scholarly journals Presenting and Promoting Cultural Heritage with Digital Media, Marketing Approaches and Methods. Good Examples

Author(s):  
Mirena Todorova-Ekmekci ◽  

Making the cultural and historical heritage of countries available and attractive to a broad public, including in a digital way, is a key to making it survive and be acknowledged and well-maintained in time. Researches and practices show that cultural objects, which are digitalized and promoted, are much more known, visited and attract better investments. Digital tools are more and more used – tools like video presentation, 3D models, interactive photos and video with objects, interactive presentations and games, online tours and life events in social media. Especially, after COVID-19 anti-epidemic measures were imposed, such digital and marketing methods of presentation and promotion became a necessity for museums, cultural institutions, events, festivals and other forms of cultural heritage, in order to continue their existence, work and reach to the public. The paper explores good practices and examples and a variety of media and marketing approaches and methods, which can be used for digital presenting and promotion of cultural heritage, historical objects, places and intangible cultural heritage. Keywords: Digital Marketing; Media; Cultural and Historical Heritage; Presentation; Promotion; Dissemination; Good Practices; Good Examples; Methods; Approaches; Digitalization

Author(s):  
Eugene Ch’ng ◽  
Shengdan Cai ◽  
Tong Evelyn Zhang ◽  
Fui-Theng Leow

PurposeThe purpose of this paper is to present the rationale for democratising the digital reproduction of cultural heritage via “mass photogrammetry”, by providing approaches to digitise objects from cultural heritage collections housed in museums or private spaces using devices and photogrammetry techniques accessible to the public. The paper is intended as a democratised approach rather than as a “scientific approach” for the purpose that mass photogrammetry can be achieved at scale.Design/methodology/approachThe methodology aims to convert the art of photogrammetry into a more mechanical approach by overcoming common difficulties faced within exhibition spaces. This approach is replicable and allows anyone possessing inexpensive equipment with basic knowledge of photogrammetry to achieve acceptable results.FindingsThe authors present the experience of acquiring over 300 3D models through photogrammetry from over 25 priority sites and museums in East Asia. The approach covers the entire process from capturing to editing, and importing 3D models into integrated development environments for displays such as interactive 3D, Virtual Reality and Augmented Reality.Practical implicationsThe simplistic approach for democratised, mass photogrammetry has implications for stirring public interests in the digital preservation of heritage objects in countries where museums and cultural institutions have little access to digital teams, provided that Intellectual Property issues are cared for. The approach to mass photogrammetry also means that personal cultural heritage objects hidden within the homes of various societies and relics in circulation in the antiques market can be made accessible globally at scale.Originality/valueThis paper focuses on the complete practical nature of photogrammetry conducted within cultural institutions. The authors provide a means for the public to conduct good photogrammetry so that all cultural heritage objects can be digitally recorded and shared globally so as to promote the cross-cultural appreciation of material cultures from the past.


2021 ◽  
Author(s):  
Klára Rybenská

The digitization of cultural heritage is a topic that is currently being addressed by a large number of institutions around the world. Issues related to the digitization of historical objects and monuments focus not only on their protection, but also on the presentation of cultural heritage. These are addressed in memorial institutions, but also in universities, schools and, last but not least, in the public and the private sector. However, digitizing objects can present a number of problems. These range from the selection of objects for digitization, through to the selection of a suitable method or scanner. And then there’s the 3D digitization itself to the final modification of the model and its storage. All of this is even before consideration of the possibility of its publication, so it is understandable that it is a long and difficult path. The whole process often does not go without interfering with the digitization in a specific program designed for 3D modelling and hence the need to re-scan objects or their parts or indeed having to try more digitization methods on the object. Sometimes we can find out that 3D scanning for a given object is not a suitable method and try to solve the situation differently – from a mere photograph to photogrammetry or the use of a special RTI method of digitization. The aim therefore of the article is to describe the basic issues and possibilities of 3D digitization of selected smaller artefacts using the example of the digitization of historical clocks. It will also describe the possibilities of 3D digitization, which can serve not only to protect and save but also promote cultural heritage. Last but not least, the aim is to describe and evaluate the methods, procedures and the directly selected 3D tools intended for 3D digitization, which have proven themselves in scanning a selected collection of clocks, borrowed with the kind permission of the Náchod Museum.


2018 ◽  
Vol 9 (4) ◽  
pp. 803
Author(s):  
Liudmila Vladimirovna GORYAINOVA ◽  
Igor Semenovich KRISHTAL ◽  
Olga Dmitrievna KUZNETSOVA ◽  
Ekaterina Gennadievna LISOVSKAYA

The article substantiates the importance of the synthesis of new spiritual values and traditional cultural and historical objects for increasing human capital asset in knowledge-based economy conditions, which necessitates an increase in their funding. The role of the cultural capital as a theoretical basis of heritage research is revealed. It is demonstrated that the concept of the cultural capital, linking the economic and cultural spheres, leads to an understanding of the regularity of expectations of return on investment in cultural heritage objects and thus develops integration processes: objects are involved in economic activity, becoming attractive to investors. The hypothesis of convergence of cultural and historical heritage objects financing models was put forward and confirmed, the results of which are: the formation of a new financing model and heritage ecosystem, including actors in the process, technology, funding and institutional environment. The features of a new model of cultural heritage financing are revealed: the use by the state, along with budgetary allocations, of indirect support measures through tax preferences and social technologies, as well as the attraction of private investment through public-private partnerships, charity, grants, endowment funds.


Author(s):  
Abdelhak Belhi ◽  
Abdelaziz Bouras

Museums and cultural institutions, in general, are in a constant challenge of adding more value to their collections. The attractiveness of assets is practically tightly related to their value obeying the offer and demand law. New digital visualization technologies are found to give more excitements, especially to the younger generation as it is proven by multiple studies. Nowadays, museums around the world are currently trying to promote their collections through new multimedia and digital technologies such as 3D modeling, Virtual Reality (VR), Augmented Reality (AR), serious games, etc. However, the difficulty and the resources required to implement such technologies present a real challenge. Through this poster, we propose a 3D acquisition and visualization framework aiming mostly at increasing the value of cultural collections. This framework preserves cost-effectiveness and time constraints while still introducing new ways of visualization and interaction with high-quality 3D models of cultural objects. Our framework leverages a new acquisition setup to simplify the visual capturing process by using consumer-level hardware. The acquired images are enhanced using frame interpolation and super-resolution. A photogrammetry tool is then used to generate the asset 3D model. This model is displayed in a screen attached to the leap motion controller, which allows hand interaction without having to deal with sophisticated controllers or headgear allowing almost natural interaction.


Author(s):  
Sonia Mileva ◽  
◽  
Mariana Assenova ◽  
Emil Petrov ◽  
Veneta Gyurova ◽  
...  

Gamified applications are gaining increasing popularity for marketing reasons. The paper explores the specifics of gamed applications for Sofia as a tourist destination based on the cultural and historical heritage of the city. As a result, leading good practices in Europe have been studied and a detailed analysis of the most popular applications for Sofia, their capabilities and limitations has been carried out. Keywords: Gamification, Sofia, In English. Cultural Heritage, Tourist Destination


Author(s):  
O. Komandyrov ◽  
O. Levchenko ◽  
R. Kosarevska

The approval by the Ukrainian government of the concept for the introduction of BIM technologies in the construction of Ukraine provides many opportunities for the development and implementation of BIM as a tool for creating archival documentation and storing the state register of cultural heritage sites of Ukraine, in particular architectural monuments. The application of the principles of BIM technologies to historical buildings is widespread in the EU countries and allows combining 3D-models with textual information (databases) and is included in international practice as HBIM (BIM technologies applicable to the sites of historical heritage). The proposed method of modeling and description using software tools, applying the best excellent achievements, allows improving the state of registration of historical sites, architectural monuments and urban planning on the territory of Ukraine.


Author(s):  
D. Dominici ◽  
M. Alicandro ◽  
E. Rosciano ◽  
V. Massimi

Nowadays geomatic techniques can guarantee not only a precise and accurate survey for the documentation of our historical heritage but also a solution to monitor its behaviour over time after, for example, a catastrophic event (earthquakes, landslides, ecc). Europe is trying to move towards harmonized actions to store information on cultural heritage (MIBAC with the ICCS forms, English heritage with the MIDAS scheme, etc) but it would be important to provide standardized methods in order to perform measuring operations to collect certified metric data. The final result could be a database to support the entire management of the cultural heritage and also a checklist of “what to do” and “when to do it”. The wide range of geomatic techniques provides many solutions to acquire, to organize and to manage data at a multiscale level: high resolution satellite images can provide information in a short time during the “early emergency” while UAV photogrammetry and laser scanning can provide digital high resolution 3D models of buildings, ortophotos of roofs and facades and so on. This paper presents some multiscale survey case studies using UAV photogrammetry: from a minor historical village (Aielli) to the centre of L’Aquila (Santa Maria di Collemaggio Church) from the post-emergency to now. This choice has been taken not only to present how geomatics is an effective science for modelling but also to present a complete and reliable way to perform conservation and/or restoration through precise monitoring techniques, as shown in the third case study.


2021 ◽  
Vol 1 (1) ◽  
pp. 121-136
Author(s):  
Rania Erin Oktiara ◽  
Lilik Indrawati ◽  
Swastika Dhesti Anggriani

Abstract: A museum is an institution that collects and looks after historical objects to showcase and function them as educational media for the public. The realization of those functions depends on the interior concept through visualization in each room. One museum that is particularly attractive to the researcher to analyze is Surabaya House of Sampoerna Museum. This museum is recorded to be one of Surabaya’s cultural heritage buildings. It displays the history of the establishment and the development of Sampoerna company thematically in each room in the building, therefore, there are different themes even in one room. The implementation of the mentioned visualization concept has become the basis of interpretation for the researcher with the focus on room visualization. House of Sampoerna Museum consists of five showcase rooms; however, this research only interprets three rooms that do not undergo significant alteration since 2018. The three rooms are referred to as room 1, room 2, room 3. The data collection methods of this research are observation, interview, and document analysis that involves the researcher’s interpretation. Based on the results of this research, the interior concepts of room 1, room 2, and room 3 have been discovered. Keywords: concept, interior, museum, House of Sampoerna, visualization Abstrak: Museum merupakan lembaga yang mengumpulkan dan merawat benda-benda yang memiliki nilai sejarah untuk dipamerkan dan difungsikan sebagai sarana edukasi kepada masyarakat umum. Penyampaian fungsi tersebut dipengaruhi oleh konsep interior melalui visualisasi pada setiap ruangannya. Salah satu museum yang menarik peneliti untuk menginterpretasi penerapan konsepnya yaitu Museum House of Sampoerna Surabaya. Museum ini tercatat sebagai salah satu bangunan cagar budaya di Kota Surabaya. Museum ini menampilkan sejarah pendirian dan berkembangnya perusahaan Sampoerna yang bersifat tematik pada masing-masing ruangannya, sehingga terdapat tema yang berbeda-beda meskipun masih dalam satu ruangan. Adanya penerapan visualisasi tersebut yang melandasi tujuan penelitian ini untuk menginterpretasi konsep interior yang diterapkan berdasarkan visualisasi ruangannya. Museum House of Sampoerna terdiri atas 5 ruang pamer, akan tetapi pada penelitian ini hanya menginterpretasi 3 ruang pamer yang tidak mengalami perubahan interior secara signifikan sejak tahun 2018, yang disebutkan sebagai ruang 1, ruang 2, ruang 3. Penelitian ini menggunakan metode pengumpulan data observasi, wawancara, serta analisis dokumen yang melibatkan interpretasi peneliti. Berdasarkan hasil penelitian ini dapat diketahui konsep interior yang diterapkan pada ruang 1, ruang 2, dan ruang 3.  Kata kunci: konsep, interior, museum, House of Sampoerna, visualisasi


Bakti Budaya ◽  
2020 ◽  
Vol 3 (1) ◽  
pp. 90
Author(s):  
Aditya Revianur

AbstractOur recent technologies, such as digital photography, 3D scanner, and augmented reality, provide an alternative idea to preserve cultural heritages, i.e. building, artefact, and structure. The main point of this article is to continue the discourse on the advantages of digital preservation on several cultural heritage sites in Semarang, called Ancient Medang Project. Semarang Regency located in Central Java Province that has many cultural heritages from ancient Java period, such as temples, artefact, sculptures, etc. However, mostly cultural heritages in Semarang Regency have been lost due to rapid modernization. The writer and several local communities who concern about cultural heritage preservation created a project to digitalize the cultural heritage in Semarang to prevent further destruction and encourage the importance of the cultural heritage sites to the public through digital media. This project is a multidisciplinary project that involved archaeologists, IT experts, and the local community to create an interactive system database regarding cultural heritages in Semarang. Three main perspectives were carried out to develop the project, i.e. content information based on archaeological surveys, construction of website design, and evaluation. The first perspective was used to collect information regarding the archaeological aspects of cultural heritage in Semarang. The second perspective was conducted to develop website prototype based on data from previous study. The final perspective was to evaluate and enhance the website prototype. The results show that the cultural heritage digitization is not only useful for preservation, but also for public engagement and facilitate cultural learning.----------AbstrakKemajuan teknologi terkini, seperti fotografi digital, pemindai 3D, dan augmented reality, memberikan ide alternatif untuk melestarikan warisan budaya, misalnya bangunan, artefak, dan struktur. Poin utama dari artikel ini adalah untuk melanjutkan wacana tentang manfaat digitalisasi pelestarian pada beberapa situs warisan budaya di Semarang, yang disebut dengan Proyek Medang Kuno. Kabupaten Semarang terletak di Provinsi Jawa Tengah yang memiliki banyak warisan budaya dari zaman Jawa kuno, seperti kuil, artefak, patung, tetapi sebagian besar warisan budaya di Kabupaten Semarang telah hilang karena modernisasi yang cepat. Penulis dan beberapa komunitas lokal yang peduli dengan pelestarian cagar budaya menciptakan sebuah proyek untuk mendigitalkan cagar budaya di Semarang untuk mencegah perusakan lebih lanjut dan mendorong pentingnya situs cagar budaya kepada publik melalui media digital. Proyek ini adalah proyek multidisiplin yang melibatkan arkeolog, pakar IT, dan masyarakat setempat untuk membuat basis data sistem interaktif mengenai warisan budaya di Semarang. Tiga perspektif utama dilakukan untuk mengembangkan proyek, yaitu informasi konten berdasarkan survei arkeologi, konstruksi desain situs web, dan evaluasi. Perspektif pertama digunakan untuk mengumpulkan informasi mengenai aspek arkeologis warisan budaya di Semarang. Perspektif kedua dilakukan untuk mengembangkan prototipe situs web berdasarkan data dari penelitian sebelumnya. Perspektif ketiga adalah untuk mengevaluasi dan meningkatkan prototipe situs web. Hasilnya menunjukkan bahwa digitalisasi warisan budaya tidak hanya berguna untuk pelestarian, tetapi juga untuk keterlibatan publik dan memfasilitasi pembelajaran budaya.


Author(s):  
Agnès Lucas-Schloetter

While cultural institutions such as libraries, museums and archives wish to digitize their collections for preservation purposes and make the world’s cultural heritage available to the public, private entities are launching projects to provide access to digitized contents through Internet search engines. This may, however, raise copyright issues, particularly in case of “opt-out” programs such as Google’s Book Search, where rights holders have to specifically request that their copyrighted works be excluded from the project. This chapter highlights the legal challenges involved in the digitization of works from libraries’ collections and the subsequent use of the digital files.


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