Title: Nessun titolo diapositiva
1LLP-LDV/TOI/07/IT/016
2OUTCOMES OF THE F-MU.S.EU.M. RESEARCH ACTIVITY
F-M U.S.EU.M. (Form Multimedia System for a
European Museum) LLP-LDV/TOI/07/IT/016 Sofia,
24-26 September 2008
3The Research activity of the F-MU.S.EU.M
Project products realized
- The products provided within the F-MU.S.EU.M.
Project are based on a strong research activity. - Within the Project, six Research Reports built
with data collected by survey and by
questionnaires, have been realized - A Survey on characteristics, nature and extent
of the European Virtual Museums offer - An exploratory study about new and specific
professional roles needed for building and
managing a Virtual Museum - A Study about four case-studies (three European
Museums and one non-Eu Museum) on the best
practices in building a Virtual Museum
4The Research activities of the F-MU.S.EU.M
Project products realized
- A Benchmarking comparing the results coming from
the four case-studies with the Prototype of
Virtual Museum, realized within the Project
MU.S.EU.M. - A Survey and SWOT analysis of the nine Museums,
participating in the Project, analyzing their
Strengths, Weakness, Opportunity and Threats - A Report detailing the actions to be undertaken
by the F-MU.S.EU.M. Project, for transferring the
MU.S.EU.M. Prototype to the nine participating
Museums.
5The Survey on Characteristics, Nature and Extent
of the European Virtual Museum offer
Generally speaking, the results of all the six
researches highlighted that telematic and Virtual
Reality play a very important role in actual
museums. As the first research report clearly
pointed out, cultural sector has a strong
relevance in contributing to social, cultural and
economic development of Europe. Museums play, in
this context, a leading role. The exemplar cases
of nine European Virtual Museums show that at
present time there is a great interest of the
most important European Museums in new
information and communication technologies
applied to their Heritage, with particular regard
to Virtuality. This is testified by the evidence
that the great European Museums are building
several products based on the use of Virtual
reality (Virtual Museums with 3D items, virtual
environments, etc.)
6The Report on New Professional roles between
actual and virtual museums
The Report analyzed specific skills and roles
asked by the challenges of virtual museums, in
many fields. The Report pointed out the relevance
of 3 basic kinds of expertise needed for
building, running and managing a Virtual Museum
Managing expertise Design expertise Content
creation expertise The other important
professional figure is the Communication Expert
it is up to this key-role to guarantee that the
message of the product reaches the public.
7Four case-studies of best practices in building a
Virtual Museum
The data pointed out by this Study allow stating
that the realization of a Virtual Museum is an
added value to the actual museum. In fact, for
all the cases taken into consideration, the
Virtual Museum contributed to improve the quality
of the their services to the public furthermore,
for almost all the Museums, virtual resources
also helped in increasing the number of visitors
to the actual museum. The Report also pointed
out that it is possible to train human resources
internal to the Institutions and get the
necessary skills, needed for building virtual
products, without huge costs for the museums.
8Benchmarking of best practices and the MU.S.EU.M.
Prototype
- From the comparison of the MU.S.EU.M. prototype
with the four case-studies of best practices in
building a Virtual Museums, it has been possible
to point out that the Virtual Museum of European
Roots is an innovative product with unique
characteristics, and indicated that the
distinctive features to be developed in the
F-MU.S.EU.M. Project, are - The international dimension of the Project
network - The possibility to access to a unique on-line
learning model with a high communicational power - High level of Virtuality
9SWOT analysis of the participating Museums
- A specific Report was devoted to the analysis of
the questionnaires filled by the nine Museums
participating in the F.MU.S.EU.M. Project, with
the aim of pointing out their ability to migrate
to a Virtual Museum. - The analyses, focused on Strengths, Weakness,
Opportunities and Threats of any participating
Museums, pointed out that the major factors of
weakness and threats come, in order of
importance, from - Lack of human resources
- Lack of funds
- These problems can be solved easily by having a
strong model for training specific human
resources. This is also confirmed by the four
case studies.
10SWOT analysis of the participating Museums
- The Report pointed out a lack of skills and
consequent training needs for the following
key-role necessary for building, running and
managing a Virtual Museum - E-learning experts
- Web experts
- Content creation experts
- Communication experts
- The report, nevetheless, pointed out that the
nine museums, all having important collections,
look all at the development of the European
Virtual Museum as a grat opportunity to increase
their visibility and to better deal with the
possibilities provided by the IT .
11Report on the actions for transferring the
MU.S.EU.M. Prototype to the F-MU.S.EU.M. Partners
- Built on the results of the previous five
researches, this last Report was focused on the
actions aimed to implement the MU.S.EU.M. model
and to transfer its methodology and results to
nine European Museums participationg in the
F-MU.S.EU.M. Project. - Actions to be undertaken
- Training tools for museums experts in order to
achieve specific professional skills - Adoption of distance-learning methodologies,
on-line and in situation as we saw, the learning
model is one of the most remarkable point of
strengths of our prototype. - Activation of learning laboratories