participation in the
creation of digital heritage and enhance a visit to the museum (Cassidy et
al. 2017). Through the Museums and Community: Concepts, Experiences,
and Sustainability in Europe, Latin American and the Caribbean (EU-LAC
MUSEUMS)—a consortium of eight institutions investigating the social,
technological and cultural relations between Europe, Latin America and the
Caribbean through community museology—a series of community work-
shops were organised, and the outputs, experiences and scholarship of communities
and community museums were evaluated in over 20 museums accross three conti-
nents, funded by EU Horizon 2020. More than 300 participants digitised 3d artefacts,
captured and produced spherical virtual tours and drafted Wikis to accompany the
A virtual museum digital resources. A virtual museum infrastructure was built as a repository for the
infrastructure was digital resources that displayed the material geographically, as well as the different
built as a repository for connections between the participant communities and museums.
the digital resources The project team investigated methodologies, simplified workflows and employed
that displayed the emergent technologies, which would best assist community museums globally. The
material geographically, goal was to enable the creation of quality digital content using commodity hardware
as well as the different readily available to hosting museums and workshop participants to demonstrate its
connections between the capacity to preserve, promote and strengthen community ties with their tangible and
participant communities intangible heritage.
and museums. In what follows, an overview of the project work is provided, including the state of
play with technology, workshop structure and analysis. The workshops themselves
are discussed, including relevant case studies. The virtual museum technology used
during the project to collate and present project resources digitally is outlined for po-
tential expanded use. Evaluation on the challenges and opportunities learnt through
the workshops and research is presented, as well as the potential benefits emergent
3d and spherical technologies have for museums and their communities.

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

Hchallenges, such as shortages of


which tangible and intangible testimo- members to use it as a venue to contrib- owever, community museums face
nies of nature and human cultures are ute, express their views, and tackle issues
safeguarded’ as ‘the protection and pro- that are pertinent to society. The greater operating funds, resources and infra-
motion of cultural and natural diversity the emphasis on the view of the muse- structure (Lindqvist 2012). Frequently,
are major challenges of the twenty-first um as a forum, the greater the emphasis the lack of formal infrastructure inhib-
century’ (UNESCO 2015). on visitor participation and in turn the its proper curation and conservation
greater the identification, specifically, as of heritage content, and the shortage of

Aheritage, museums need to be areas


s well as protecting and promoting a community museum (UNESCO 2016, funds and resources (which may include
III.11). skilled staff) inhibits the development of
for cultural transmission where the re- interactive exhibits for public engage-

Ity museum is a type of museum con-


sponsibility is given back to the commu- n the broadest sense, a communi- ment (Chittenden 2011; Ssenyonga 2016).
nity to protect and care for their cultural

Fneed to preserve heritage content


and natural heritage. Museums can as- cerned with the heritage of a group, urthermore, there is a pressing
sist in job creation through conservation ethnic group, geographical area or a se-
projects, the establishment of new mu- lection of people and/or places which in museums, precipitated by the pros-
seums and heritage organisations, which identify or are affiliated with a common pect of loss and degradation of con-
in turn supports economic development. theme. A community museum acts as a tent through climate change and natu-
(Bowitz and Ibenholt 2009; Timothy tool for communities to build collective ral disasters (Huijbregts 2012; Lankester
and Nyaupane 2009). self-knowledge, for community engage- and Brimblecombe 2012; Phillips 2015;
ment and for collective interpretation of Osipova et al. 2016). Given the signifi-

Mrole if they function as accessible


useums can only play this societal the community’s history and their pres- cant variation in the nature of commu-
ent reality (Lersch and Camarena 2010). nity museums, there is a  fluctuation in
mediums to knowledge transmission, as The community works to define proj- the level of resources available to or-
stated by Cameron, rather than custodial ect goals with the museum, which align ganisations that identify as community
‘temples’, where visitors analyse their re- with community interests in order to museums. Thus, the extent of resources
ality with those ‘accepted and approved represent their heritage (Simon 2010). available to community museums is im-
in society’ (Cameron 1971). As a forum, Often, institutional staff are members portant to understand.
the museum serves as a platform for of the represented community, which
128 | MUSEUM international
Digital heritage and community museums
Tsocial media technologies at the
he proliferation of mobile, web and and Vermeeren 2018). Simultaneously, using game engines and spherical im-
the growing trend of ‘open-sourced’ in- agery and the representation of objects
dawn of the new millennium ushered formation has audiences expecting ac- using Three-Dimensional (3d) imagery
the world into a new era in which par- cess to knowledge in real time. To ap- (Kennedy et al. 2013).
ticipation, collaboration and engage- peal to growing demands, real time data

Tof museums, either conceived as vir-


ment can be achieved on a global scale access and personalised museum experi- hese trends allude to virtual aspects
(Simon 2010). Moore’s law states that the ences, museums who utilise appropriate
number of transistors in a single silicon technologies are mediums to both the tual museums or as mixed reality exhib-
chip is expected to double every year transmission of information and settings its combining the virtual and the real
(Moore 1998). The continual change in for meaningful visitor experiences. (Cassidy 2018; Miller et al. 2015). The
the capabilities of digital devices is re- key to harnessing the disruptive pow-

Ademands, as well as other influenc-


flected in the emergence of new appli- concept that has arisen from these er of technology in order to strengthen
cations and the dissemination of digital and enrich relations between communi-
literacies. This in turn could disrupt re- es, is digital heritage. Digital heritage ty and museum is to connect museum
lations between communities and muse- embodies the use of technology for the with the digital technologies and litera-
ums, if, as Simon identifies, technology representation and interpretation of tan- cies their communities use and are de-
used for collaboration and participation gible and intangible cultural and natu- veloping. Combined with improved
is used in diverging ways. ral heritage. Intangible heritage lends it- processing power, graphics and com-
self to representation using multimedia munication capabilities of mobile tech-

Arience’ shifted the focus from the


s the concept of a ‘museum expe- such as audio and video recordings or in nologies, the development of affordable,
written form using electronic text. Two yet interactive systems for the curation,
collection itself to the connection a visi- Dimensional (2d) images and videos can conservation and dissemination of heri-
tor has to the collection, the use of nov- be used to capture both immovable and tage is attainable.
el technology has exponentially added movable heritage of a cultural or natu-
depth to experiences, providing a more ral kind. Advances in computer graphics
meaningful connection (Sabiescu, Calvi facilitate the depiction of remote scenes

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.

Iwith evaluations in real-world scenar-


ed preliminary research into digitising – In the afternoon, participants chose n addition to being practice-based,
techniques, software development that activities that entailed the creation
was trialled, and post processing tech- of digital outputs to be used by ios, the methodology has been iterative,
niques tested to produce superior digi- the host museum. This provided proof that findings from initial work-
tal content. Workshops were conducted active learning through hands-on shop cycles influenced the design and
and adapted throughout the months of experience with 3d digitisation, implementation of the virtual museum
delivery. virtual tour creation, working framework. The latter assists curation,
with metadata, drafting Wikis, conservation and dissemination of con-
A brief presentation participating in intangible heritage tent and was then used to facilitate sub-

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

Tation required further design itera-


– Technology guides were created for of the media created during the visit, he lessons learnt during the evalu-
the project, tested and shared with communicating with participants
partners, involving museums prior to and a reflection on the taught tions of the virtual museum framework,
the workshops. processes. to tackle the identified challenges. Two
– The digitisation team conducted issues were necessary to be addressed in

Pprojects were carried out by the St


pre-workshop visits to coordinate rior to the workshops, preliminary priority: how to make the most of the in-
the execution of the workshops, frastructure available to community mu-
facilitating local participation and Andrews team. The aim was to test the seums, and how to maximise experience
selection artefacts, identify places and design of teaching and subsequent- for the users while minimising resource
participant priorities to implement ly evaluate informal learning of 3d and utilisation.
technological tools. spherical technologies in community
museums. This motivated the develop-
ment of a virtual museum framework,
which enabled workshop participants

MUSEUM international | 129


Virtual Museum Framework (VMF) Structure SketchFab player, much like a YouTube

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

Sthe VMF were the ability to digital-


ome of the outputs expected from Asset Management System implemented Wiki

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).

Tprimarily on the use of Structure Sor photospheres) can be used to


he digitising methods taught focused pherical images (360 degree images

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.

MUSEUM international | 131


Fig. 3. A spherical image from Costa Rica. © EU-LAC MUSEUMS

Pvided, enabling participants to learn


Workshop format and content As regards photogrammetry, hotosphere training was also pro-

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

Pgrounds, including museum profes-


articipants came from diverse back- options to create digital objects from and time of day. HDR techniques may
photos were discussed. All pathways be necessary to successfully shoot some
sionals, photographers, students, com- were introduced, and at least one scenes; bright windows pose a hazard
munity volunteers, school children, methodology was fully explained. for indoor shoots.
and academics. In total, over 300 peo- Participants were provided with 4. Processing and stitching: the steps
ple participated in the workshops. 3d an overview of the technologies, towards the use of open source software
manuals produced for the project were alongside hands-on experience. was introduced, as well as the insertion
sent beforehand for museums and par- 5. Archiving: an infrastructure was of appropriate XDif data.
ticipants to familiarise themselves with provided that enabled source materials 5. Archiving spherical media: a proper
the content to be presented. The work- and their models to be archived. archiving of photospheres and source
shops equipped participants with digi- Metadata was described and obtained materials provides future proofing
tisation skills, enabling them to under- to be archived with the digital object. and allows for optimisation in
stand the potentialities and limitations 6. Curation: our approach to curation appropriate use cases.
of the methods. stresses the separation of technology 6. Sharing spherical media:
and content, enabling domain experts opportunities for a widespread
and volunteers to lead in artefact dissemination of photospheres through
curation. Google Map’s Street View, virtual tours
in Roundme and creating bespoke web
and mobile applications.

132 | MUSEUM international
Fig. 4. An example of a scanned 3d model: here, a ‘huaco’. © EU-LAC MUSEUMS

Fig. 5. A workshop focused on intergenerational exchange in Unst, Shetland. © EU-LAC MUSEUMS

Case Study: Seixal Ecomuseum, Portugal


WEcomuseu Municipal do Seixal
orkshops took place at the and the production of mechanical steam A model of an object studied the previ-
power for black gunpowder production ous day was 3d printed and presented by
(EMS) in Seixal, Portugal. The EMS at the Vale de Milhaços Powder Factory an EMS workshop attendee.
integrates five museums and three ex- (Virtual Museum-Portugal, EU-LAC

Tcarry out the digitisation of the EMS


tended sites, along with three tradition- MUSEUMS 2018). he Portuguese team continued to
al recreational crafts. The heritage of

Tprofessional photographers, and re-


the ecomuseum consists of immovable he workshop drew in academics, sites after the workshop. Archaeologists
cultural heritage, floating heritage and working with the EMS have manifested
movable property, including archaeo- search students. Given the variety of great interest in 3d capture, having seen
logical, technical and industrial, artistic the subject matter, participants may not its merit for their research. Digitisation
and ethnographic collections and docu- have been knowledgeable in all aspects. would elevate sites to a higher status
mentary funds, mostly originating from The project’s digital team adapted to the of protection as they are central tenets
the Seixal county. skill set present and prioritised hands- of the country’s heritage. This status
on and group learning around a phase would ensure their future conservation

Stions of Roman pottery at Quinta do


ites include archaeological collec- of the VMF. Participants could choose and guardianship. Additional interest in
to attend the workshop dedicated to digital technologies, such as aerial pho-
Rouxinol, industrial collections at the photogrammetry, or virtual tours, col- tography and survey, for research, pro-
Mundet cork factory and maritime and lections management and metadata. All motion and conservation have been in-
ethnographic collections of the Tagus participants could switch groups as de- vestigated and deployed at the sites. The
estuary traditional shipyards. The EMS sired. Since they were quite skilled in the project’s digital team has been liaising
also preserves intangible heritage by chosen fields, the level of training was for advanced processing guidance, aerial
preserving and transmitting techniques heightened, much to the participants capture and digital management (Fig. 6).
related to typography, grinding, ship- satisfaction as most returned for the
building, sailing in the Tagus estuary workshop held the next day in Lisbon.

MUSEUM international | 133


Fig. 6. Mercury figure scanned in Seixal, Portugal. © EU-LAC MUSEUMS

Case Study: The Barbados Museum & Historical Society, Barbados


Theld Tply their newly learned skills in their
he first Caribbean workshop was training museum staff in photogramme- hey also expressed eagerness to ap-
at the Barbados Museum try skills and processing 3d models after
and Historical Society (BMHS) in the end of the workshop. own fields, which included history, ge-
Bridgetown, Barbados. The BHMS is a ology and animation. Multiple academic

ABMHS held a free two-week sum-


non-profit organisation established in s evidence of their training, the and social groups planned visits to the
1933 and its origins are as a communi- museum during the time of the inten-
ty museum, which it still identifies as mer intensive for photogrammetry for sive, which gave participants a chance to
today. The museum’s directive is to col- local youth aged between 17 and 25 in present the skills they had just learned
lect, document and conserve evidence of July 2018. Three participants complet- to others.
Barbados’s cultural, historical and envi- ed the intensive programme, which was
ronmental heritage, and to interpret for overseen and taught by a member of
all sectors of society. In addition to sev- staff who had participated in the proj-
en permanent galleries, the museum in- ect’s initial 3d workshop. Participants
tegrates co-creation and community in- were taught through a combination of
terest into its exhibition programming. tutorials, hands-on sessions and created
The museum’s building is part of the pro- six 3d models from the museum’s collec-
tected UNESCO World Heritage site of tion. The intensive programme conclud-
Historic Bridgetown and Garrison. ed with their virtual exhibition presen-
tations, which are publicly displayed on

Min the workshop, including muse-


ore than 20 participants took part Sketchfab. Over the two weeks, partici-
pants gained capacity in:
um staff, students from the University – Interpreting exhibition spaces
of the West Indies and a youth group – Developing virtual exhibitions
from a local church. Project activities – Object handling The Barbados Museum’s
differed from most workshops, in that – Accessing library archives directive is to collect,
they were completed in four days at the and museum databases document and conserve
BMHS, allowing for the project team to – Research historical narratives evidence of Barbados’s
work intensely with museum staff as well – Using photography equipment cultural, historical and
as participants. The museum identified – Working with 3d software environmental heritage,
their interest in using digital technology and to interpret for
in other social domains after the work- all sectors of society.
shops, to put back into the service of the
community. This included a focus on

134 | MUSEUM international
Fig. 7. Decorative pipe scanned in Malalhue, Chile. © EU-LAC MUSEUMS

Case Study: Malalhue, Chile


Tat the Museo Despierta Hermano in Tselected as a venue due to its unique Tbrought together by the UACh have
he project’s final workshop was held he Museo Despierta Hermano was he network of community 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

Workshops results and analysis


Cwas the hands-on approach carried Bof the workshop, participants  were
entral in the dissemination of skills and cross-profession communication ecause museums were the backdrop
on heritage, inviting all members of the
out to facilitate the workshops and was community to complete an item’s story. able to connect with existing community
made possible by holding full-day work- During the workshops we learnt or networks, as well as provide the project’s
shops. The relevance of the objects, loca- confirmed: digital team with contacts and testers for
tions and stories to the local community – 3d digitisation worked well and future work. The workshops revealed an
strengthened the engagement of partici- produced high quality models from eagerness to engage with emergent tech-
pants and promoted active participation affordable and compact equipment. nologies for the preservation and com-
as well as developed their collective un- It was challenging to provide enough munication of heritage. This presents the
derstanding of local heritage. software training within the available following opportunities:
time frame of the workshop. However, 1. The widespread dissemination

Tshops were impressive in terms of


he digital outputs from the work- the instruction was thorough enough of inaccessible heritage through
to provide attendees with informative its digitisation and communication.
numbers: over 150 digital artefacts were decisions regarding how to proceed 2. Allowing the community to have
successfully digitised and over thirty with a digitisation project. a voice through the co-creation of
virtual tours created by both attendees – Virtual tours provided instantaneous digital outputs, virtual exhibitions
and the project’s digital team. Metadata creation that allowed participants and promotion of their own heritage.
proved to be an important activity, to work with content immediately 3. Establishing a workflow through
which many participants unanimous- after shooting. Within the social a VMF that enables community
ly agreed to be just as important at the archive site’s framework, 360 degree museums to create and manage digital
digital files themselves. The use of social photos were easy to combine with content, as well as a structure to teach
archiving sites was straightforward since flat media and text. other the integral aspects to digital
they have similar designs to those which – Community digital infrastructure media collections.
attendees were already familiar. was an invaluable resource, as it 4. Strengthening the connection
included smart phones and digital between communities and their

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

Design for the development of a Virtual Museum Infrastructure (VMI)


Sjects the term ‘preservation’ in fear WInfrastructure that enables entire Uorganisation can access the frame-
ince the 2003 ICH Convention re- e propose a Virtual Museum pon registering with the VMI, an

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-

Mworkshops are currently represent-


commodity devices and the existence of seums, and support for interactive so- useums that participated in the
social archive platforms would enable a cial mapping.3 We have made significant
large-scale production of the creation, progress in designing a VMI and have ed on a map (Fig. 8). By clicking on a
archiving and dissemination of 3d arte- created a prototype that can be accessed. point on the map, a pop-up appears,
facts and virtual tours. The project work- which contains links to media created
shops helped to accelerate a process that during the workshop and to other re-
was already underway. lated media, such as the museum’s web
page. The map is global and adjustable:
representations can be modified and lay-
ers of data can be switched on and off.
The upload system enables objects to be
associated with layers, while the meta-
data contains location information that
enables the media to be associated with
a layer and then plotted on the map
(Fig. 9).

The Virtual Museum Framework proves


to be an appropriate medium for
digital cultural heritage as it can also
adapt to technological advancements
and changes in museum practices.

MUSEUM international | 137


I
n this article, we outlined activities and outputs from a series of global
workshops, as well as the development of a Virtual Museum Infrastructure
(VMI). In each of the workshops, community members learned how
to create digital 3d artefacts and spherical virtual tours. This work
was supported by the creation of a VMI, which showcases the content
created in the workshops and supports the creation of future content.
Workshop success was measured formally and informally.
Overall, the reception was positive. High levels of engagement occurred
throughout the process, with an encouraging amount of post-workshop
exploration and creation. In every country, enthusiasm and motivation
to engage with emergent technologies were obvious. When the workshops
came to a close the ability for technology to enhance the community
museum as well as promote and connect them globally was clear.
We trialled and proposed an active VMF and a prototype VMI which,
in addition to presentation, provides support for all stages of the media life cycle.
The VMF is structured to support content re-use, so that the same content can be
deployed easily on the Web, social archive sites, social media and mobile contexts.
The VMI enables individual museums to develop their own virtual museums
and make them globally accessible, facilitating connections and comparisons.
Combining the integration of the Web, mobile and immersive technologies
in a VMI achieves the goal to provide engaging experiences to users; for example
by virtual reality headsets to provide immersive virtual tours of remote
locations and allowing the inspection of 3d artefacts. By combining a Digital
Asset Management System back-end with a management front-end, heritage
practitioners can create and update content, whilst a presentation front-end
provides instant feedback. This allows heritage practitioners and community
members alike to continuously manage and use their virtual museums.
Our experience strongly suggests a VMI and digital workshop structure
for museums and their communities is an approach that is both feasible
and mutually beneficial.
Notes
1 A small selection of terminology used 3 An affordable computer, which holds
to describe digital resources, the Dublin data relevant to the museum and capable
Core Metadata Element Set is endorsed of providing its own Wi-Fi in lieu of a local
in the following standards documents: internet connection was used.
IETF RFC 5013, ISO Standard 15836-1:2017,
NISO Standard Z39.85.
2 Omeka is an open source web publishing
platform for the display of library, museum,
and scholarly collections and exhibitions.

138 | MUSEUM international
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