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Title: Nessun titolo diapositiva


1
LLP-LDV/TOI/07/IT/016
2
OUTCOMES 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
3
The 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

4
The 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.


5
The 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.)
6
The 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.
7
Four 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.
8
Benchmarking 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

9
SWOT 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.

10
SWOT 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 .

11
Report 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
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