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M.U.S.EU.M. final conference
Perspectives for a pan-European virtual museum of archaeology: the formative
requirements scenery
Tony Kinder
Eddleston Innovation Ltd, Edinburgh
Rome, 24 February 2006
MUSEUM overview• MUSEUM will create a transferable training
module, an operating European Network to pursue the notion of a European Virtual Museum and a shared experimental site piloting the first trial themes of the European Virtual Museum
• Tools:• Qualitative and quantitative• Structured questionnaires and 81 semi-structured
interviews• TNA• Mapping• SWOT• Delphic panel
M.U.S.EU.M. Rome 2
Presentation structure
• Definitions and technologies• Virtuality challenges for museums• Characteristics of a virtual museum • Opportunities for virtual museums• Staff profiles and competences• Mapping analysis and best practices • SWOT analysis results• Delphic panel survey and analysis • Prospects for pan-EU virtual museum of
pre-history
M.U.S.EU.M. Rome 3
Definitions & technologies • Museum (ICOM): an institution dedicated to the procurement, care,
cataloguing, study and display of cultural objects of lasting interest and/or value
• Virtual museum: multimedia offshoot of their physical museum parents, taking advantage of virtuality as a remotely and nomadically accessible e-service.
…. an organized collection of electronic artefacts and information resources - virtually anything which can be digitized. The collection may include paintings, drawings, photographs, diagrams, graphs, recordings, video segments, newspaper articles, transcripts of interviews, numerical databases and a host of other items which may be saved on the virtual museum's file server. It may also offer pointers to great resources around the world relevant to the museum's main focus …. (McKenzie 1997)
• Differentiates from learning museum and marketing museum • VLE: e-learning materials, internet-based communities, virtual
(combined) exhibitions + ecommerce sales and bookings• Technologies include virtual reality (VR) and computer generated
interfaces (CGIs) supporting switches between artefacts and interactive narratives using digital images of paintings, drawings, diagrams, photos, videos, archaeological sites and architectonic environments
M.U.S.EU.M. Rome 4
Museum virtuality challenges (WP2) • Virtual museum is an e-service • Search, assess and transact services• Functionality: connectivity, interactivity
and agility
M.U.S.EU.M. Rome 5
High
Low
Low High
Degreeof
Interactivity
Degree of Connectivity
Highinteractivity
lowconnectivity
Highinteractivity
highconnectivity
Lowinteractivity
lowconnectivity
Agility
Lowinteractivity
lowconnectivity
Agility
Agility Agility
Virtual museum characterised by ….• multi-media-interaction - variety of communication routes• multi-disciplinary –knowledge domains and skill sets• multi-sensory – interaction features several senses• multi-dimensional - integrates geometric modelling and scales• multi-temporal – four dimensional if diachronic;• multi-user – P2P interactions and information exchange• hypertext – linkages to hierarchies of data• dynamic - data and models may interact in real time• contextualisation of data (between levels of interaction, URLs,
etc)• polisemicity - meanings distributed according to model geometry• meta-literacy - navigation is guided by metaphors of complex
data• cognitivity – complex realities, perceptions and significances• literacy - guided by educational systems and by virtual
communications • computational cartography
M.U.S.EU.M. Rome 6
Virtual museum opportunities • Access• Personalisable (experts, tourists and children)• Customisable to interests and learning processes• complementary too rather than a replacement
for physical museums – a digital alter ego – also marketing channel
• reusable exhibitions and bite-sized e-learning material
• Digital gather, preserve, analyse and catalogue• Costs of reproduction• The impossible museum: cross-national
exhibitions without (costly) physical exhibit movement
M.U.S.EU.M. Rome 7
Staff profile and competences
Project Leader
Project champion
Museum Board
Computing expertise
Web expertise
Content expertise
Web design
Web developer
Web manager
Photographer
Communications
Finance expert
e-learning expert
M.U.S.EU.M. Rome 8
Mapping & potential best practice transfers• Survey and analysis of best museum websites (WP4 comprehensive
list)
– www.vatican.va/– www.uffizi.firenze.it/– www.louvre.fr/ – www.centrepompidou.fr/– www.newmedia-arts.org/– www.museoprado.mcu.es/– www.nationalgallery.org.uk/– www.british-museum.ac.uk/– www.metmuseum.org/– www.guggenheim.org/– www.hermitagemuseum.org/– www.vangoghmuseum.nl
• EU-funded G7 Multimedia Access to the World's Cultural Heritage's initiative
• Detailed analysis of databases e.g. COMPASS (British Museum) multi-level interrogation
• Use of 3D and multimedia archives
M.U.S.EU.M. Rome 9
Virtual museum best practice • Logistic information - information on hours, location, etc. • Information on collections, including descriptions and
examples. • An online searchable database of the collections or part of
the collections.• Information on physical exhibits.• Online exhibits of physical exhibits. • Virtual tours of exhibits or galleries.• Online only exhibits not connected to a physical exhibit.• An educational section - information for teachers, parents,
children’s activities • news/calendar/events;• Information on membership: e.g. how to become a member
or donate to the museum.• An online museum store, perhaps with an ecommerce
facility.• The use of plug-ins to view particular sections and pages.
M.U.S.EU.M. Rome 10
Virtual museum: e-learning best practice • Natuurhistorisch Museum Maastricht website
(nhmmaastricht.nl) features a high level of interactivity aimed at capturing and retaining user interest, especially targeting children.
• Musée national des arts Asiatiques's website also target child visitors (www.museeguimet.fr).
• Kongens Kunstkammer's website (www.kunstkammer.dk/) invites visitors to create their own exhibition
• Relation of virtual to physical museum e.g. visitor numbers increasing depending on layering of content e.g. attractive for Louvre, not for Dallas Museum of Art
• Galleria degli Uffizi - 155 visitors in this time period, each traversed an average of 12.8 pages and downloaded an average of 382.5 kilobytes: need for sizeable servers
• Japanese survey – importance of clear and crisp navigability to retention
• Overall: complementary standards, user-focused design and building/servicing communities
M.U.S.EU.M. Rome 11
SWOT analysis (WP4)
National Archaeological Museum (Athens)
• €6.5m annual budget, 270 staff, 800,000 visitors
• Greek civilisation: Neolithic to late Roman period
• Government funded, ODYSSEUS joint website
• DVD & audio guide in preparation
• Weakness: no internal web competences, little training
• Opportunities to build on international reputation
• Unable to mount transnational virtual exhibitions
Museum für Vor-und Frühgeschichte (Berlin)
• Budget and ICT part of Museums of Berlin
• Low visitor numbers, 40 staff, strong digital presence
• 180,000 artefacts (Palaeolithic to medieval) European regions and Eurasia
• Completing digital catalogue• ICT competences strong but
out-sourced• Training programme • Unable to mount
transnational virtual exhibitions
M.U.S.EU.M. Rome 12
SWOT analysis (WP4)
Muzeul National de istorie a Romaniei (Bucharest)
• 100k visitors, €8m budget, 155 staff
• 500 BC to present e.g. 3,000 gold artefacts
• 10% digital catalogue• National ICT group, limited
connectivity and hardware• Need multi-linguality• 4 staff with web
competences, learning from out-sourcing
• Urgent need for training + connectivity and hardware
Budapest History Museum
• 200k visitors, 200 staff and €6m budget
• 1.8m artefacts: late Bronze and Neolithic + middle ages and modern
• Good ICT infrastructure and national network
• Server capacity and ICT competence constraint
• Opportunity to build from international visitors
• Need multi-linguality, training and hardware
M.U.S.EU.M. Rome 13
SWOT analysis (WP4)
National Museum of History (Sofia)
• €1m budget, 70k visitors and 170 staff
• National pre-history collection
• Internationally renown research
• ICT training programme
• Partial digital catalogue, no website
• Need multi-linguality, training and hardware
Museo Nazionale Preistorico
Etnografico Luigi Pigorini (Rome)
• €5m state funded, 77 staff, 50k visitors
• 200,000 prehistoric and ethnographic artefacts
• International research reputation
• Expanding e.g. American ethnographic section
• Digital catalogue and website
• ICT training challenges• Needs to upgrade web
presence
M.U.S.EU.M. Rome 14
SWOT analysis (WP4)
Naturhistorisches Museum Prähistorische
Abteilung (Vienna)• State funded, 250 staff,
500k visitors• International renown
Imperial prehistory collections
• Digital catalogue; state-of-the-art website (outsourced)
• ICT training programmes
• Challenges: e-learning and multi-lingual content
M.U.S.EU.M. Rome 15
SWOT summary
Staff Budget Visitors Foreign Cost per Visitors pertotal (€ m) visitors visitor staff
Prähistorische Abteilung of Vienna 200 unknown 350,000 35,000 unknown 1,750
National Museum of History, Sofia 170 1,050,000 69,460 14,227 409 409
Museum für Vor-und Frühgeschichte, Berlin 40 unknown 40,000 2,000 unknown 1,000
National Archaeological Museum Athens 270 4,000,000 800,000 500,000 2,963 2,963
Budapest History Museum 167 6,232,000 200,000 130,000 1,198 1,198
L.Pigorini, Rome 77 5,000,000 48,000 1,440 623 623
National de istorie a Romaniei of Bucharest 155 7,731,444 49,043 2,593 316 316
M.U.S.EU.M. Rome 16
e-Readiness summary from SWOT
Potential visitor
numbers
Connectivity Interactivity Agility
Pigorini, Rome
NAM, Athens
MVF, Berlin
MNR, Bucharest
BHM, Budapest
NMH, Sofia
NHM, Vienna
M.U.S.EU.M. Rome 17
Delphic panel survey
Italy29%
Germany13%
Romania21%
UK12%
Greece12%
Bulgaria13%
Italy
Germany
Romania
UK
Greece
Bulgaria
Archaeologist58%
Museum professional 13%
Marketing and PR5%
Finance5%
ICT professional13%
Training/innovation 6%
Method: after reading SWOT, experts (blind) from 6 museum states + UK completed 97 questionnaires on challenges of building pan-EU virtual museum -> analysis.
Experts
Distribution of experts
119
13
5
10
3
2
1
1
4
3
1
1
3
7
1
1
2
1
4
0
5
10
15
20
25
30
Italy Germany Romania UK Greece Bulgaria
Training/innovation
ICT professional
Finance
Marketing and PR
Museum professional
Archaeologist
Experts by states
Delphic panel results analysis
• Ninety-three percent of panel members make positive comments on the prospects for a virtual museum.
• Eighty percent of panellists state that IPR protection is important. Of the 20% demurring: three give no answer and five are don’t know.
• Fifty-seven percent of panellists favour a virtual museum presenting materials on sciences, arts, local history, twelve favour art and thirteen (including all of the Bulgarian respondents) mention local history.
• Sixty-two percent of panellists favour a multi-channel strategy including web advertising, Internet communities, specialist journals, universities and schools.
M.U.S.EU.M. Rome 19
Delphic panel results analysis
• Half of the panellists (37 or 47%) mention the products from the SWOT (virtual visits, specialist information, books and novelties) and seventeen (20%) educational materials and/or specialist exhibitions.
• Overall, 32 (39%) favour a freely access model funded by grants, sponsorship and advertising, with 31 (38%) favouring a model of institutional subscription coupled with individual pay-as-you-go and supported by sponsorship and advertising.
• Key success factors from business planning perspective include specific target customer requirements and project cashflow.
• The panel is virtually unanimous is concluding the virtual museum is unlikely to detract from physical visitors to museums.
M.U.S.EU.M. Rome 20
Delphic panel results analysis
• Most museum respondents focus upon lack of technology, training and staff as constraints on the development of a virtual museum, whilst most business respondents focus on the need for a clear business model, business partners and investment.
• The main opportunity for the virtual museum arises from exploiting the quality of the museum collections.
• It seems clear that until the project has a full business plan, based upon a clear business model, there is unlikely to be business investment, however, it may be that business sponsorship becomes available.
• Desirable partners include e-learning experts, a computer graphics firm, tourist and cultural networks, learning institutions (especially Universities and secondary schools).
M.U.S.EU.M. Rome 21
Prospects and perspectives for a pan-EU virtual pre-history
museum • e-learning and international multi-museum virtual
exhibits are key products • virtual learning environment architecture with high
levels of connectivity, interactivity and agility with choice of access arrangement
• business model: subscription, B2C virtual content, ecommerce and physical museum marketing arm
• market nichés: institutions, researchers, learners and tourists
M.U.S.EU.M. Rome 22
Route to market
• Strengthen network and network building• Competence training• Organic growth + potential sponsors +
business partners (e-learning company + network provider + training)
• Intra-organisational change management within museums exploiting virtuality
M.U.S.EU.M. Rome 23