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The book examines the history of museums and the way these have evolved, reflecting wider social, historical and ideological changes. It analyses the characteristics of museums and their areas of activity, as well as the way contemporary... more
The book examines the history of museums and the way these have evolved, reflecting wider social, historical and ideological changes. It analyses the characteristics of museums and their areas of activity, as well as the way contemporary museological theories have affected their study.
From the princely collection and the private cabinets of curiosities we have moved to the public museum which tries today to be a live organisation, open to different visitor groups. An organisation which interacts directly with the present, looingks bravely towards the future and treats with respect the past, without any sterile workship of this.
The book examines issues of collections management and interpretation and museum communication, using examples from Greece and the rest of the world.  It suggests ways for more effective museum communication and examines critically the new interpretation approaches, different media, and new technologies used by contemporary museums.
1. Summary 1.1 Formative qualitative evaluation of the four archive strand websites, A2A, AIM25, Archives Hub, and SCAN, which are part of the National Archive Network and represent work in progress, showed that the websites appeal to... more
1. Summary

1.1 Formative qualitative evaluation of the four archive strand websites, A2A, AIM25, Archives Hub, and SCAN, which are part of the National Archive Network and represent work in progress, showed that the websites appeal to a diverse audience, were received positively, and offer great potential for further development and use.

1.2 At the same time, all the users who participated in the study, including the ones more experienced in archival research, had problems with navigation and use of the sites.

1.3 Based on observation of participants’ use of the sites, analysis of the questionnaires and the focus group discussions, a number of recommendations are made for further development and improvement of the tested four sites in order to address the needs of a diverse range of users, from school pupils and the general public to specialised researchers and academics. These are detailed as they relate to each site at the beginning of every relevant section (sections 4 to 9), while general observations and key points are summarised here.

1.4 At an appropriate moment in their development (which for some sites might be after more material has been added or more work on the design has been completed), the programmes would need to consider wider publicity and advertising at different levels to increase the profile of the sites among the various targeted users, as even some archive professionals or researchers had not used the sites before or were not aware of their existence and the area that these covered.

1.5 Focusing on improving usability, searching, navigation and on making the sites simpler and more user-friendly would satisfy not only the more general part of the audience, but also specialised researchers who appeared to have difficulties with some of the more advanced search features. It would be more effective to layer the different searching options, presenting in the first pages the more simple ones, while providing clear links to other pages for further exploration and more sophisticated searching for those interested.

1.6 For specialised users, key features that they would like to see in the future include further work on adding more content and making the sites more comprehensive; making clearer each site’s remit, while trying to avoid areas of overlap; and greater consistency in the design of all four strands.

1.7 Several users who were positive about the potential of the sites were hindered by their limited understanding of the function of archives, catalogue descriptions, and the language used. As an example, from the two Manchester groups who represented the least specialised part of the audience: (i) more than a quarter who rated highly the usefulness and information value of the content of A2A, (ii) more than a third who rated AIM25 and the Archives Hub highly and (iii) over seventy percent who rated SCAN highly, had difficulties understanding the nature of archival records and catalogues. In order to appeal to this audience, attractive and effective ways of explaining archival work on the sites are needed. Beginner guides or introductions might also be useful, as well as more assistance in interpreting search results. More work on the design of the webpages, greater use of colour and graphics, and use of interactive elements such as comments pages and notice boards would appeal to younger users. SCAN is currently more effective in this area, employing different techniques. It is important to test further with a range of users from these groups any initiative in this direction.

1.8 The sites currently meet the needs of users with disability and minority interest groups to a varying degree. More work would need to be carried out in this direction.

1.9 The design of the home pages needs to be considered further by all sites. It is important to offer brief, succinct descriptions of the aims of each programme and the material it covers, while explaining the acronyms used.

1.10 All programmes, and particularly A2A, AIM25 and the Archives Hub, need to consider greater use of images and visual information. However, these need to be employed only if they serve each site’s aims, are cost effective, and do not distract from making the material more comprehensive. Providing audio has potential for the future for specific applications, but should not be seen as a priority at this stage.

1.11 Users welcomed the envisaged development of a common gateway linking all strands. This would help answer a lot of users’ points about providing common interface and search mechanisms between the four strands. It would also help to pool the resources which would be required for developing the sites further for novice users. It would be desirable to design this so that users can have the option to also search the individual strands separately. The interface of the gateway would need to be carefully thought out to maintain flexibility and ease of use, while work on the technical side should ensure that searching across all sites would not be slower than is currently at the participating sites.

1.12 As the more specialised archive users who tested the HMC/NRA links generally found them useful, it is recommended that these are extended to the other network strands. Suggestions for the design of the user interface of these pages are made in paragraph 7.14.

1.13 Finally, it should be noted that all participants, even those who had serious problems during the exploration of the sites, were generally complimentary and supportive of the initiative and offered constructive suggestions.
The Heritage Lottery Fund (HLF) needs a coherent policy if it is to respond to the opportunities offered by information and communications technology (ICT) and to select ICT-based heritage projects for funding. Technology must be viewed... more
The Heritage Lottery Fund (HLF) needs a coherent policy if it is to respond to the opportunities offered by information and communications technology (ICT) and to select ICT-based heritage projects for funding. Technology must be viewed as an enabling tool, rather than a driving force. ICT plays an increasingly important role in the creation, storage, dissemination, and use of information in the developing information society. In the areas supported by the Heritage Lottery Fund, ICT can both contribute to the better conservation and management of the heritage and assist in its understanding, study, and enjoyment. The development of culturally rich information resources that will add value to the existing network services depend upon the judicious use of ICT to support the creation of, and access to, data and information resources in digital forms.

General awareness of the enabling potential of technology is leading to an increase in the numbers of applicants to the HLF who are seeking support for heritage projects using information technology. The consultations, surveys, interviews, and research, on which the ICT policy we recommend is based, all conclude that the HLF should recognise the potential of ICT to support the creation of resources in digital form, whether their content is museum, library, or archival catalogues, sites and monuments records, records of species or habitats, or the built heritage. These types of digital resources provide the essential materials for those working in the heritage sector to better conserve the heritage assets in their care, and provide the raw materials for the delivery of interpretative resources to improve public understanding and enjoyment of these assets. In supporting the use of ICT to create digital content the HLF will be funding the development of resources of lasting value. These will improve access to and understanding of the heritage.

This report recommends an ICT policy that will achieve these objectives and identifies how it should be implemented. ICT includes a diverse range of technologies, including computer hardware, software, and information modelling and management methods. Not all of these are of direct benefit to the heritage. The report argues (¶s 7.1-7.17) that the use of ICT to support the creation of digital collections describing heritage resources, the retrospective conversion of existing heritage catalogues and records, and the digitisation of resources to improve their public access should all attract support. It examines the technologies which will contribute to the better collection, management, and reuse of digital content (¶s 8.1-8.29). Two technologies often put forward by applicants for HLF support—Websites (¶s 8.17-8.21) and interactive displays (¶s 8.22-8.25)—are considered in particular detail. The conclusion is that these two uses of technology should only receive support where the base documentation has been created as a first step.

The report acknowledges the need to encourage innovation in the use of ICT in the heritage sector and its use to create new kinds of heritage information resources. To avoid the risk that the HLF could, in the end, commit extensive amounts of funds to innovative areas, the report recommends the establishment 
of a limited funded programme for this purpose (¶ 8.12). There are a number of issues—such as standards, rights management, and risk assessment—that the HLF needs to address, if it is to ensure that the uses of ICT it supports will have lasting impact and long-term value (¶s 10.1-10.24). Some of the policies recommended here, if they are to be implemented successfully, require that the HLF take internal actions (e.g. staff training, adoption of new application and assessment guidelines) (¶s 11.1-11.12).

In conclusion, the policy—and strategies for making it achievable—promotes the use of ICT for content creation. In adopting this policy and its associated strategies the HLF will:

• maximise the benefits to the conservation of our national heritage assets;
• bring tangible benefits to the public through access to heritage information;
• contribute heritage information resources of value to education and lifelong learning;
• aid the development of a heritage-rich information society;
• promote the use of ICT in the support of activities which have lasting value—a digital information collection composed of local resources of national significance which will eventually be comparable to the founding of national collections in the 18th century; and,
• minimise the risks associated with ICT.
"This thesis examined the issues related to the application of interactive multimedia in museums and archaeology, and particularly, their effectiveness for exhibition interpretation. To this end, a prototype multimedia program was... more
"This thesis examined the issues related to the application of interactive multimedia in museums and archaeology, and particularly, their effectiveness for exhibition interpretation. To this end, a prototype multimedia program was designed, implemented, and evaluated in the context of an exhibition on the classical Greek colony Euesperides (Ashmolean Museum and Museum of Oxford, autumn 1995).
The Euesperides program combined the fragmented information from the excavation of the site in North Libya with the historical background of the city and interpreted the objects on display.
Throughout the design of the prototype, formative evaluation with schoolchildren, students, and museum staff offered valuable feedback about its content, navigation, and user interface.
Summative evaluation constituted the main focus of the study and employed six different methods: observation, interviews, computer interaction logging, self-administered questionnaires, analysis of comments in the visitors book, and post-visit mail survey. These offered quantitative and qualitative information about:
a) the profile of users and non-users of the application;
b) how visitors used the exhibition and the program;
c) the behaviour of different visitor groups;
d) the emotional and intellectual impact of the program;
e) its relation with the exhibition;
f) its impact on the museum staff involved.
The study showed that gender, age, and group composition affected visitors’ behaviour and interaction with the computer. The program had high attractive and holding power and offered a memorable experience. Users invested substantial amounts of time using it, but also spent more time in the exhibition than non-users. Despite some problems with its design, the program contributed to the understanding of the exhibition, raised awareness and questions about archaeology, and encouraged several visitors to look at the objects on display. Overall, the results indicated that the multimedia program was an effective interpretative device and a powerful component of the exhibition. The study helped to establish guidelines about museum multimedia design and evaluation and contributed to the general picture of visitor behaviour and exhibition performance."
As a result of the Covid 19 pandemic, many university museums have digitised their collections and created new digital content, to support online and hybrid teaching and learning. The University Museums in Scotland group is working... more
As a result of the Covid 19 pandemic, many university museums have digitised their collections and created new digital content, to support online and hybrid teaching and learning. The University Museums in Scotland group is working together to research this shift and to learn from it for the post-pandemic future
It brings together academics from different disciplines and professionals from Scotland's key cultural organisations in order to investigate how cultural digital resources are used by diverse user groups; how to record their impact on... more
It brings together academics from different disciplines and professionals from Scotland's key cultural organisations in order to investigate how cultural digital resources are used by diverse user groups; how to record their impact on learning, research, and community engagement; and how to maximize their potential. It integrates different methodologies and perspectives (from digital humanities, computing science, museology, social sciences) and uses as a case study the Kelvin Hall Project in Glasgow. The Kelvin Hall project will bring together not only the collections of the three participating institutions, The University of Glasgow's Hunterian Museum, Glasgow Museums and the National Library of Scotland's Moving Image Archive, but also the digital records and resources related to those. Using digital technologies to bring together diverse and extensive collections, support in‐depth research and scholarship, but also make them more accessible and easy to use for a wide...
Audio files for Ebutius and Calle characters and for narrator created for the onsite and virtual verson of EMOTIVE project Ebutius's Dilemma experience, created for the Antonine Wall Gallery of the Hunterian Museum. More information... more
Audio files for Ebutius and Calle characters and for narrator created for the onsite and virtual verson of EMOTIVE project Ebutius's Dilemma experience, created for the Antonine Wall Gallery of the Hunterian Museum. More information can be found here: https://emotiveproject.eu/index.php/what-we-do/experiences/
Audio files for Ebutius and Calle characters and for narrator created for the onsite and virtual verson of EMOTIVE project Ebutius's Dilemma experience, created for the Antonine Wall Gallery of the Hunterian Museum. More information... more
Audio files for Ebutius and Calle characters and for narrator created for the onsite and virtual verson of EMOTIVE project Ebutius's Dilemma experience, created for the Antonine Wall Gallery of the Hunterian Museum. More information can be found here: https://emotiveproject.eu/index.php/what-we-do/experiences/
This deliverable presents the summative evaluation results from Year 3 of the EMOTIVE project. It offers an overview of the methodologies employed; presents the findings that came out from the extensive and diverse programme of... more
This deliverable presents the summative evaluation results from Year 3 of the EMOTIVE project. It offers an overview of the methodologies employed; presents the findings that came out from the extensive and diverse programme of evaluations carried out of both EMOTIVE authoring tools and experiences; and outlines the lessons learned from the whole process. The deliverable concludes with policy implications and recommendations coming out of our EMOTIVE experience for the cultural heritage sector.
No abstract available
This article gives an account of the history and archaeology of the Greek colony of Euesperides in Cyrenaica. It also describes a project based at the Ashmolean Museum, Oxford for the multimedia presentation of the surviving evidence... more
This article gives an account of the history and archaeology of the Greek colony of Euesperides in Cyrenaica. It also describes a project based at the Ashmolean Museum, Oxford for the multimedia presentation of the surviving evidence about the site, which is part of doctoral research on the use of multimedia systems in archaeology and museums.
No abstract available
The EMOTIVE experience "Ebutius's Dilemma" script. The experience was created for the Antonine Wall Gallery of the Hunterian Museum. More information can be found here:... more
The EMOTIVE experience "Ebutius's Dilemma" script. The experience was created for the Antonine Wall Gallery of the Hunterian Museum. More information can be found here: https://emotiveproject.eu/index.php/what-we-do/experiences/
VR video introduction to the "Verecuda - A window to the Scottish past" experience, created in the context of the EMOTIVE project for the Antoine Wall Gallery in the Hunterian Museum in Glasgow UK. More information on the... more
VR video introduction to the "Verecuda - A window to the Scottish past" experience, created in the context of the EMOTIVE project for the Antoine Wall Gallery in the Hunterian Museum in Glasgow UK. More information on the experience can be found here: https://emotiveproject.eu/index.php/what-we-do/experiences/
Cultural heritage institutions are spending considerable effort and resources to provide online access to their collection catalogues and collection management systems, usually through their institutional websites. This improves... more
Cultural heritage institutions are spending considerable effort and resources to provide online access to their collection catalogues and collection management systems, usually through their institutional websites. This improves accessibility and supports research and engagement by diverse user groups, as well as meeting the increasing expectation by audiences that this type of information will be freely and easily available online. However, cultural organisations have not responded to these needs in the same way and have been employing different web tools and features to present their collections online. In this article, we argue that the technological implementation choices and the type of content provided reflect also the philosophy of communication of the institution itself. We used the constructivist approach's learning theory and theory of knowledge and combined these interrelated epistemological and cognitive perspectives to analyse the communication philosophy of a large...
https://www.academia.edu/398611/_nline_Access_to_Digital_Collections_-_Design_and_Use_of_Museum_Databases#1 The creation of institutional websites is one of the most widespread information and communication technologies in the cultural... more
https://www.academia.edu/398611/_nline_Access_to_Digital_Collections_-_Design_and_Use_of_Museum_Databases#1 The creation of institutional websites is one of the most widespread information and communication technologies in the cultural sector. Expectations of web users, together with social and technological developments, have influenced an expanding trend among cultural organisations to offer wider inclusion and greater versatility in the presentation of collections and related information in their digital spaces. However, the effectiveness of these applications has not been systematically tested so far, nor has their use been examined with any in-depth research study, despite the increasing pressure on museums to provide online access to their collection catalogues. This paper will present the results of a research project which aims to address this gap. At the first stage of the research, museum websites from different countries were selected and analysed. After the identificatio...
Research Interests:
Research Interests:
ABSTRACT Economou, M. Nikonanou, Ν., Κasvikis,, Κ., Economou, D., Samaroudi, Μ. 2011. in Gavrilaki, I. (ed.) «The Spring of Museums. Educational Programmes and Museum Education», Rethymno, May 2009, 25th Ephory of Prehistoric and... more
ABSTRACT Economou, M. Nikonanou, Ν., Κasvikis,, Κ., Economou, D., Samaroudi, Μ. 2011. in Gavrilaki, I. (ed.) «The Spring of Museums. Educational Programmes and Museum Education», Rethymno, May 2009, 25th Ephory of Prehistoric and Classical Antiquities & Folklore Society of Rethymnon, 244-254 (in Greek) Οικονόμου, Μ., Νικονάνου, Ν., Κασβίκης,, Κ., Οικονόμου, Δ., Σαμαρούδη, Μ. 2011. ‘Eκπαιδευτικά προγράμματα και ηλεκτρονικές εφαρμογές Μουσείου Φυσικής Ιστορίας Αξιούπολης: Οι νέες τεχνολογίες σαν εργαλείο πριν, κατά τη διάρκεια, και μετά την επίσκεψη στο Μουσείο’ στο Γαβριλάκη, Ε. (επιμ.) Πρακτικά συμποσίου «Η Άνοιξη των Μουσείων. Εκπαιδευτικά Προγράμματα και Μουσειακή Αγωγή», Ρέθυμνο, Μάιος 2009, ΚΕ ΕΠΚΑ και Λαογραφική Εταιρεία Ρεθύμνου, 244-254. Full Paper at: https://www.academia.edu/7605433/Educational_programmes_and_electronic_applications_of_the_Museum_of_the_Axioupolis_Museum_of_Natural_History_New_technologies_as_a_tool_before_during_and_after_the_visit_to_the_Museum
Research Interests:
This dataset contains the Verecuda - A window to the Scottish past story script. This experience has been developped in the context of the EMOTIVE project for the Antonine Wall Gallery of the Hunterian Museum. More information on the... more
This dataset contains the Verecuda - A window to the Scottish past story script. This experience has been developped in the context of the EMOTIVE project for the Antonine Wall Gallery of the Hunterian Museum. More information on the experience can be found here: https://emotiveproject.eu/index.php/what-we-do/experiences/
Between August and December 1997, the Humanities Advanced Technology and Information Institute (HATII) at the University of Glasgow carried out a study of the opportunities and obstacles posed by the use of Information and Communications... more
Between August and December 1997, the Humanities Advanced Technology and Information Institute (HATII) at the University of Glasgow carried out a study of the opportunities and obstacles posed by the use of Information and Communications Technology (ICT) in the heritage sector in order to establish a funding policy. This was commissioned by the Heritage Lottery Fund (HLF), one of the six agencies which distribute the proceeds from the UK's National Lottery. The Trustees of the HLF approved all the recommendations outlined in the report [1], and these have helped to shape the Fund's policy and guidelines on the support of ICT.
The Hunterian is Scotland’s oldest public museum holding large and diverse collections of national significance. These were built on the founding bequest of Dr William Hunter (1718 - 1783), a pioneering obstetrician, teacher and... more
The Hunterian is Scotland’s oldest public museum holding large and diverse collections of national significance. These were built on the founding bequest of Dr William Hunter (1718 - 1783), a pioneering obstetrician, teacher and passionate collector, and reflect his Enlightenment interests. The Hunterian has just embarked on an ambitious project that will allow it to reunite the collections and employ new technologies to increase their accessibility. In partnership with Glasgow City Council, Glasgow Life and the National Library of Scotland, it will co-locate its collections at the Kelvin Hall, one of Glasgow’s historic buildings. A new portal will bring the collections of the three partners together. The paper focuses on a project, which will study the use of these online collections and large data sets for teaching, research and public engagement with diverse communities. The project will investigate how these developments affect the way different user groups (students, researcher...
Where do the interests represented by the REF Impact agenda converge with those of University Museums & Libraries? These are the obvious outlets for sharing and communicating stories of great academic research but what does this mean in... more
Where do the interests represented by the REF Impact agenda converge with those of University Museums & Libraries? These are the obvious outlets for sharing and communicating stories of great academic research but what does this mean in practice? This paper outlines ways in which the University of Glasgow collections are being used to generate or enhance the impact of current University research and draws on both academic and cultural heritage work in defining ways to articulate engagement impacts. Further it reflects on the Museum and Library infrastructure required to support and prioritise engagement with key audiences.
Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones... more
Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens up new channels of communication between the cultural institution and the user, which extent to his or her personal space and go beyond the boundaries of the museum’s walls. The paper presents a survey carried out of mobile apps designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the permanent collections or to temporary exhibitions), the layering ...
This document reports on the development of EMOTIVE’s conceptual framework for the design of emotional storytelling at cultural heritage sites. We describe a step-by-step prototyping method, a set of proposed EMOTIVE Experience Types, and... more
This document reports on the development of EMOTIVE’s conceptual framework for the design of emotional storytelling at cultural heritage sites. We describe a step-by-step prototyping method, a set of proposed EMOTIVE Experience Types, and preliminary guidelines to inform the creative industries on developing EMOTIVE experiences. We conclude with an accompanying D5.1 Annex, describing tasks related to the implementation of the EMOTIVE framework. These include (1) a review of the EMOTIVE Design Cards, a first attempt to translate our conceptual framework into a simple tool for emotive experience designers; (2) early progress on the EMOTIVE Chatbot, a specific case of Experience Prototyping.
This document describes the ethical and privacy principles and procedures applied by the EMOTIVE project throughout its different stages and contexts of research. Moreover, in version 2.0 we have added a concrete Data Management Plan as... more
This document describes the ethical and privacy principles and procedures applied by the EMOTIVE project throughout its different stages and contexts of research. Moreover, in version 2.0 we have added a concrete Data Management Plan as requested in the first periodic review.
This deliverable reports on the user needs and requirements for EMOTIVE experiences, focusing on both main user groups targeted by the project, namely authors and visitors. Visitor groups have been identified for EMOTIVE cultural partner... more
This deliverable reports on the user needs and requirements for EMOTIVE experiences, focusing on both main user groups targeted by the project, namely authors and visitors. Visitor groups have been identified for EMOTIVE cultural partner sites (The Hunterian Museum’s Antonine Wall site display in Scotland and the archaeological site of Catalhoyuk in Turkey) and presented in the form of personas. The second part of the document presents selected interpretation material and proposed experience concepts that will lead to the creation of EMOTIVE experiences for both sites. An accompanying D3.1 Annex includes supplementary information on the studies and events carried out in support of user needs elicitation and scenario development.
EMOTIVE is a 3-year H2020 project, which aims to use emotional storytelling to change how we experience museums and heritage sites. The principal objective for EMOTIVE is to research, design, develop and evaluate methods and tools that... more
EMOTIVE is a 3-year H2020 project, which aims to use emotional storytelling to change how we experience museums and heritage sites. The principal objective for EMOTIVE is to research, design, develop and evaluate methods and tools that can support the cultural and creative industries in offering their diverse audiences effective emotive storytelling. The Hunterian EMOTIVE prototype experiences include VR/AR technologies and 3D printed objects to convey two personal stories (told by a Roman centurion and by a local a local Caledonian slave girl) that tackle personal dilemmas and issues of identity. These stories were created with an Authoring Tool for cultural content creators and can be easily transported for online use combined with an easy-to-build 360° virtual space. The evaluation carried out to date measured the impact and effectiveness of the user-centred approach and effectiveness of prototypes. The results showed very promising results about the impact of both the tools for ...
Virtual reality applications offer various possibilities for cultural heritage interpretation, such as giving users the feeling of immersion and appealing to all their senses, making their experience lively and memorable. In order to test... more
Virtual reality applications offer various possibilities for cultural heritage interpretation, such as giving users the feeling of immersion and appealing to all their senses, making their experience lively and memorable. In order to test their effectiveness for assisting learning and successful integration in exhibitions, the authors carried out an extensive evaluation study using three case studies: the exhibition “Immaginare Roma Antica” at the Trajan Markets, Rome; the permanent displays at the Ename Museum, Belgium; and the VR displays at Hellenic Cosmos, Foundation of the Hellenic World, Athens. The chapter analyses how the applications were used, the type of learning different systems supported, how this was affected by the conditions of use, and their suitability for different groups. It also offers guidelines on evaluation methodology when studying the use of ICT in cultural settings. The study contributes to the construction of a substantial body of empirical knowledge aim...
ABSTRACT http://ijz.cgpublisher.com/product/pub.177/prod.64 As social edifices in the sphere of cultural production, today’s museums are increasingly becoming advocates of inclusion and incubators of community. As a result, there has been... more
ABSTRACT http://ijz.cgpublisher.com/product/pub.177/prod.64 As social edifices in the sphere of cultural production, today’s museums are increasingly becoming advocates of inclusion and incubators of community. As a result, there has been an increased interest and subsequent change in the way museums mediate among and between communities. One of these changes is the way museums and cultural institutions use emerging Web 2.0 technologies as a means of communication. By extending past the sole use of content provider offered with traditional Web 1.0 technologies, several museums are embracing and experimenting with Web 2.0 technology for its ability to emphasize community and visitor participation. Through the application of museum centered Internet-based services such as social networking sites, RSS feeds, podcasts, and blogs, users can actively engage and influence the organization, creation, and sharing of online content. Undoubtedly, these online platforms infused with concepts of collaboration, community and open dialogue offer the potential to transform our capacity to experience and interact with the museum as well as each other. But to what extent has this potential been realized so far? By seeking to contextualize these social dynamics involved in applying Web 2.0 technologies into the museum, this paper aims to expand our understanding and uses of the various possibilities of social media. Through using a number of case studies from museums with existing Web 2.0 applications, it will discuss how the model of museum communication is changing and will also analyze a number of important issues raised by the use of these technological tools (such as ownership authenticity and control of cultural information, relationship between communities and museum staff, and institutional policies).
The paper examines museum evaluation activities in their social and political context and advocates the need for evaluation strategies in the cultural sector. It analyses the case of the Kelvingrove Museum and Art Gallery in Glasgow,... more
The paper examines museum evaluation activities in their social and political context and advocates the need for evaluation strategies in the cultural sector. It analyses the case of the Kelvingrove Museum and Art Gallery in Glasgow, which commissioned the design of such a strategy ...
11 University Gardens, Glasgow G12 8QQ Tel: (0141) 330 5512 Fax: 330 3788 http://www.hatii .arts.gla.ac.uk E-mail: M.Economou@hatii.arts.gla.ac.uk ... Humanities Advanced Technology and Information Institute, University of Glasgow ...... more
11 University Gardens, Glasgow G12 8QQ Tel: (0141) 330 5512 Fax: 330 3788 http://www.hatii .arts.gla.ac.uk E-mail: M.Economou@hatii.arts.gla.ac.uk ... Humanities Advanced Technology and Information Institute, University of Glasgow ... Evaluation Strategy for the Museum ...

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Learning and teaching in Museum Studies programs has evolved in recent years in response to many of the issues identified in this book, alongside changes in Higher Education and the knowledge, skills, and attitudes in the museum... more
Learning and teaching in Museum Studies programs has evolved in recent years in response to many of the issues identified in this book, alongside changes in Higher Education and the knowledge, skills, and attitudes in the museum workforce. In this chapter, we draw on our experiences as academic faculty on the Museum Studies postgraduate degree program at the University of Glasgow to offer perspectives on current and emerging trends in practice- and research-based learning and teaching in the discipline. To avoid generalizations, we focus on the Scottish and UK Higher Education landscape, however, we anticipate that the issues discussed will resonate with the experiences of colleagues working internationally. Through reflecting on our approach to learning and teaching, we aim to articulate the continued value of Museum Studies programs in rapidly changing societies and our hopes for the future.

The key areas of our Museum Studies program that we explore in the chapter are:
- Supporting active, practice-based and participatory learning
- Responding to the digital turn in the higher education and museums 
- Working at the intersection of debates on decolonization
There was a time when the Department of Antiquities at the Ashmolean Museum at Oxford was prosperous enough to support a venture which called itself the Ashmolean Expedition to Cyrenaica. The form this exercise took was the excavation... more
There was a time when the Department of Antiquities at the Ashmolean Museum at Oxford was prosperous enough to support a venture which called itself the Ashmolean Expedition to Cyrenaica. The form this exercise took was the excavation over three seasons between 1952 and 1954 of parts of the site of the Greek city of Euesperides situated on the outskirts of Benghazi.
Euesperides does not figure large in history. We first hear of it in 515 in connection with the revolt of Barca from the Persians: a punitive expedition was sent by the satrap in Egypt and it marched as far west as Euesperides. Euesperides played a part in the downfall of the Battiads, the ruling house of Cyrene. Arcesilas IV tried to create a safe haven against the day when his regime might be overthrown, and in 462 in effect refounded the city with a new body of settlers attracted from all over Greece.
For many small and medium sized cultural heritage organisations, following the lead of larger institutions within the sector has been the only way to keep apace with burgeoning trends in digital audience engagement. These larger... more
For many small and medium sized cultural heritage organisations, following the lead of larger institutions within the sector has been the only way to keep apace with burgeoning trends in digital audience engagement. These larger organisations tend to have the resources to ‘buy in’ appropriate technical and strategic expertise for all things digital, and so it makes sense that the case studies formed from such projects are packaged and promoted as ‘best practice’ for the sector.

Or does it?

Digital audience engagement has become markedly more important to cultural heritage organisations – and this was suddenly pushed to fore during the Coronavirus pandemic. The highlighted internally, the different levels of maturity in digital strategies and ways of integrating digital in different areas of operation of cultural heritage organisations, as well as the skill levels of staff. In terms of outward facing, as more exhibitions, displays and events went online, quantitative data - such as ‘likes’, ‘clicks’, ‘page visits’, ‘shares’ and ‘views’ - became a ready and accessible means of gauging the reach of digital engagement efforts. Advice on how to grow our organisations’ reach and improve on these types of metrics is abundant – but it does not allow us as a sector to fully understand the impact that our digital engagement activity has had and continues to have on our audiences. Numbers only tell half of the story, and so it is important that relevant qualitative data is also gathered. Reaching out and offering diverse activities online at challenging times was carried out but several cultural organisations, but there were also several others that were badly hit by furloughs, staffing problems, and challenges accessing resources. Despite the numerous case studies of good practice highlighted by reports all over the world, what do we actually know about the quality and depth of digital engagement? The gap in this area has become acutely visible since the pandemic, but this has been an issue also previously.

Establishing ways of measuring the impact of our digital audience engagement activity, one that involves our audiences themselves, will allow us to better tailor the digital experiences we can offer – while truly augmenting the advice we provide our own sector as ‘best practice’. This paper will distil critical learnings on the digital resources currently available to the cultural heritage sector to date, while proposing widely applicable ways to improve these resources by utilising learning from the Increasing Digital Engagement and Access (IDEA) to the Hunterian collections project based at the University of Glasgow. This is funded by Museums Galleries Scotland and builds on previous experiences with the EU-funded EMOTIVE project on using digital storytelling to support emotional engagement with cultural heritage, extending this to examine the peri- and post-pandemic challenges on online engagement. The paper will share our experiences evaluating online and onsite digital engagement with diverse audiences but also building a toolkit for good practice on digital engagement, which we are co-producing with the cultural heritage community.
The communication of collections information in digital form, whether it is an online catalogue, mobile application, or social media exchange, increasingly affects our cultural encounters and shapes our perception of cultural... more
The communication of collections information in digital form, whether it is an online catalogue, mobile application, or social media exchange, increasingly affects our cultural encounters and shapes our perception of cultural organizations. Cultural and higher education institutions in Scotland, in common with those in the rest of the world, are investing vast resources on digitization and making their collections available online but we still know very little about who uses these and how they interact with the data. In order to address this gap the Scottish Network on Digital Cultural Resources Evaluation. ScotDigiCH was initiated in January 2015 and brings together academics from different disciplines and professionals from Scotland's key cultural organizations in order to investigate how cultural digital resources are used by diverse user groups, how to record their impact on learning, research, and community engagement, and how to maximize their potential. It integrates different methodologies and perspectives (from digital humanities, computing science, museology, social sciences) and uses as a case study the Kelvin Hall Project in Glasgow. The Network has organized a series of four workshops, a knowledge exchange event and will organize an international symposium on digital cultural resources evaluation combined with a public lecture and an open public event to explore the Kelvin Hall digital collections portal. All these activities have certainly given all partners a lot of food for thought and are informing the Hunterian museum's Digital Strategy and how it takes digital curation, collections documentation, exhibition interpretation and visitor engagement forward. The paper discusses the methodology and lessons learned from the ScotDigiCH research network and the wider implication for other researchers and organizations working in digital cultural heritage.
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