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Providing Accessible Online Collections
Rachael Rainbow, Alex Morrison, Cogapp, UK; Matt Morgan, The Metropolitan Museum of Art, USA
http://www.metmuseum.org/collections
Building an Online Commons for the Park
Christina DePaolo, Balboa Park Online Collaborative, Zachary Szukala, Seso, USA and Erick Kendrick, Piction, Australia
Abstract
Building an Online Commons for Balboa Park
The Balboa Park Online Collaborative (BPOC) is currently building the Balboa Park Commons, a site that will bring together digitized collections content from 26 museums and cultural institutions into a rich online resource at balboapark.org.
Providing accessible online collections
Feedback from user research for the recently re-launched Metropolitan Museum of Art website made it clear that users need multiple routes into the collections. Visitors want to search across data, on multiple dimensions, and find other artworks that may interest them.
Art & Artists
James Davis, Tate, London
http://www.tate.org.uk/collection
Abstract
Suppose three people need something. One is bored and needs inspiration, another is focused and needs concentration, a third is curious and needs information. How could their needs be met? Is it possible to make a single thing that could help them all? Would it be a tool, a system, an application, a service, an environment? This paper describes attempts to imagine this problem, to invent a solution, and to try to build it. The context is that of Tate, a family of British art galleries, and the means by which to deliver artwork information, concentrated study, artistic inspiration, and much that is in between, online.
Keywords: art, Tate, gallery, collections, databases, interfaces
The Trade in Digital: Partnerships and Collaboration in the Content Economy
Timothy Hart, Director Information, Multimedia and Technology, Museum Victoria, Australia
Abstract
In our massively connected world content is indeed king and museums if they take a close look, will find themselves, well placed to deliver highly sought after content to an ever expanding audience. Collaboration is emerging as the critical enabler in taking full advantage of the opportunities now available for the delivery of museum online content. Collaboration needs to be both internal and external. The number and quality of national data services now operating is making museum content available for researchers and the public in numbers and types unimaginable only a few years ago. The ground work is laid in most large museums to allow them to participate in providing access to the full range and wonder possible in museum generated content.
Keywords: collaboration, collections, content, data, partnerships, opportunity, economy, research, Australia
Playing with Difficult Objects – Game Designs to Improve Museum Collections
Mia Ridge, Science Museum, United Kingdom
Abstract
Crowdsourcing the creation, correction or enhancement of data about objects through games is an attractive proposition for museums looking to maximize use of their collections online without committing intensive curatorial resources to enhancing catalogue records. This paper investigates the optimum game designs to encourage participation and the generation of useful data through a case study of the project Museum Metadata Games that successfully designed games that created improved metadata for 'difficult' objects from two science and history museum collections.
Keywords: collections, games, crowdsourcing, objects, metadata, tagging
Caboodle by Culture24: How to engage children with your collection online in a new way (and how they can engage you in theirs!)
Collections Online
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Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914
Description
Access to collections takes on many hues. What do we mean and how do we enable it?
The Trade in Digital: partnerships in the content economy
Come and discuss a paper that will examine the notion of the content economy where digital assets are the new currency for museums. Our collections have always been central to our existence and mission, the content economy is only increasing the importance of collections. The availability of digital assets both collection and non collection is critical to our success online as
Gaming the museum
Why, with the vast resources, and fundamental human subjects at our disposal, have museums failed to make more than a handful of really compelling games? Are we too wedded to the idea that games must be educational? Do we lack the in-house skills to make subject matter and game engines gel, or are we simply trying to enter an overcrowded marketplace with too few resources?
Playing with museums - game designs to improve museum collections
Crowdsourcing data through games is an attractive proposition for museums looking to maximise use of their collections online without the requirement to commit intensive curatorial resources to enhancing catalogue records. This paper investigates the optimum game designs to encourage participation and the generation of useful data.
Further detail
Reprogamming the Museum
Many museums have been busy building APIs since the Brookyln Museum set the example, and in 2009 the Powerhouse made the decision to offer a much of its collection data downloadable as a data dump. The decision was primarily a pragmatic one, as the Museum wanted to test the waters and examine how the data might be best used before dedicating resources to developing a full API.




