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    <title>Futures of Learning</title>
    <link>http://futuresoflearning.org/index.php/Firda_08/index/</link>
    <description></description>
    <dc:language>en</dc:language>
    <dc:creator>hhorst@uci.edu</dc:creator>
    <dc:rights>Copyright 2009</dc:rights>
    <dc:date>2009-11-14T00:08:20-08:00</dc:date>
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    <item>
      <title>Moving the Conversation to DMLcentral.net</title>
      <link>http://futuresoflearning.org/index.php/site/moving_the_conversation_to_dmlcentralnet/</link>
      <guid>http://futuresoflearning.org/index.php/site/moving_the_conversation_to_dmlcentralnet/#When:23:08:20Z</guid>
<description><![CDATA[<p>We would like to announce that we have moved to: <a href="http://dmlcentral.net/" title="DMLcentral.net">DMLcentral.net</a>. Our new website, hosted by the Digital Media and Learning Research Hub at the <a href="http://www.uchri.org/" title="UC Humanities Research Institute">UC Humanities Research Institute</a> at UC Irvine, features a range of resources, an annotated bibliography and guest bloggers. DMLcentral will also be the place where where we will announce new research and events, such as the annual <a href="http://dmlcentral.net/conference/" title="Digital Media and Learning Conference">Digital Media and Learning Conference</a>. We hope you will continue to join the conversation in our new venue&#8230;
</p>]]></description>
      <dc:subject></dc:subject>
      <dc:date>2009-11-13T23:08:20-08:00</dc:date>
    </item>

    <item>
      <title>The Future of Museums and Libraries in a Digital Age: A Bibliography of Resources and Weblinks</title>
      <link>http://futuresoflearning.org/index.php/site/the_future_of_museums_and_libraries_in_a_digital_age_a_bibliography_of_reso/</link>
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<description><![CDATA[<p>This posting includes the references cited in the previous posts that were part of the &#8220;Inspiring the Technological Imagination&#8221; research project.
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<p>
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<p>
Anderson, S. and A. Balsamo. (2007). “A Pedagogy for Original Synners.”  In Tara McPherson, ed.&nbsp; <i>Digital Youth, Innovation, and the Unexpected.</i>  (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)  Cambridge, MA: MIT Press: 241-259.
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Asen, R. (2004). “A Discourse Theory of Citizenship.”  <i>Quarterly Journal of Speech</i> 90: 189-211.
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Atkins, D. and M. Peterson Holland, eds. (2002). “Digital Technology and Indigenous Communities.” <i>D-Lib Magazine</i> 8.2 (March).
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Baca, M. (Ed.). (2002).”Introduction to Art Image Access: Issues, tools, standards, strategies.&nbsp; [Electronic version].&nbsp; Los Angeles, CA: J. Paul Getty Trust. <a href="http://www.getty.edu/research/conducting_research/standards/intro_aia/">http://www.getty.edu/research/conducting_research/standards/intro_aia/</a>
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Balsamo, A.&nbsp; (2005). “Taking Culture Seriously: Educating and Inspiring the Technological Imagination.”  <i>Academic Commons.</i>  <a href="http://www.academiccommons.org/commons/essay/balsamo-taking-culture-seriously">http://www.academiccommons.org/commons/essay/balsamo-taking-culture-seriously</a>
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Balsamo, A. (Forthcoming).&nbsp; <i>Designing Culture: The Technological Imagination at Work.</i>  Duke University Press.
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Berwick, C. (2007). “Nonsmoking Capricorn mMuseum Seeks Networking, Dating, Serious Relationships, Friends.” <i>ARTnews.</i>  October: 194-197.
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Bowen, J., et al. (2007). “A Museum’s Wiki.”  In J. Trant and D. Bearman, eds. <i>Museums and the Web 2007: Proceedings.</i> Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/bowen/bowen.html">http://www.archimuse.com/mw2007/papers/bowen/bowen.html</a>
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Braun, L. W.&nbsp; (2004). “What’s in a Game?” <i>VOYA,</i> August: 189.
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Bressler, D. (2006). “Mobile Phones: A new way to engage teenagers in informal science learning.”  In J. Trant and D. Bearman, eds. <i>Museums and the Web 2006: Proceedings.</i> Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2006/papers/bressler/bressler.html">http://www.archimuse.com/mw2006/papers/bressler/bressler.html</a>
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Brown, J. S. “New Learning Environments for the 21st Century.” 
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<a href="http://www.johnseelybrown.com/newlearning.pdf">http://www.johnseelybrown.com/newlearning.pdf</a>
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Bush, V.&nbsp; (1945).&nbsp; “As We May Think.” <i>The Atlantic Monthly.</i> 176, 91 (July): 101-108.&nbsp; <a href="http://ww.theatlantic.com/doc/194507/bush/">http://ww.theatlantic.com/doc/194507/bush/</a>
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Cardiff, R. (2007). “Designing a Web Site for Young People: The challenges of appealing to a diverse and fickle audience.” In J. Trant and D. Bearman, eds.&nbsp; <i>Museums and the Web 2007: Proceedings.</i> Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/cardiff/cardiff.html">http://www.archimuse.com/mw2007/papers/cardiff/cardiff.html</a>
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Castells, M. (2001). <i>The Internet Galaxy.</i> New York: Oxford University Press.
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Castells, M. (n.d.). “Creatividad, arte y comunicación en la cultura de la virtualidad real.” [Creativity, art and communication in the culture of the real virtuality]. Unpublished personal notes for a conference.
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Chan, S. (March 5, 2009).&nbsp; “QR codes in the museum – problems and opportunities with extended object labels.”  Blog posting to <i>fresh + new(er).</i>  <a href="http://www.powerhousemuseum.com/dmsblog/index.php/2009/03/05/qr-codes-in-the-museum-problems-and-opportunities-with-extended-object-labels/">http://www.powerhousemuseum.com/dmsblog/index.php/2009/03/05/qr-codes-in-the-museum-problems-and-opportunities-with-extended-object-labels/</a>
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Chun, S., Cherry, R., Hiwiller, D., Trant, J., and Wyman, B. (2006). “Steve Museum: An ongoing experiment in social tagging, folksonomy, and museums.&nbsp; In J. Trant and D. Bearman, eds. <i>Museums and the Web 2006: Proceedings.</i> Toronto: Archives &amp; Museum Informatics.
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<a href="http://www.archimuse.com/mw2006/papers/wyman/wyman.html">http://www.archimuse.com/mw2006/papers/wyman/wyman.html</a>
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Cisler, S. (2002). “Letter from San Francisco: The Internet bookmobile.” <i>First Monday</i>  [Online] 7 (10). Retrieved May 2, 2009 from <a href="http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/999/920">http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/999/920</a>
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Coyle, K. (2006). “Mass Digitization of Books.” <i>The Journal of Academic Librarianship</i> 32(6): 641-645.
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deCerteau, M.&nbsp; (1984). <i>The Practice of Everyday Life.</i>  Trans. Steven Randall.&nbsp; Berkeley, CA: U of California Press. 
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Dempsey, L. (2009).&nbsp; “Always On: Libraries in a world of permanent connectivity.”  <i>First Monday</i> [Online] 14 (1-5).&nbsp; Retrieved March 2, 2009 from <a href="http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2291/2070">http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2291/2070</a>
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Derrida, J. (1996). <i>Archive Fever.</i> (E. Prenowitz, Trans). Chicago: University of Chicago Press. (original work published 1995).
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Dilevko, J. and L. Gottlieb. (2004).&nbsp; <i>The Evolution of Library and Museum Partnerships: Historical antecedents, Contemporary Manifestations and Future Directions.</i>  Westport, CN: Libraries Unlimited.
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Din, H. and P. Hecht, eds.&nbsp; (2007). <i>The Digital Museum: A Think Guide.</i> Washington D.C.: American Association of Museums.
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Donath, J. (1999). “Identity and Deception in the Virtual Community.”  In P. Kollock &amp; M. Smith, eds. <i>Communities in Cyberspace.</i>  London: Routledge.
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Doherty, P., Rothfarb, R. &amp; E. Starbrook.&nbsp; (2008) “Museums Virtual Worlds.” <i>Museums and the Web Conference.</i>
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<a href="http://www.exo.net/~pauld/workshops/museumsinSL2008/MuseumsinSL2008.html">http://www.exo.net/~pauld/workshops/museumsinSL2008/MuseumsinSL2008.html</a>
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Dunn, H. (2000). “Collection Level Description: The museum perspective.” <i>D-Lib Magazine</i> 6 (September). <a href="http://www.dlib.org/dlib/september00/dunn/09dunn.html">http://www.dlib.org/dlib/september00/dunn/09dunn.html</a>
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Estabrook, L., Witt, E., and L. Rainie. (2007). “Information Searches that Solve Problems: How people use the internet, libraries, and government agencies when they need help.”  <i>Pew Internet &amp; American Life Project</i>: Washington, DC. Retrieved from: <a href="http://www.pewinternet.org/pdfs/Pew_UI_LibrariesReport.pdf">http://www.pewinternet.org/pdfs/Pew_UI_LibrariesReport.pdf</a>
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Falk, J. H., &amp; Dierking, L. D. (2000). <i>Learning from Museums: Visitor experiences and the making of meaning.</i> Walnut Creek, CA: Rowman and Littlefield.
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Falquet, G., J. Guyot, and L. Nerima. (2001).&nbsp; “Design and Analysis of Virtual Museums.” <i>Museums and the Web Conference.</i>  Seattle, WA.
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<a href="http://www.archimuse.com/mw2001/papers/park/park.html">http://www.archimuse.com/mw2001/papers/park/park.html</a>
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Filippini-Fantoni, S., Antenna Audio Ltd., and J. Bowen. (2007). “Bookmarking in Museums: Extending the museum experience beyond the visit?”  In J. Trant and D. Bearman, eds. <i>Museums and the Web 2006: Proceedings.</i> Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/filippini-fantoni/filippini-fantoni.html">http://www.archimuse.com/mw2007/papers/filippini-fantoni/filippini-fantoni.html</a>
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Föckler, P., Zeidler, T., Brombach, B., Bruns, E., and O. Bimber. (2005). “PhoneGuide: Museum Guidance Supported by On-device Object Recognition on Mobile Phones.”  <i>ACM International Conference Proceeding Series: Vol. 154.</i>  4th International conference on mobile and ubiquitous multimedia. Christchurch, New Zealand: 3-10.
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Fox, M. (2009). “Mobile Practices and Search: What’s hot!”  Paper presented at the <i>Computers in Libraries Annual Conference,</i> Arlington, VA. Retrieved May 8, 2009, from <a href="http://web.simmons.edu/~fox/mobile">http://web.simmons.edu/~fox/mobile</a>
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Fram, A. (2009). “More Cell Phone Users Dropping Landlines.”  <i>The San Francisco Chronicle.</i> Retrieved May 8, 2009, from <a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/n/a/2009/05/06/national/w090056D59.DTL&amp;type=tech">http://www.sfgate.com/cgi-bin/article.cgi?f=/n/a/2009/05/06/national/w090056D59.DTL&amp;type=tech</a>
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Galloway, P. (2004). “Preservation of Digital Objects.” <i>Annual Review of Information Science and Technology</i> 38: 549-590.
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Gallaway, B. “Get Your Game On: What Makes a Good Game, Anyway?” <i>VOYA.</i> <a href="http://pdfs.voya.com/VO/YA2/VOYA200608GetYourGame.pdf">http://pdfs.voya.com/VO/YA2/VOYA200608GetYourGame.pdf</a>.
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Gates Foundation. (2004). “Toward Equality of Access: The role of public libraries in addressing the digital divide.” Retrieved June 1, 2007, from <a href="http://www.gatesfoundation.org">http://www.gatesfoundation.org</a>.
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“German Authors Outraged at Google Book Search.” (2009). <i>Der Spiegel (April 27).&nbsp; Retrieved from: <a href="http://www.spiegel.de/international/germany/0,1518,621385,00.html">http://www.spiegel.de/international/germany/0,1518,621385,00.html</a>
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Goodlander, G. (2009).&nbsp; “Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum is letting game players redefine the rules.”  In J. Trant and D. Bearman, eds.&nbsp; <i>Museums and the Web 2009: Proceedings.</i> Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html">http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html</a>
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Green, T. (2009). “The Collection Catalogue is Dead, Long Live the Catalogue.” Message posted on February 4 to:
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<a href="http://www.artsjournal.com/man/2009/02/the_collex_catalogue_is_dead_l.html">http://www.artsjournal.com/man/2009/02/the_collex_catalogue_is_dead_l.html</a>
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Guy, M., and Tonkin, E. (2006). “Folksonomies: Tidying up Tags?”  <i>D-Lib Magazine</i> (January) 12. <a href="http://www.dlib.org/dlib/january06/guy/01guy.html#1">http://www.dlib.org/dlib/january06/guy/01guy.html#1</a>
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Hagel, J. and J. S. Brown. (2005).&nbsp; <i>The Only Sustainable Edge: Why business strategy depends on productive friction and dynamic specialization.</i>  Boston: Harvard Business School Press.
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Haley Goldman, K. (2007). “Cell Phones and Exhibitions 2.O: Moving beyond the pilot stage.”  In J. Trant and D. Bearman, eds. <i>Museums and the Web 2007: Proceedings.</i> Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/haleyGoldman/haleyGoldman.html">http://www.archimuse.com/mw2007/papers/haleyGoldman/haleyGoldman.html</a>
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Hamma, K. (2005). “Public Domain Art in an Age of Easier Mechanical Reproducibility.” <i>D-Lib Magazine</i> (November) 11. 
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<a href="http://www.dlib.org/dlib/november05/hamma/11hamma.html">http://www.dlib.org/dlib/november05/hamma/11hamma.html</a>
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Hammond, T., Hannay, T. Lund, B., and J. Scott, J. (2005). “Social Bookmarking Tools: A general review.”  <i>D-Lib Magazine</i> (April) 11. <a href="http://www.dlib.org/dlib/april05/hammond/04hammond.html">http://www.dlib.org/dlib/april05/hammond/04hammond.html</a>
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Hargittai, E. (2003)  “The Digital Divide and What to Do about It.”  In D. C. Jones, ed. <i>New Economy Handbook.</i> San Diego, CA: Academic Press.
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Hazan, Susan. “Cultural Institutions Take on a (Second) Life of their Own.” <a href="http://www.musephere.com/about/IJDCE-SL.html">http://www.musephere.com/about/IJDCE-SL.html</a>
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Hein, Hilde.&nbsp; (1990).&nbsp; <i>The Exploratorium:&nbsp; The Museum as laboratory.</i>  Washington, D.C.: Smithsonian Institution Press.
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Horrigan, J. (2009). “The Mobile Difference: Wireless connectivity has drawn many users more deeply into digital life.”  <i>Pew Internet &amp; American Life Project:</i> Washington D.C. Retrieved April 10, 2009, from <a href="http://www.pewinternet.org/Reports/2009/5/-The-Mobile-Difference-Typology.aspx">http://www.pewinternet.org/Reports/2009/5/-The-Mobile-Difference-Typology.aspx</a>
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Huhtamo, E.&nbsp; (2002).&nbsp; “On the Origins of the Virtual Museum.” <i>Virtual Museums and the Public Understanding of Science and Culture: Nobel Symposium (NS 12).</i>  May 26-29.&nbsp; Stockholm, Sweden.
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Ito, M., Horst, H., Bittanti, M., boyd, d., Herr-Stephenson, B. Lange, P.B. et al. (2008). <i>Living and Learning with New Media: Summary of findings from the digital youth project.</i>  The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Retrieved from: <a href="http://digitallearning.macfound.org">http://digitallearning.macfound.org</a>
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Ito, M., S. Baumer, M. Bittanti, d. boyd, R. Cody, B. Herr, H. A. Horst, P. G. Lange, D. Mahendran, K. Martinez, C.J. Pascoe, D. Perkel, L. Robinson, C. Sims, and L. Tripp. (with J. Antin, M. Finn, A. Law, A. Manion, S. Mitnick and D. Schlossberg and S. Yardi).&nbsp; (Forthcoming).&nbsp; <i>Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media.</i>  Cambridge: MIT Press.
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Jackson, S. and R. Adamson, R., (2009). “Doing it for the Kids: Tate online on engaging, entertaining and (stealthily) educating six to 12-year-olds.” In J. Trant and D. Bearman, eds.&nbsp; <i>Museums and the Web 2009: Proceedings.</i> Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/jackson/jackson.html">http://www.archimuse.com/mw2009/papers/jackson/jackson.html</a>
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Jeanneney, J. N. (2007). <i>Google and the Myth of Universal Knowledge: A view from Europe.</i> (T.L. Fagan, Trans.). Chicago: University of Chicago Press. (Originally published 2005).
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Jenkins, Henry.&nbsp; (2006).&nbsp; <i>Convergence Culture: Where old and new media collide.</i>  New York: NYU Press. 
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Jenkins, H. (2006).&nbsp; <i>Fans, Bloggers, and Gamers: Exploring participatory culture.</i> New York: New York University Press.
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Jenkins, H., Clinton, K., Puroshotma, R., Robison, A., and M. Weigel.&nbsp; (2007). “Confronting the Challenges of Participatory Culture: Media education for the 21st century.” Chicago: The MacArthur Foundation:&nbsp; 1-68. <a href="http://www.digitallearning.macfound.org">http://www.digitallearning.macfound.org</a>.
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Jones-Garmil, K., ed.&nbsp; (1997).&nbsp; <i>The Wired Museum: Emerging technology and changing paradigms.</i>  New York: The American Association of Museums.
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Kafai, Y. B., Peppler, K. A., and G. M. Chiu. (2007). “High Tech Programmers in Low-income Communities: Creating a computer culture in a community technology center.”  In Steinfield, Pentland, Ackerman, and Contractor, eds.&nbsp; <i>Communities and Technologies: Proceedings of the third communities and technologies conference.</i> Michigan State University.&nbsp; London: Springer544-563.
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Kellogg Smith, M. (2006). “Viewer Tagging in Art Museums: Comparisons to concepts and vocabularies of art museum visitors.”  In J. Turner and J. T. Tennis, eds.&nbsp; <i>Advances in classification research.&nbsp; Proceedings of the 17th ASIS&amp;T SIG/CR Classification research workshop.</i>
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Kennedy, R. (2009). “To ramp up its Web site, MoMA Loosens Up.” [Electronic version]. <i>The New York Times</i> (March 4).&nbsp; Retrieved March 11, 2009, fromhttp://www.nytimes.com/2009/03/05/arts/design/05moma.html
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Kessler, J.&nbsp; (1995).&nbsp; “The French Minitel: Is there Digital Life Outside of the US ASCII Internet? A Challenge or a Convergence?”  <i>D-Lib Magazine</i> December.&nbsp; Available from:&nbsp; <a href="http://www.dlib.org/dlib/december95/12kessler.html">http://www.dlib.org/dlib/december95/12kessler.html</a>.
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Koman, R. (2002). “Riding Along with the Internet Bookmobile.” Retrieved April 10, 2009, from <a href="http://dir.salon.com/story/tech/feature/2002/10/09/bookmobile/index.html">http://dir.salon.com/story/tech/feature/2002/10/09/bookmobile/index.html</a>
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Kresh, D. (Ed.). (2007). <i>The Whole Digital Library Handbook.</i> Chicago: American Library Association.
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Kroski, E. (2008). “On the Move with the Mobile Web: Libraries and mobile technologies.”  <i>Library and Technology Reports</i> 44(5). Retrieved January 11, 2009 from <a href="http://www.techsource.ala.org/ltr/on-the-move-with-the-mobile-web-libraries-and-mobile-technologies.html">http://www.techsource.ala.org/ltr/on-the-move-with-the-mobile-web-libraries-and-mobile-technologies.html</a>
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Lagoze, C., Arms, W., Gan, S. Hiiman, D., Hoehn, W., Millman, D. et al. (2002). “Core Services in the Architecture of the National Science Digital Library (NSDL).” <i>Proceedings of the 2nd ACM/IEEE-CS joint conference on Digital libraries,</i> July 14-18. 
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Lee, S. K. (2008). “Mobile Phone Use in a Science Museum: Toward a possibility of informal science learning.”  Paper presented at the <i>Mobile Communication and the Ethics of Social Networking conference.</i> Budapest, Hungary.
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Leetaru, K. (2008). “Mass Book Digitization: The deeper story of Google Books and the Open Content Alliance.” <i>First Monday</i>  [Online] 13(10). Retrieved from: <a href="http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2101/2037">http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2101/2037</a>.
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LeFurgy. W. (2005). Building preservation partnerships: The Library of Congress National Information Infrastructure and Preservation Program (NDIIPP). <i>Library Trends,</i> 54(1): 163-172.
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Levine, J. (2006). “Gaming &amp; Libraries: Intersection of Services.” <i>Library Technology Reports</i> 42 (5).
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Licklider, L.C.R. (1965).&nbsp; <i>Libraries of the Future.</i> Cambridge: MIT Press.
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Liston, S. (2009). “OPACs and the Mobile Revolution.” <i>Computers in Libraries</i> 29(5):&nbsp; 6-16.
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Lynch, C.&nbsp; (2005). “Where Do We Go From Here?&nbsp; The next decade for digital libraries.” <i>D-Lib Magazine</i> 11.7/8 (July/August).&nbsp; Available from:&nbsp; <a href="http://www.dlib.org/dlib/july05/lynch/07lynch.html">http://www.dlib.org/dlib/july05/lynch/07lynch.html</a>
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Lynch, C.&nbsp; (2008).&nbsp; “Repatriation, Reconstruction, and Cultural Diplomacy in the Digital World.” <i>EDUCAUSE Review</i> 43.1 (January/February): 70-71.
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Maidenberg, K. (2008). “The Race to Create a Digital Library: Google Books vs. the Open Content Alliance.” <i>Scroll</i> 1(1). Retrieved from <a href="http://jps.library.utoronto.ca">http://jps.library.utoronto.ca</a>.
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Lessig, L. (2008). <i>Remix: Making art and commerce thrive in the hybrid economy.</i> New York: The Penguin Group. <a href="http://remix.lessig.org/">http://remix.lessig.org/</a>
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LiCalzi O’Connell, P. (2007). “One Picture, 1000 tags.” [Electronic version]. <i>New York Times</i> (March 28). <a href="http://www.nytimes.com/2007/03/28/arts/artsspecial/28social.html">http://www.nytimes.com/2007/03/28/arts/artsspecial/28social.html</a>
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Low, L. (2006).&nbsp; “Connections: Social and mobile tools for enhancing learning.” <i>The Knowledge Tree,</i> 12. Retrieved April 13, 2008, from <a href="http://kt.flexiblelearning.net.au/">http://kt.flexiblelearning.net.au/</a>
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<br />
WEB LINKS:
<br />

<br />
2009 Virtual Worlds Conference
<br />
<a href="http://www.alliancelibraries.info/virtualworlds/">http://www.alliancelibraries.info/virtualworlds/</a>
<br />

<br />
2004 WebWise Conference
<br />
<a href="http://www.imls.gov/news/events/webwise04.shtm">http://www.imls.gov/news/events/webwise04.shtm</a>
<br />

<br />
2009 WebWise Conference
<br />
<a href="http://webwise2009.fcla.edu">http://webwise2009.fcla.edu</a>
<br />

<br />
“A Closer Look at the Winning Libraries” 
<br />
<a href="http://www.libraryjournal.com/blog/1130000713/post/1940043994.html">http://www.libraryjournal.com/blog/1130000713/post/1940043994.html</a>
<br />

<br />
ALA Teen Tech Week Resources
<br />
<a href="http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw09/resources/resources.cfm">http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw09/resources/resources.cfm</a>
<br />

<br />
American Association of Museum:&nbsp; Center for the Future of Museums
<br />
<a href="http://www.futureofmuseums.org/">http://www.futureofmuseums.org/</a>
<br />

<br />
Andy Hold Virtual Library
<br />
<a href="http://www.utm.edu/vlibrary/vlhome.shtml">http://www.utm.edu/vlibrary/vlhome.shtml</a>
<br />

<br />
American Indian Higher Education Consortium (AIHEC)
<br />
<a href="http://www.aihecvl.org/">http://www.aihecvl.org/</a>
<br />

<br />
artCloud
<br />
<a href="http://www.artcloud.com/home/index.php">http://www.artcloud.com/home/index.php</a>
<br />

<br />
Art Collector, Walker Art Center/ Minneapolis Institute of Arts
<br />
<a href="http://www.artsconnected.org/">http://www.artsconnected.org/</a>
<br />

<br />
Artefacts Canada
<br />
<a href="http://www.chin.gc.ca/English/Artefacts_Canada/index.html">http://www.chin.gc.ca/English/Artefacts_Canada/index.html</a>
<br />

<br />
Art Institute of Chicago: My Scrapbooks
<br />
<a href="http://www.artic.edu/artexplorer/">http://www.artic.edu/artexplorer/</a>
<br />

<br />
Art Museum Image Consortium (AMICO)
<br />
<a href="http://www.amico.org/">http://www.amico.org/</a>
<br />

<br />
ARTPORT, Whitney Museum of American Art
<br />
<a href="http://artport.whitney.org">http://artport.whitney.org</a>
<br />

<br />
ArtRage Freeware
<br />
<a href="http://www.educational-freeware.com/freeware/art-rage.aspx">http://www.educational-freeware.com/freeware/art-rage.aspx</a>
<br />

<br />
ARTshare
<br />
<a href="http://www.facebook.com/apps/application.php?id=7723691927&amp;ref=pr">http://www.facebook.com/apps/application.php?id=7723691927&amp;ref=pr</a>
<br />

<br />
ArtsConnectEd (Walker Art Center and the Minneapolis Institute of Arts)
<br />
<a href="http://www.artsconnected.org/">http://www.artsconnected.org/</a>
<br />

<br />
ARTstor
<br />
<a href="http://www.artstor.org/index.shtml">http://www.artstor.org/index.shtml</a>
<br />

<br />
Association of Science-Technology Centers Try Science site
<br />
<a href="http://www.tryscience.org/home.html">http://www.tryscience.org/home.html</a>
<br />

<br />
Australian Libraries Gateway
<br />
<a href="http://www.nla.gov.au/libraries/resource/ex.html">http://www.nla.gov.au/libraries/resource/ex.html</a>
<br />

<br />
Audacity
<br />
<a href="http://audacity.sourceforge.net">http://audacity.sourceforge.net</a>
<br />

<br />
Baltimore Museum of Art: Matisse for Kids
<br />
<a href="http://www.artbma.org/flash/F_conekids.swf">http://www.artbma.org/flash/F_conekids.swf</a>
<br />

<br />
Berkman Center for Internet and Society
<br />
<a href="http://cyber.law.harvard.edu/">http://cyber.law.harvard.edu/</a>
<br />

<br />
Berkeley Digital Library SunSITE
<br />
<a href="http://sunsite.berkeley.edu/mydefinitions.html">http://sunsite.berkeley.edu/mydefinitions.html</a>
<br />

<br />
Bethlehem (Pennsylvania) Digital History Project
<br />
<a href="http://bdhp.moravian.edu/about/about.html">http://bdhp.moravian.edu/about/about.html</a>
<br />

<br />
Brown, John Seely
<br />
<a href="http://www.johnseelybrown.com">http://www.johnseelybrown.com</a>
<br />

<br />
California Science Center: The Big Lab
<br />
<a href="http://www.californiasciencecenter.org/Education/AboutUs/Annenberg/BigLab/BigLab.php">http://www.californiasciencecenter.org/Education/AboutUs/Annenberg/BigLab/BigLab.php</a> 
<br />

<br />
Center for Urban School Improvement
<br />
<a href="http://uei.uchicago.edu">http://uei.uchicago.edu</a>
<br />

<br />
“Challenges to Building an Effective Digital Library”
<br />
<a href="http://memory.loc.gov/ammem/dli2/html/cbedl.html">http://memory.loc.gov/ammem/dli2/html/cbedl.html</a>
<br />

<br />
Champaign Public Library
<br />
<a href="http://www.champaign.org">http://www.champaign.org</a>
<br />

<br />
Chicago Field Museum: This Old Habitat
<br />
<a href="http://www.fieldmuseum.org/thisoldhabitat/">http://www.fieldmuseum.org/thisoldhabitat/</a>
<br />

<br />
Chicago Public Library:&nbsp; For Teens (Teen Volume)
<br />
<a href="http://www.chipublib.org/forteens/index.php">http://www.chipublib.org/forteens/index.php</a>
<br />

<br />
Circuit Bending
<br />
<a href="http://www.anti-theory.com/soundart/circuitbend/">http://www.anti-theory.com/soundart/circuitbend/</a>
<br />

<br />
Click! A Crowd Curated Exhibition
<br />
(Brooklyn Museum of Art, June 27-August 10, 2008)
<br />
<a href="http://www.brooklynmuseum.org/exhibitions/click/">http://www.brooklynmuseum.org/exhibitions/click/</a>
<br />

<br />
Coalition for Networked Information
<br />
<a href="http://www.cni.org/">http://www.cni.org/</a>
<br />

<br />
Conference of the International Committee for Documentation of the International Council of Museums
<br />
<a href="http://cidoc.icom.org/">http://cidoc.icom.org/</a>
<br />

<br />
Consortium for the Computer Interchange of Museum Information (CIMI)
<br />
<a href="http://web.archive.org/web//http://www.cimi.org">http://web.archive.org/web/*/http://www.cimi.org</a> (archived pages from its original Website) 
<br />

<br />
Contra Costa (CA) library
<br />
<a href="http://www.myspace.com/ourlibrary">http://www.myspace.com/ourlibrary</a>
<br />

<br />
Creative Spaces Web Project
<br />
<a href="http://twc.nmolp.org/creativespaces/?page=home">http://twc.nmolp.org/creativespaces/?page=home</a>
<br />
and
<br />
<a href="http://machineculture.wordpress.com/2009/03/05/new-museum-web-project-creative-spaces-sparks-debate-among-web-experts">http://machineculture.wordpress.com/2009/03/05/new-museum-web-project-creative-spaces-sparks-debate-among-web-experts</a>
<br />

<br />
The Davis LAB at the Indianapolis Museum of Art
<br />
<a href="http://www.imamuseum.org/connect/interact">http://www.imamuseum.org/connect/interact</a> 
<br />

<br />
Deer Creek School “Our Town” project
<br />
<a href="http://www.ncgold.com/goldrushtown/ourtown.html">http://www.ncgold.com/goldrushtown/ourtown.html</a>
<br />

<br />
Denver Public Library: Co-evolver
<br />
<a href="http://teens.denverlibrary.org/index.html">http://teens.denverlibrary.org/index.html</a>
<br />

<br />
Design and the Elastic Mind, MoMA
<br />
<a href="http://www.moma.org/interactives/exhibitions/2008/elasticmind/">http://www.moma.org/interactives/exhibitions/2008/elasticmind/</a>
<br />

<br />
Digital Library Federation
<br />
<a href="http://www.diglib.org/dlfhomepage.htm">http://www.diglib.org/dlfhomepage.htm</a>
<br />

<br />
Dittrick Medical History Center at Case Western Reserve University
<br />
<a href="http://www.cwru.edu/artsci/dittrick/site2/links/thematic.htm">http://www.cwru.edu/artsci/dittrick/site2/links/thematic.htm</a>
<br />

<br />
EDUCAUSE:&nbsp; Onoline list of Digital Libraries
<br />
<a href="http://www.educause.edu/Resources/Browse/DigitalLibraries/17142">http://www.educause.edu/Resources/Browse/DigitalLibraries/17142</a>
<br />

<br />
e.space, San Francisco Museum of Modern Art
<br />
<a href="http://www.sfmoma.org/exhibitions/espace">http://www.sfmoma.org/exhibitions/espace</a>
<br />

<br />
The Exploratorium&#8217;s Digital Library
<br />
<a href="http://www.exploratorium.edu/">http://www.exploratorium.edu/</a>
<br />

<br />
The Exploratorium in Second Life
<br />
<a href="http://slurl.com/secondlife/Exploratorium/147/118/21">http://slurl.com/secondlife/Exploratorium/147/118/21</a>
<br />

<br />
The Exploratorium&#8217;s PIE Institute
<br />
<a href="http://www.exploratorium.edu/pie/gallery/pie_workshop05/index.html">http://www.exploratorium.edu/pie/gallery/pie_workshop05/index.html</a>
<br />

<br />
Field Museum of Natural History: Crown Playlab
<br />
<a href="http://www.fieldmuseum.org/playlab/">http://www.fieldmuseum.org/playlab/</a> 
<br />

<br />
The Fine Arts Museums of San Francisco: ImageBase
<br />
<a href="http://www.famsf.org/fam/about/imagebase/">http://www.famsf.org/fam/about/imagebase/</a>
<br />

<br />
Flash Museum
<br />
<a href="http://en.wikipedia.org/wiki/Flash_Museum">http://en.wikipedia.org/wiki/Flash_Museum</a>
<br />

<br />
Flickr: The Commons
<br />
<a href="http://www.flickr.com/commons?phpsessid=ea7b4da468f5935f24b65f41dbfc356f">http://www.flickr.com/commons?phpsessid=ea7b4da468f5935f24b65f41dbfc356f</a>
<br />

<br />
Freesound Project
<br />
<a href="http://www.freesound.org/">http://www.freesound.org/</a>
<br />

<br />
Midge Frazel:&nbsp; Virtual field trips
<br />
<a href="http://www.midgefrazel.net/fieldtrip.html">http://www.midgefrazel.net/fieldtrip.html</a>
<br />

<br />
Beth Gallaway:&nbsp; The Librarian’s Guide to Gaming!
<br />
<a href="http://www.youtube.com/watch?v=Q1NHI-Z9j4g">http://www.youtube.com/watch?v=Q1NHI-Z9j4g</a>
<br />

<br />
Games in Libraries podcast
<br />
<a href="http://www.gamesinlibraries.org">http://www.gamesinlibraries.org</a>
<br />

<br />
Game On: Games in Libraries
<br />
<a href="http://libgaming.blogspot.com/">http://libgaming.blogspot.com/</a>
<br />

<br />
Gaming Blog Bibliography
<br />
<a href="http://bibliogaming.blogspot.com">http://bibliogaming.blogspot.com</a>
<br />

<br />
Howard Gardner: GoodPlay, Good Work
<br />
<a href="http://www.goodworkproject.org/research/digital.htm">http://www.goodworkproject.org/research/digital.htm</a>
<br />

<br />
Get Connected: Tech Programs for Teens
<br />
<a href="http://www.neal-schuman.com/bdetail.php?isbn=1555706134">http://www.neal-schuman.com/bdetail.php?isbn=1555706134</a>
<br />

<br />
Getting Started: Making Music with Teens
<br />
<a href="http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw08/techguide_music.pdf">http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw08/techguide_music.pdf</a>
<br />

<br />
J. Paul Getty Museum: Art and Architecture Thesaurus Online (AAT)
<br />
<a href="http://www.getty.edu/research/conducting_researach/vocabularies/aat/">http://www.getty.edu/research/conducting_researach/vocabularies/aat/</a>
<br />

<br />
J. Paul Getty Museum: Bookmarks
<br />
<a href="https://www.getty.edu/mygetty/">https://www.getty.edu/mygetty/</a>
<br />

<br />
J. Paul Getty Museum:&nbsp; Getty Games
<br />
<a href="http://www.getty.edu/gettygames/">http://www.getty.edu/gettygames/</a>
<br />

<br />
J. Paul Getty Museum: The Getty Museum in Whyville
<br />
<a href="http://www.whyville.net/smmk/top/gates?source=getty">http://www.whyville.net/smmk/top/gates?source=getty</a>
<br />
2005 Getty press release:
<br />
<a href="http://www.whyville.net/press/news_from_getty.pdf">http://www.whyville.net/press/news_from_getty.pdf</a>
<br />
2006 assessment by Susan Edwards:
<br />
<a href="http://www.getty.edu/museum/research/metrics_evaluations/downloads/whyville_assessment_2007.pdf">http://www.getty.edu/museum/research/metrics_evaluations/downloads/whyville_assessment_2007.pdf</a>
<br />

<br />
GIMP software
<br />
<a href="http://www.gimp.org">http://www.gimp.org</a>
<br />

<br />
Google Public Policy Blog on  “Google Book Search Settlement”
<br />
<a href="http://googlepublicpolicy.blogspot.com/2009/04/google-book-search-settlement-will.html">http://googlepublicpolicy.blogspot.com/2009/04/google-book-search-settlement-will.html</a>
<br />

<br />
Guidelines for Media Resources in Academic Libraries (2006)
<br />
<a href="http://www.ala.org/ala/mgrps/divs/acrl/standards/mediaresources.cfm">http://www.ala.org/ala/mgrps/divs/acrl/standards/mediaresources.cfm</a>
<br />

<br />
The Handheld Wiki
<br />
<a href="http://MuseumMobile.info/wiki">http://MuseumMobile.info/wiki</a>
<br />

<br />
Handheld Online Conference (June 3, 2009)
<br />
<a href="http://www.handheldconference.org">http://www.handheldconference.org</a>
<br />

<br />
Hip Hop Academy
<br />
<a href="http://www.hiphopkc.com">http://www.hiphopkc.com</a>
<br />

<br />
Homework Spot
<br />
<a href="http://www.homeworkspot.com/fieldtrip">http://www.homeworkspot.com/fieldtrip</a>
<br />

<br />
Internet Public Library
<br />
<a href="http://www.ipl.org">http://www.ipl.org</a>
<br />

<br />
The International Spaceflight Museum Second Life
<br />
<a href="http://slurl.com/secondlife/Spaceport%20Alpha/48/83/24">http://slurl.com/secondlife/Spaceport%20Alpha/48/83/24</a>
<br />

<br />
International Council of Museums (ICOM)
<br />
<a href="http://icom.museum/">http://icom.museum/</a>
<br />

<br />
Institute of Museums and Library Services (IMLS)
<br />
<a href="http://www.imls.gov/about/about.shtm">http://www.imls.gov/about/about.shtm</a>
<br />

<br />
IMLS: “National Study on the Use of Museums and the Internet”
<br />
<a href="http://interconnectionsreport.org/">http://interconnectionsreport.org/</a>
<br />

<br />
IMLS:&nbsp; “Connection to Collections”
<br />
<a href="http://www.imls.gov/collections/index.htm">http://www.imls.gov/collections/index.htm</a>
<br />

<br />
IMLS: “Engaging America’s Youth Initiative”
<br />
<a href="http://www.imls.gov/about/youth.shtm">http://www.imls.gov/about/youth.shtm</a>
<br />

<br />
IMLS: “International Strategic Partnership”
<br />
<a href="http://www.imls.gov/about/international.shtm">http://www.imls.gov/about/international.shtm</a>
<br />

<br />
Ito, Mimi (Personal Blog)
<br />
<a href="http://www.itofisher.com/mito/">http://www.itofisher.com/mito/</a>
<br />
and
<br />
the MacArthur Foundation Digital Media and Learning Initiative: Ethnographic investigation <a href="http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2117175&amp;ct=2994405">http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2117175&amp;ct=2994405</a>
<br />

<br />
Jacksonville Public Library, FL: JPL for teens!
<br />
<a href="http://jpl.coj.net/teens/index.html">http://jpl.coj.net/teens/index.html</a>
<br />

<br />
The Jefferson County Library
<br />
<a href="http://www.myspace.com/jeffersoncountylibrary">http://www.myspace.com/jeffersoncountylibrary</a>
<br />

<br />
Philip Harland: Virtual tours of archeological museums
<br />
<a href="http://www.philipharland.com/museumindex.html">http://www.philipharland.com/museumindex.html</a>
<br />

<br />
Henry Jenkins Personal Blog
<br />
<a href="http://www.henryjenkins.org/">http://www.henryjenkins.org/</a>
<br />

<br />
Joconde, France
<br />
<a href="http://www.culture.gouv.fr/documentation/joconde/fr/">http://www.culture.gouv.fr/documentation/joconde/fr/</a>
<br />

<br />
L.S. King: list of virtual filed trips
<br />
<a href="http://home-educate.com/fieldtrip.shtml">http://home-educate.com/fieldtrip.shtml</a>
<br />

<br />
Latino Virtual Museum (LVM)
<br />
<a href="http://latino.si.edu/education/LVM.htm">http://latino.si.edu/education/LVM.htm</a>
<br />

<br />
Librarians’ Internet Index
<br />
<a href="http://www.lii.org">http://www.lii.org</a>
<br />

<br />
Library of Congress on Flickr.com
<br />
<a href="http://www.flickr.com/photos/Library_of_Congress">http://www.flickr.com/photos/Library_of_Congress</a>
<br />

<br />
Library Gaming Toolkit
<br />
<a href="http://www.librarygamingtoolkit.org">http://www.librarygamingtoolkit.org</a>
<br />

<br />
Library Gamer Blog
<br />
<a href="http://librarygamer.wordpress.com/about/">http://librarygamer.wordpress.com/about/</a>
<br />

<br />
“The Library”: teen tech week song
<br />
<a href="http://www.archive.org/details/ttw2008_mvisent_625">http://www.archive.org/details/ttw2008_mvisent_625</a>
<br />

<br />
Library of the Herbert D. Katz Center for Advanced Judaic Studies
<br />
<a href="http://www.library.upenn.edu/cajs/museums.html">http://www.library.upenn.edu/cajs/museums.html</a>
<br />

<br />
Louisiana Digital Library
<br />
<a href="http://louisdl.louislibraries.org/">http://louisdl.louislibraries.org/</a>
<br />

<br />
Luce Center at the American Art Museum:&nbsp; Fill the Gap Activity
<br />
<a href="http://eyelevel.si.edu/2009/03/in-this-case-fill-the-gap.html">http://eyelevel.si.edu/2009/03/in-this-case-fill-the-gap.html</a>
<br />

<br />
MacArthur Foundation’s Digital Media and Learning Initiative
<br />
<a href="http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2117175/k.F4C6/Individual_Projects/apps/nl/newsletter2.asp">http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2117175/k.F4C6/Individual_Projects/apps/nl/newsletter2.asp</a>
<br />
And
<br />
<a href="http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029319/k.4E7B/About_the_Initiative.htm">http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029319/k.4E7B/About_the_Initiative.htm</a>
<br />

<br />
MacArthur Foundation’s Digital Media and Learning Initiative:&nbsp; New Media Literacies Project
<br />
<a href="http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2117175&amp;ct=299473">http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2117175&amp;ct=299473</a>
<br />

<br />
MacArthur Foundation Spotlight Blog posting: “Audrey Aronowsky: WhyReef”
<br />
<a href="http://spotlight.macfound.org/main/entry/audrey_aronowsky_whyreef">http://spotlight.macfound.org/main/entry/audrey_aronowsky_whyreef</a>
<br />

<br />
Maine’s Virtual Library: MARVEL
<br />
<a href="http://libraries.maine.edu/mainedatabases">http://libraries.maine.edu/mainedatabases</a>
<br />

<br />
Michigan State University: Museum Quilt Index
<br />
<a href="http://www.quiltindex.org/search_results.php?qproject=Michigan%20State%20University%20Museum%20Collection">http://www.quiltindex.org/search_results.php?qproject=Michigan%20State%20University%20Museum%20Collection</a>
<br />

<br />
Minnesota Historical Society: Placeography wiki
<br />
<a href="http://www.placeography.org/index.php/Main_Page">http://www.placeography.org/index.php/Main_Page</a>	
<br />

<br />
Minneapolis Central Library:&nbsp; “Quiet on the Set” Contest
<br />
<a href="http://www.melsa.org/quietOnTheSet/index.cfm">http://www.melsa.org/quietOnTheSet/index.cfm</a>
<br />

<br />
Mobile tour creators:
<br />
Antenna Audio <a href="http://www.antennaaudio.com">http://www.antennaaudio.com</a>
<br />
Learning Times <a href="http://www.learningtimes.com">http://www.learningtimes.com</a>
<br />
NousGuide <a href="http://www.NousGuide.com">http://www.NousGuide.com</a>
<br />
Heritage 365 <a href="http://www.heritage365.com">http://www.heritage365.com</a>
<br />
Guide By Cell <a href="http://www.guidebycell.com">http://www.guidebycell.com</a>
<br />
Spatial Adventures, Inc. <a href="http://www.spatialadventures.com">http://www.spatialadventures.com</a>
<br />
Museum 411 <a href="http://www.museum411.com">http://www.museum411.com</a> 
<br />

<br />
Museo Virtual De Arts El Pais (MUVA)
<br />
<a href="http://muva.elpais.com.uy/flash/muva.htm?&amp;lang=en">http://muva.elpais.com.uy/flash/muva.htm?&amp;lang=en</a>
<br />

<br />
Museum Computer Network (MCN)
<br />
<a href="http://www.mcn.edu/">http://www.mcn.edu/</a>
<br />

<br />
Museum Domain Management Association (MuseDoma)
<br />
<a href="http://musedoma.museum">http://musedoma.museum</a>
<br />

<br />
Museum Educational Site Licensing Project (MESL): 1995-1997 archives
<br />
<a href="http://www.oit.umd.edu/as/MESL/">http://www.oit.umd.edu/as/MESL/</a>
<br />

<br />
Museumlinks’ Museum of Museums
<br />
<a href="http://www.museumlink.com/virtual.htm">http://www.museumlink.com/virtual.htm</a>
<br />

<br />
Museum Meetup
<br />
<a href="http://museum.meetup.com/">http://museum.meetup.com/</a>
<br />

<br />
Museum of Curiosity
<br />
<a href="http://en.wikipedia.org/wiki/The_Museum_of_Curiosity">http://en.wikipedia.org/wiki/The_Museum_of_Curiosity</a>
<br />

<br />
The Museum of Fine Arts, Boston:&nbsp; Mobile wallpaper
<br />
<a href="http://www.mfa.org/mymfa/index.asp">http://www.mfa.org/mymfa/index.asp</a>
<br />

<br />
Museum of Modern Art:&nbsp; Guide system
<br />
<a href="http://www.moma.org/visit/plan/atthemuseum/momaguide">http://www.moma.org/visit/plan/atthemuseum/momaguide</a>
<br />

<br />
Museum of Modern Art:&nbsp; Red Studio
<br />
<a href="http://redstudio.moma.org/">http://redstudio.moma.org/</a>
<br />

<br />
Museum of Online Museums (MoOM)
<br />
<a href="http://www.coudal.com/moom/">http://www.coudal.com/moom/</a>
<br />

<br />
Museum of Science and Industry: Idea Factory
<br />
<a href="http://www.msichicago.org/whats-here/exhibits/idea-factory/">http://www.msichicago.org/whats-here/exhibits/idea-factory/</a>
<br />

<br />
Museum of Science and Industry: Fab Lab
<br />
<a href="http://www.msichicago.org/whats-here/live-science/dream-it-design-it-make-it/">http://www.msichicago.org/whats-here/live-science/dream-it-design-it-make-it/</a>
<br />

<br />
Museum of Tolerance: Jerusalem Virtual Museum
<br />
<a href="http://www.motj.com/Virtual_Museum.html">http://www.motj.com/Virtual_Museum.html</a>
<br />

<br />
Museum on the Go
<br />
<a href="http://www.museumonthego.com">http://www.museumonthego.com</a>
<br />

<br />
MuseumUSA
<br />
<a href="http://www.museumsusa.org">http://www.museumsusa.org</a>
<br />

<br />
MuseumSpot
<br />
<a href="http://www.museumspot.com">http://www.museumspot.com</a>
<br />

<br />
MuseumStuff.com
<br />
<a href="http://www.museumstuff.com/museums/">http://www.museumstuff.com/museums/</a>
<br />

<br />
The MuseumsWiki (Jonathan Bowen)
<br />
<a href="http://museums.wikia.com/wiki/MuseumsWiki">http://museums.wikia.com/wiki/MuseumsWiki</a>
<br />

<br />
National Digital Information Infrastructure and Preservation Program (NDIIPP)
<br />
<a href="http://digitalpreservation.gov/library">http://digitalpreservation.gov/library</a>
<br />

<br />
National Digital Library Program (NDLP)
<br />
<a href="http://memory.loc.gov/ammem/dli2/html/lcndlp.html">http://memory.loc.gov/ammem/dli2/html/lcndlp.html</a>
<br />

<br />
National Gaming Day @ your library
<br />
<a href="http://www.ilovelibraries.org/gaming">http://www.ilovelibraries.org/gaming</a>
<br />

<br />
National Museum of Mexican Art” WRTE RadioArte 90.5FM
<br />
<a href="http://www.nationalmuseumofmexicanart.org/radioarte.html">http://www.nationalmuseumofmexicanart.org/radioarte.html</a> and <a href="http://www.wrte.org/">http://www.wrte.org/</a>
<br />

<br />
The National Oceanic and Atmospheric Administration (NOAA) in Second Life
<br />
<a href="http://slurl.com/secondlife/Meteroa/116/143/54">http://slurl.com/secondlife/Meteroa/116/143/54</a>
<br />

<br />
National Science, Mathematics, Engineering and Technology Educational Digital Library (NSDL)
<br />
<a href="http://nsdl.org/">http://nsdl.org/</a>
<br />

<br />
National Telecommunications and Information Administration (NTIA)
<br />
A Nation Online Reports
<br />
<a href="http://www.ntia.doc.gov/reports/anol/index.html">http://www.ntia.doc.gov/reports/anol/index.html</a>
<br />

<br />
NMC Pachyderm Conference, Dallas, TX
<br />
<a href="http://pachyderm.nmc.org/">http://pachyderm.nmc.org/</a>
<br />
Susan Chun, Opening Plenary Speech, 2007
<br />
<a href="http://www.nmc.org/podcast/tagging-art">http://www.nmc.org/podcast/tagging-art</a>)
<br />

<br />
“Nebraska Auditor Cries Foul on Gaming in Libraries”
<br />
<a href="http://www.ala.org/ala/alonline/currentnews/newsarchive/2009/february2009/nebrgamingaudit.cfm">http://www.ala.org/ala/alonline/currentnews/newsarchive/2009/february2009/nebrgamingaudit.cfm</a>
<br />

<br />
The New York Hall of Science: Virtual Hall of Science (VHOS)
<br />
<a href="http://museumvirtualworlds.org/?cat=26">http://museumvirtualworlds.org/?cat=26</a>
<br />

<br />
New York Public Library, NY: Teenlink
<br />
<a href="http://teenlink.nypl.org/index.html">http://teenlink.nypl.org/index.html</a>
<br />

<br />
New Haven Free Public Library
<br />
<a href="http://www.cityofnewhaven.com/library/">http://www.cityofnewhaven.com/library/</a>
<br />

<br />
Newark Museum Wiki
<br />
<a href="http://www.newarkmuseumpr.org/mwiki/index.php?title=Main_Page">http://www.newarkmuseumpr.org/mwiki/index.php?title=Main_Page</a>
<br />

<br />
New Museum of Contemporary Art:&nbsp; Rhizome
<br />
<a href="http://www.rhizome.org/art/">http://www.rhizome.org/art/</a>
<br />

<br />
Nichole Pinkard, Digital Youth Network
<br />
<a href="http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2117175&amp;ct=2994923">http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2117175&amp;ct=2994923</a>
<br />

<br />
Scott Nicholson: 2006 survey of libraries and games
<br />
<a href="http://boardgameswithscott.com/pulse2007.pdf">http://boardgameswithscott.com/pulse2007.pdf</a>
<br />

<br />
Open Content Alliance
<br />
<a href="http://www.opencontentalliance.org/faq/">http://www.opencontentalliance.org/faq/</a>
<br />

<br />
Ontario Science Center
<br />
<a href="http://www.ontariosciencecentre.ca/">http://www.ontariosciencecentre.ca/</a>
<br />

<br />
Ontario Science Center: Weston Family Innovation Center
<br />
<a href="http://www.ontariosciencecentre.ca/aoc/wfic.asp">http://www.ontariosciencecentre.ca/aoc/wfic.asp</a>
<br />

<br />
The Prado at Google Earth
<br />
<a href="http://www.google.com/intl/en/landing/prado/">http://www.google.com/intl/en/landing/prado/</a>
<br />

<br />
The Prado YouTube video
<br />
<a href="http://www.youtube.com/watch?v=D1EOJr11bvo">http://www.youtube.com/watch?v=D1EOJr11bvo</a>
<br />

<br />
The PIE Network
<br />
<a href="http://www.pienetwork.org/about/">http://www.pienetwork.org/about/</a>
<br />

<br />
Project Gutenberg
<br />
<a href="http://www.gutenberg.org">http://www.gutenberg.org</a>
<br />

<br />
Public Catalogue Foundation, England
<br />
<a href="http://www.thepcf.org.uk/">http://www.thepcf.org.uk/</a>
<br />

<br />
Pygoya Web Art Museum
<br />
<a href="http://www.lastplace.com/PygoyaMuseum/index.htm">http://www.lastplace.com/PygoyaMuseum/index.htm</a>
<br />

<br />
Quest to Learn
<br />
<a href="http://www.q2l.org/">http://www.q2l.org/</a>
<br />

<br />
Scott Rice and Amy Harris: Library Games Blogs
<br />
<a href="http://librarygames.blogspot.com">http://librarygames.blogspot.com</a>
<br />

<br />
San Jose Museum of Art: iPhone audio tour
<br />
<a href="http://www.sjmusart.org/iphone">http://www.sjmusart.org/iphone</a>
<br />

<br />
San Jose Tech Museum: Tech Virtual Test Zone
<br />
<a href="http://www.thetech.org/testzone/">http://www.thetech.org/testzone/</a>
<br />

<br />
Save Outdoor Sculpture
<br />
<a href="http://www.heritagepreservation.org/Programs/Sos/index.html">http://www.heritagepreservation.org/Programs/Sos/index.html</a>
<br />

<br />
Scholastic’s Internet Field Trips site
<br />
<a href="http://teacher.scholastic.com/fieldtrp/science.htm">http://teacher.scholastic.com/fieldtrp/science.htm</a>
<br />

<br />
Seattle Art Museum: My Art Gallery
<br />
<a href="http://www.seattleartmuseum.org/myartgallery/">http://www.seattleartmuseum.org/myartgallery/</a>
<br />

<br />
The Second Louvre
<br />
<a href="http://slurl.com/secondlife/Tompson/153/97/100">http://slurl.com/secondlife/Tompson/153/97/100</a>
<br />

<br />
Second Life Alliance Library System
<br />
<a href="http://alliancelibraries.info/secondlife.htm">http://alliancelibraries.info/secondlife.htm</a>
<br />

<br />
Phil Seed: Virtual Car Museum
<br />
<a href="http://www.philseed.com/">http://www.philseed.com/</a>
<br />

<br />
The Shifted Librarian
<br />
<a href="http://theshiftedlibrarian.com/">http://theshiftedlibrarian.com/</a>
<br />

<br />
Simon, Nina.&nbsp; Museum 2.0 Blog.&nbsp; 
<br />
<a href="http://museumtwo.blogspot.com/">http://museumtwo.blogspot.com/</a>
<br />

<br />
Smithsonian American Art Museum; Meet Me at Midnight
<br />
<a href="http://americanart.si.edu/exhibitions/online/midnight/default_flash.html">http://americanart.si.edu/exhibitions/online/midnight/default_flash.html</a>
<br />

<br />
Smithsonian American Art Museum: Ghost of a Chance (Artificial Reality Game)
<br />
<a href="http://ghostsofachance.com/">http://ghostsofachance.com/</a>
<br />
Final report <a href="http://ghostsofachance.com/GhostsofaChance_Report2.pdf">http://ghostsofachance.com/GhostsofaChance_Report2.pdf</a>
<br />

<br />
The Splo: “Second Life’s oldest Science Museum founded April 1, 2006.”
<br />
<a href="http://slurl.com/secondlife/Midnight%20City/175/60/26">http://slurl.com/secondlife/Midnight%20City/175/60/26</a>
<br />

<br />
“Social Networking Literacy Competencies for Librarians:&nbsp; Exploring Considerations and Engaging Participation”
<br />
<a href="http://www.resourceshelf.com/2009/05/22/paper-social-networking-literacy-competencies-for-librarians-exploring-considerations-and-engaging-participation/">http://www.resourceshelf.com/2009/05/22/paper-social-networking-literacy-competencies-for-librarians-exploring-considerations-and-engaging-participation/</a>
<br />

<br />
Sonoma County Library, CA:&nbsp; Teenspace
<br />
<a href="http://sonomalibrary.org/news/ya/">http://sonomalibrary.org/news/ya/</a>
<br />

<br />
The Steve Project
<br />
<a href="http://www.steve.museum/">http://www.steve.museum/</a>
<br />

<br />
“Summary of Effort and Result for the Carvers Bay Digital Arts Experience”
<br />
<a href="http://www.webjunction.org/programming-and-outreach-for-young-adults/articles/content/454476">http://www.webjunction.org/programming-and-outreach-for-young-adults/articles/content/454476</a>
<br />

<br />
Teachers Tap
<br />
<a href="http://eduscapes.com/tap/index.htm">http://eduscapes.com/tap/index.htm</a>
<br />

<br />
Tate Museum: Young Tate
<br />
<a href="http://www.tate.org.uk/youngtate/">http://www.tate.org.uk/youngtate/</a>
<br />

<br />
Tate Museum:	Tate Kids
<br />
<a href="http://kids.tate.org.uk/">http://kids.tate.org.uk/</a>
<br />

<br />
Tate Museum: Handheld Conference, London (September 4 and 5, 2008)
<br />
<a href="http://tatehandheldconference.pbworks.com/">http://tatehandheldconference.pbworks.com/</a>
<br />
Tate Museum: Events podcast
<br />
<a href="http://www.tate.org.uk/onlineevents/podcast/">http://www.tate.org.uk/onlineevents/podcast/</a>
<br />

<br />
“Teen Poetry Video Workshop”
<br />
<a href="http://www.ala.org/ala/mgrps/divs/yalsa/newsandeventsb/teenpoetryvideo.cfm">http://www.ala.org/ala/mgrps/divs/yalsa/newsandeventsb/teenpoetryvideo.cfm</a>
<br />

<br />
Teen Tech Week Wiki
<br />
<a href="http://wikis.ala.org/yalsa/index.php/Teen_Tech_Week">http://wikis.ala.org/yalsa/index.php/Teen_Tech_Week</a>
<br />

<br />
Telecommunications Virtual Museum
<br />
<a href="http://www.telcomhistory.org/vm/museums.shtml">http://www.telcomhistory.org/vm/museums.shtml</a>
<br />

<br />
University of California Santa Barbara Library
<br />
<a href="http://www.myspace.com/ucsblibraries">http://www.myspace.com/ucsblibraries</a>
<br />

<br />
U.S. Library of Congress American Memory Project
<br />
<a href="http://memory.loc.gov/ammem/about/index.html">http://memory.loc.gov/ammem/about/index.html</a>
<br />

<br />
US Library of Congress: Rome Reborn: The Vatican Library and Renaissance Culture exhibit
<br />
<a href="http://www.ibiblio.org/expo/vatican.exhibit/Vatican.exhibit.html">http://www.ibiblio.org/expo/vatican.exhibit/Vatican.exhibit.html</a>
<br />

<br />
The Vatican Museums Online
<br />
<a href="http://mv.vatican.va/3_EN/pages/MV_Home.html">http://mv.vatican.va/3_EN/pages/MV_Home.html</a>
<br />

<br />
“Videography workshops coming to area libraries”
<br />
<a href="http://www.news-star.com/arts/x1083525314/Videograhphy-workshop-coming-to-area-libraries">http://www.news-star.com/arts/x1083525314/Videograhphy-workshop-coming-to-area-libraries</a>
<br />

<br />
“Video Production Workshops”
<br />
<a href="http://dentonlibrary.wordpress.com/2009/03/05/video-production-workshop-the-north-branch/">http://dentonlibrary.wordpress.com/2009/03/05/video-production-workshop-the-north-branch/</a>
<br />

<br />
Virtual Free Sites
<br />
<a href="http://www.virtualfreesites.com/museums.html">http://www.virtualfreesites.com/museums.html</a>
<br />

<br />
Virtual Field Trips
<br />
<a href="http://www.field-trips.org/trips.htm">http://www.field-trips.org/trips.htm</a>
<br />

<br />
Virtual Museum of Canada: Image Gallery
<br />
<a href="http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=FAD707DD32B257B689F954CA392AAAB9">http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=FAD707DD32B257B689F954CA392AAAB9</a>
<br />

<br />
Virtual Museum of Canada (VMC)
<br />
<a href="http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=7544D207B0F23547976DD02F72F61AAC">http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=7544D207B0F23547976DD02F72F61AAC</a>
<br />

<br />
Virtual Museum Exhibit….Museum on Demand
<br />
<a href="http://www.virtualmuseumexhibit.com/Virtual_Museum_Exhibits.html">http://www.virtualmuseumexhibit.com/Virtual_Museum_Exhibits.html</a>
<br />

<br />
Virtual Library museums pages (VLmp)
<br />
<a href="http://icom.museum/vlmp/">http://icom.museum/vlmp/</a>
<br />

<br />
Virtual Starry Night in Second Life
<br />
<a href="http://slurl.com/secondlife/Luctesa/105/127/26">http://slurl.com/secondlife/Luctesa/105/127/26</a>
<br />

<br />
Virtual Museums: Uffizi
<br />
<a href="http://www.artchive.com/cdrom/uffizi/cd_uffizi.htm">http://www.artchive.com/cdrom/uffizi/cd_uffizi.htm</a>
<br />

<br />
Virtual Toilet Paper Museum
<br />
<a href="http://www.nobodys-perfect.com/vtpm">http://www.nobodys-perfect.com/vtpm</a>
<br />

<br />
Virtual Valve Museum
<br />
<a href="http://www.tubecollector.org/about.htm">http://www.tubecollector.org/about.htm</a>
<br />

<br />
Virtual Typewriter Museum
<br />
<a href="http://www.typewritermuseum.org">http://www.typewritermuseum.org</a>
<br />

<br />
Virtual Shoe Museum
<br />
<a href="http://www.virtualshoemuseum.com/vsm/r.php?col=style&amp;sub=animal">http://www.virtualshoemuseum.com/vsm/r.php?col=style&amp;sub=animal</a>
<br />

<br />
The Walker Art Center: WACTAC
<br />
<a href="http://teens.walkerart.org/">http://teens.walkerart.org/</a>
<br />

<br />
Walters Art Museum: Waltee’s Quest: The Case of the Lost Art
<br />
<a href="http://walteesquest.com/">http://walteesquest.com/</a>
<br />

<br />
WebMuseum
<br />
<a href="http://www.ibiblio.org/louvre/?MU=3">http://www.ibiblio.org/louvre/?MU=3</a>
<br />

<br />
WebWise 2009 Conference on Stewardship in the Digital Age (Institute of Museum and Library Services). 
<br />
<a href="http://webwise2009.fcla.edu/index.html">http://webwise2009.fcla.edu/index.html</a>
<br />

<br />
The Whitney Museum of American Art: Youth2Youth
<br />
<a href="http://www.youth2youth.org/">http://www.youth2youth.org/</a>
<br />

<br />
Whyville.net
<br />
<a href="http://www.whyville.net/smmk/nice">http://www.whyville.net/smmk/nice</a>
<br />

<br />
“Wikipedia Loves Art”
<br />
<a href="http://en.wikipedia.org/wiki/Wikipedia:Wikipedia_Loves_Art">http://en.wikipedia.org/wiki/Wikipedia:Wikipedia_Loves_Art</a> 
<br />

<br />
Wilmington (DE) Stroop Branch Library
<br />
<a href="http://www.myspace.com/wilmingtonstroopteensdml">http://www.myspace.com/wilmingtonstroopteensdml</a>
<br />

<br />
“World Digital Library debuts in Dozens of Languages”
<br />
<a href="http://www.libraryjournal.com/article/CA6652453.html?q=%22world+digital+library%22">http://www.libraryjournal.com/article/CA6652453.html?q=%22world+digital+library%22</a>
<br />

<br />
WWW Virtual Library
<br />
<a href="http://vlib.org/">http://vlib.org/</a>
<br />

<br />
Yale University Art Gallery: Schoolhouse
<br />
<a href="http://artgallery.yale.edu/pages/whatisart/what_school.html">http://artgallery.yale.edu/pages/whatisart/what_school.html</a>
<br />

<br />

</p>

]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-07-22T22:57:13-08:00</dc:date>
    </item>

    <item>
      <title>Learning from the Edges, Part 2: Technologies of Participation</title>
      <link>http://futuresoflearning.org/index.php/site/learning_from_the_edges_part_2_technologies_of_participation/</link>
      <guid>http://futuresoflearning.org/index.php/site/learning_from_the_edges_part_2_technologies_of_participation/#When:05:50:00Z</guid>
<description><![CDATA[<p>
<p>
This is the final posting reporting on the literature review conducted as part of the grant “Inspiring the Technological Imagination: The Future of Museums and Libraries as Mixed Reality Learning Spaces.”  This post reviews innovative science center efforts to engage visitors in making and tinkering activities.&nbsp; These efforts might be considered as part of a broader cultural logic that media theorist Henry Jenkins (2006) characterizes as a <b>culture of participation</b>.&nbsp; For Jenkins, this cultural logic is marked by a transition from individualized media consumption to the formation of “consumption communities” that enable new forms of participation and collaboration.&nbsp; The activities and programs offered by these museums are intended to engage visitors in collaborations with one another and in the process of creative making practices. 
<br />
<p>
<p>
It is a bit of a misnomer to identify any of the projects reviewed here are truly “edge” efforts.&nbsp; The organizations discussed in this list are well-respected and popular cultural institutions that have been actively involved in using new technologies to stimulate visitor participation for several decades.&nbsp; The 1999 issue of <i>Dimensions</i>—the publication of the Association of Science Technology Center (ASTC)—was devoted to the topic of “Science Centers on the Web.”  In that issue, ASTC Director Wendy Pollock reported on a two-year collaborative investigation of how to incorporate web experiences into science center exhibit programs.&nbsp; The “lessons learned” from that investigation, as reported by Pollack in her 1999 editorial, are ones that many museums and libraries are now just coming to appreciate and explore.&nbsp; For example, Pollack noted that the web “opens up possibilities for collaboration on a global scale” and with those possibilities come the management challenges of organizing and coordinating a (potentially) high volume of online visitor responses. (Remember that in 1999 we didn’t have social networking applications that facilitate online peer-to-peer participation.)  Eager to explore the potential of the web to augment their educational missions, science centers were early adopters of the use of the web for communication and collaboration with (and among) intended visitors.&nbsp; Pollack ended the editorial by commenting on the importance of keeping focus on core values.&nbsp; On this point, she cites the director of the Science Museum of Minnesota, Joel Halvoron:
<br />
<blockquote><p>Joel Halvoron cited futurist John Naisbitt, who wrote in his 1995 book <i>Global Paradox</i> that &#8220;every high-tech revolution is followed by a high-touch revolution.&#8221; Less important than how technology is used in exhibits or programs, Halvorson suggested, is ongoing and cross-disciplinary reflection about the nature of the museum experience. Thinking of Naisbitt&#8217;s forecast, [Halvoron] said, &#8220;the affective dimension of the museum experience should be stressed, to provide the compensatory human response - or &#8216;high-touch experience&#8217; - demanded for survival in a highly technological society.&#8221;</p></blockquote>
<p>
In fact, some of the best discussions about the methods of designing “high-touch” museum experiences using high-tech has taken place on the web.&nbsp; Nina Simon started the <a href="http://museumtwo.blogspot.com/2006/12/what-is-museum-20.html" title=&#8221;<i>Museum 2.0 blog</i>&#8221;><i>Museum 2.0 blog</i></a> in 2006 to explore the way that the philosophies of Web 2.0 can be applied in museums to make them “more engaging, community-based, vital elements of society.”  Simon’s blog has been a well-visited site for discussion and dissemination about new uses of web applications for science centers and and other kinds of museums.&nbsp; Recent postings have explored the design of participatory experiences based on
<br />
<a href="http://museumtwo.blogspot.com/search/label/participatory%20museum?max-results=100" title="new recommendation systems and creative uses of post-it notes.">new recommendation systems and creative uses of post-it notes.</a>  More to the point of this posting, Simon’s blog includes several substantive discussions on the nuances of the difference between <a href="http://museumtwo.blogspot.com/2009/04/participatory-design-vs-design-for.html" title="“participatory design vs. design for participation.”">“participatory design vs. design for participation.”</a>  As Simon argues: “participatory design means <b>innovating the process</b>,” and “design for participation means i<b>nnovating the product</b>.”  (In fact, Simon is writing a book about the topic.&nbsp; For a sneak preview see her <a href="http://museumtwo.pbworks.com/" title="Museum 2.0 blog">Museum 2.0 blog</a>). 
<br />
<center>
<br />
<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Museum2.0Blog_.jpg" style="border: 0;" alt="image" width="360" height="293" />
<br />
Nina Simon&#8217;s Museum 2.0 Blog
<br />
</center>
<br />
<p>
To explore the differences between these two notions, the following section describes the efforts of two noteworthy science centers:&nbsp; The Exploratorium in San Francisco, and The San Jose Tech Museum of Innovation.&nbsp; Both of these institutions have been discussed frequently in Simon’s Museum 2.0 blog as offering innovative experiments in the creation of participatory museum experiences.
<br />
<p>
<p>
<b>The Exploratorium</b> is one of the most highly regarded institutions for the creation of participatory informal science learning experiences.&nbsp; Exploratorium staff are industry leaders in the approach to design that focuses on “innovating the product.”  According to <a href="http://www.exploratorium.edu/cils/people/mpetrich.html" title="Karen Wilkinson and Mike Petrich">Karen Wilkinson and Mike Petrich</a>, exhibit designers at the Exploratorium, there are six principles that guide the creation of compelling participatory activities within museums.
<br />
<ul>
<li> The activities must evoke intrinsic motivation.
<li> The activities must be challenging. The projects must test users so they have to learn new skills and think of new ideas. 
<li> The activities and explorations of individuals should be designed to contribute to something larger.
<li> The activities should build relationships among people, and between people and tools.&nbsp; It is key that museum staff understand how to facilitate the formation of these relationships.
<li> The activities must have simple starting points, but be complex enough to sustain interest.&nbsp; Scaffolding of experience is important.
<li> The activities must be inspiring and provide opportunities for those who don’t feel they’re artistic, scientific, or creative.
</ul>
<br />
At the Exploratorium, Wilkinson and Petrich have created a project called the <b>“PIE Institute”</b> that is based on their collaborative research with Mitch Resnick from MIT.&nbsp; The <a href="http://www.exploratorium.edu/pie/gallery/pie_workshop05/index.html" title="Exploratorium PIE Institute">Exploratorium PIE Institute</a> is part of the PIE Network—a network of organizations and projects that explore the PIE approach to learning.&nbsp; PIE (Playful Invention and Exploration) is an approach to using new technologies that integrates art, science, music, and engineering.&nbsp; The Exploratorium’s PIE Institute, led by Wilkinson and Petrich, was launched in 2005 with a workshop that explores ways to integrate digital technologies into construction-based science and art activities.
<br />
<p>
<center>
<br />
<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/ExploratoriumPIE_Idea_LIbrary.jpg" style="border: 0;" alt="image" width="360" height="240" />
<br />
<b>The Exploratorium PIE Institute Idea Library</b>
<br />
</center>
<br />
<p>
The <a href="http://www.pienetwork.org/about/" title="PIE Network">PIE Network</a> of projects has been supported by the National Science Foundation since 2000 and is based on Resnick’s work with the Lifelong Kindergarten research team at MIT.&nbsp; In addition to events at the PIE Institute at the Exploratorium, the PIE network has (by 2009) included events held at several institutions such as:&nbsp; Lemelson Center at the Smithsonian Museum of American History, Ft. Wroth Museum of Science and Industry, American Museum of Visionary Art, Science Museum of Minnesota, the MIT Museum, and the Singapore Science Center.
<br />
<p>
<center>
<br />
<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/PIE_Learning_PHilosophy.jpg" style="border: 0;" alt="image" width="360" height="383" />
<br />
The PIE Learning Philosophy
<br />
</center>
<br />
The key elements of the <a href="http://www.pienetwork.org/philosophy/" title="PIE learning philosophy">PIE learning philosophy</a> are identified as the following:
<br />
<ul>
<li>Constructionism:&nbsp; Refers to two kinds of construction: constructing ideas and constructing personally meaningful projects.
<li>Hands-On Inquiry Science: Science museums provide opportunities for people of all ages to learn through hands-on exploration of natural phenomenon.
<li>Bridging Physical and Virtual Worlds:&nbsp; PIE activities bridge the divide between digital technologies and the physical world, allowing artful exploration of the world beyond the computer screen.
<li>Informal Learning: PIE activities generally take place in informal learning environments.
</ul>
<br />
<p>
The <a href="http://www.thetech.org/testzone/" title="Tech Virtual Test Zone">Tech Virtual Test Zone</a> is a new area in the <a href="http://thetechvirtual.org/" title="San Jose Tech Museum of Innovation">San Jose Tech Museum of Innovation</a> that opened on June 3, 2008.&nbsp; When it first opened, it showcased several hands-on, interactive exhibits conceptualized and developed originally in the virtual world of Second Life (virtual-world-to-real-world exhibits). These new exhibits were the result of The Tech&#8217;s virtual exhibit design initiative and competition, called The Tech Virtual, which was launched in December 2007. The projects were originally developed in Second Life by creative amateurs from around the world and submitted electronically. The Tech Virtual was launched as a two-platform system: a website and a Second Life island. Of the many projects submitted, seven were initially chosen to be installed in the real Tech Museum. All projects incorporated interactive multimedia including streaming video, musical instrument digital interface (MIDI) controllers, rear projections, avatars and web cameras. The first theme featured in the Test Zone was Art, Film &amp; Music, which is also the theme of a new permanent gallery that The Tech plans to launch by 2010, featuring some of the people and innovations from Silicon Valley that have contributed significantly to this field.&nbsp; The next Tech Virtual Museum Workshop will invite visitors to participate in designing advanced and interesting museum exhibits—using the newest interfaces available--in the areas of art, film, music, and games.&nbsp; 
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<blockquote><p>
Among the concepts and equipment that this exhibition will employ are 3D screens, PhotoSynth type applications, tangible interfaces, haptic interfaces, telepresence, gesture recognition, RFID, virtual worlds, augmented reality, holograms, accelerometers, surface computers, particle and physical software effects, web cameras, Arduino boards, 3D printers, flexible displays, synthetic experiences, real time photo manipulation, accessible low cost technology such as One Laptop Per Child, HD cameras, multi-touch interfaces, technology and the future of digital entertainment. If you were to build the ultimate destination where visitors could immerse themselves in the latest technologies while becoming engaged, informed and educated users of it, what would it look like?</p></blockquote>
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<center>
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Tech_Museum_Virtual_Tech.jpg" style="border: 0;" alt="image" width="360" height="257" />
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The Tech Museum Virtual Tech Test Zone
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</center>
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<p>
The Tech Virtual Museum is an example of what Nina Simon refers to as a participatory design. In fact, she was one of the people involved in initiating this ambitious experiment involving people in the exhibit design process.&nbsp; Simon describes some of the <a href="http://museumtwo.blogspot.com/2008/06/community-exhibit-development-lessons.html" title="key lessons">key lessons</a> that guided the development of this experiment in participatory design (these are six of her top 10): 
</p>
<ul>
<li>Give away the fun and easy part.&nbsp; Do not ask people to design whole exhibits; The Tech Virtual community contributed great ideas for exhibits.
<li>Level the playing field, or tip it in their favor.
<li>Contests are good for raising awareness and focusing behavior, but not good for building sustainable communities or work in a flexible environment.
<li>Provide a way for folks to build their exhibit.&nbsp; The participants should have the tools to prototype the exhibit.
<li>It’s more important to have social instigators lead your community than authoritative professionals.
<li>The community provided great exhibit inspiration but their projects required heavy translation to become real exhibits.
</ul>
<br />
<p>
As an example of a co-created museum experience, The Tech Virtual Test Zone was an experiment in working with the public to create museum-quality exhibitions that involved the redesign of the process of exhibit design and fabrication. In this case, the exhibit design process unfolded in a virtual world, Second Life.&nbsp; Other museums are experimenting with the creation of dedicated physical spaces for the creation of participatory making and discovery visitor experiences.
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<p>
<p>
There are more than 250 science centers and museums throughout North America that have hands-on exhibits or laboratories that encourage visitor participation in discovery and making activities.&nbsp; Many of these are feature focused, hands-on learning experiences for school groups that are integrated with state-based learning objectives and curricula.&nbsp; Some of the other noteworthy examples include:
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<p>
<p>
<b>The Field Museum of Natural History,</b> Chicago 
<br />
The <a href="http://www.fieldmuseum.org/playlab/ " title="Crown Family Playlab">Crown Family Playlab</a> includes real artifacts and specimens, and offers six themed play areas such as digging up dinosaur bones, grinding corn in a pueblo, putting on an animal costume and crawling, hopping, or flying, listening to stories and other family programs. 
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<p>
<b>Museum of Science and Industry,</b> Chicago 
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<a href="http://www.msichicago.org/whats-here/exhibits/idea-factory/" title="The Idea Factory">The Idea Factory</a> provides children with opportunities for scientific exploration through interactive activities that allow them to discover scientific principles for themselves.
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<p>
<a href="http://www.msichicago.org/whats-here/live-science/dream-it-design-it-make-it/" title="The Fab Lab">The Fab Lab</a>—a small-scale fabrication workshop—that was opened in 2007 by Argonne National Laboratory, in conjunction with the University of Chicago. 
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<p>
<b>California Science Center</b>, Los Angeles
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<a href="http://www.californiasciencecenter.org/Education/AboutUs/Annenberg/BigLab/BigLab.php" title="The Big Lab">The Big Lab</a> is 32,000 square feet of space to do hands-on science. 
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<p>
The Discovery Rooms are designed to foster and support science exploration of young children (age 7 and younger). These learning environments provide opportunities for interactive, inquiry-based investigations that prepare young visitors for later science experiences.
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<p>
<b>The Ontario Science Center</b>
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The <a href="http://www.ontariosciencecentre.ca/tour/wfic/" title="Weston Family Innovation Center ">Weston Family Innovation Center </a>is a new environment that encourages visitors to take on and find practical solutions to current world problems. 
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<p>
<big><b>The End of the Literature Review, The Beginning of New Conversations?</b></big>
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<p>
This is the final post of the literature review of the project.&nbsp; We invite readers to make comments on individual posts that offer pointers to other projects, activities and initiatives that illustrate some of the key points or themes discussed in these reviews.&nbsp; We are hoping that by blogging the literature review we will be able to encourage a dynamic forum for the circulation of scholarship where the initial reports (such as these postings) serve as the beginning of collaborative note-making and reporting.
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<p>
<p>
The next, and most final posting will include a comprehensive bibliography of citations and web addresses of the literature and web sites discussed in these posts.
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<p>
<p>
<big><b>References</big></b>
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Hein, Hilde.&nbsp; (1990).&nbsp; <i>The Exploratorium:&nbsp; The Museum as laboratory</i>.&nbsp; Washington, D.C.: Smithsonian Institution Press.
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Jenkins, Henry.&nbsp; (2006).&nbsp; <i>Convergence Culture: Where old and new media collide.</i>  New York: NYU Press.
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Pollack, Wendy. (1999).&nbsp; &#8220;Science Centers on the Web.&#8221;  <i>ASTC Dimensions</i> September/October. (online) Retrieved on July 19, 2009 from:&nbsp; <a href="http://www.astc.org/pubs/dimensions/1999/sept-oct/sconweb.htm">http://www.astc.org/pubs/dimensions/1999/sept-oct/sconweb.htm</a>
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Resnick, M. (1994). <i>Turtles, Termites, and Traffic Jams.</i> MIT Press, Cambridge, MA. 
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Resnick, M. (1996).&nbsp; &#8220;Beyond the Centralized Mindset.&#8221; <i>Journal of the Learning Sciences</i> 5, 1: 1-22.
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Resnick, M., A. Bruckman, and F. Martin. (1996). &#8220;Pianos Not Stereos: Creating Computational Construction Kits.&#8221; <i>Interactions</i> 3, 6: 64-71.
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Resnick, M. (1998). &#8220;Technologies for Lifelong Kindergarten.&#8221; <i>Educational Technology Research and Development</i> 46, 4.
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Resnick, M. (2006).&nbsp; &#8220;Computer as Paintbrush: Technology, Play and the Creative Society.&#8221; In Singer, D., R. Michnick Golinkoff, and K. Hirsh-Pasek, eds. <i>Play=Learning: How Play Motivates and Enhances Children&#8217;s Cognitive and Social-Emotional Growth</i>. Oxford UP, New York.
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<br />
Resnick, M. (2007). &#8220;All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten.&#8221; <i>Proceedings of the 6th ACM SIGCHI Conference on Creativity &amp; Cognition</i>.
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<br />

<br />
<small>
<br />
<strong>
<br />
Author Bio:
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</strong>
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<p>
Anne Balsamo directs the Interactive Media Division’s Co-Design Lab in the School of Cinematic Arts at the University of Southern California.&nbsp; She teaches courses in design across the curriculum, public interactives, and culture and technology for the Interactive Media Arts and Practice program, the Interactive Media Division, and The Annenberg School of Communication at USC.&nbsp; She is also a freelance museum exhibit developer and curator who has created interactive exhibits for the International Museum of Women, the San Jose Tech Museum, the Papalote Children’s Museum in Mexico City, Liberty Science Center, and the Singapore Science Center.&nbsp; Her new research effort called “The Tangible Culture Research Project” investigates the design of evocative (mixed reality) knowledge objects and the role of tinkering in a digital age.&nbsp; For more information about her current work and new transmedia book project, Designing Culture: The Technological Imagination at Work visit <a href="http://www.designingculture.net">http://www.designingculture.net</a> (to be launched August, 2009).
<br />
</small>
</p>]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-07-20T05:50:00-08:00</dc:date>
    </item>

    <item>
      <title>Learning from the Edges, Part 1: The Importance of Play</title>
      <link>http://futuresoflearning.org/index.php/site/learning_from_the_edge_toy_lending_libraries_scratch_and_community_based_mu/</link>
      <guid>http://futuresoflearning.org/index.php/site/learning_from_the_edge_toy_lending_libraries_scratch_and_community_based_mu/#When:15:00:53Z</guid>
<description><![CDATA[<p>In the previous posts, we reviewed innovative uses of digital media within community libraries and museums that are designed specifically to provide visitors and patrons access to digital archives, virtual tours, and vast collections of cultural heritage materials.&nbsp; We also reviewed efforts to use digital media to involve visitors and patrons in the creation of new knowledge through the development of tagging activities, collaborative curating, and games for learning.&nbsp; The following posts consider another set of activities going on at the <b>edges</b> of these institutions that suggest other efforts to transform informal learning experiences for library and museum participants.&nbsp; As <a href="http://www.johnseelybrown.com/" title="John Seely Brown">John Seely Brown</a> (Hagel and Brown, 2005) famously asserts:&nbsp; “to transform the core, start at the edge.”   We&#8217;re interested in these edge projects because they offer another set of ideas about how community libraries and museums could function as part of 21st century distributed learning networks.&nbsp; These efforts foster learning by providing opportunities for physical engagement with a range of objects and environments (from the material  to the virtual).&nbsp; In this post, we discuss the examples of (1) toy lending libraries and (2) the user-friendly authoring/designing environment called <i>Scratch</i>.&nbsp; These efforts emphasize the importance of <b>play</b> and <b>creative expression</b> in learning and cognitive development.&nbsp; 
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<p>
<b>TOY LENDING LIBRARIES</b>
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<p>
Unlike in Canada and parts of Europe, toy lending libraries in the United States did not really take off until the 1960s and 1970s.&nbsp; Wales, for example, has a national play policy that is integrated into the mission of the nation’s toy lending libraries (Powell &amp; Seaton, 2007).&nbsp; Although toy lending libraries have existed in the U.S. since 1935, the notion of a such a library is unfamiliar to many people.&nbsp; The U.S. toy lending libraries take a variety of forms:&nbsp; they can be based within a community library, be attached to a main library as a supplemental set of offerings, get organized as a cooperative neighborhood venture, or circulate as a mobile lending collection (Moore, 1995).&nbsp; Though these libraries have diverse structures and lending philosophies, they share an emphasis on the value of play and the importance of providing support to a wide range of children.&nbsp; Most cater to young children, usually newborn through kindergarten, though some have toys and other learning objects available for kids as old as 10.
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<p>
<p>
One of the guiding principles of toy lending libraries is the importance of play for developing a range of skills in children. According to the <a href="http://usatla.org/About_USATLA.html" title="USA Toy Library Association">USA Toy Library Association</a>, through offering “high-grade” toys to all, toy lending libraries foster children’s development and thus serve an important educational purpose.&nbsp; In many toy lending libraries, toys including stuffed animals, musical instruments, puzzles, and crafts are available to be borrowed or used within the library space.&nbsp; Some of these libraries also offer books. Through interacting with a particular toy in the library space, children also learn values of sharing, community, and honesty.&nbsp; Many toy lending libraries also provide forums for parents, teachers, and others to discuss the educational value of play in general and certain types of toys in particular.&nbsp;  In addition to providing opportunities for fun and educational play, toy lending libraries can be an important source of support for both parents and children. For parents, toy libraries can provide information about child development; they can also help parents to be more informed consumers. Some toy libraries also serve as informal childcare sites. The <a href="http://www.cuyahogalibrary.org/StdBackPage.aspx?id=15774" title="Cuyahoga County Public Library system">Cuyahoga County Public Library system</a> in Ohio has a dedicated Toy Lending Library website that offers an online guide to assist parents in choosing the right toy for their child.
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<p>
<p>
Other toy libraries are designed especially to offer a safe and nurturing space for disabled children to learn and play. The most well-known example of this type of toy library is the <a href="http://www.lekotek.org/" title="Lekotek movement">Lekotek movement</a>, originally begun in Sweden. Roughly translated as “play library,” (Moore, 1995), Lekotek is a network of toy libraries (mostly concentrated in the Midwest and eastern U.S.), computer centers, and support services for families with children with special needs. The <a href="http://www.lekotek.org/lekotek/whatis.asp" title="Lekotek mission">Lekotek mission</a> is to use “interactive play experiences, and the learning that results, to promote the inclusion of children with special needs into family and community life”
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While many toy libraries focus on promoting the value of play and provide support for parents and guardians, others have as part of their mission a desire to reduce waste and consumption.&nbsp; When a toy can be checked out of a library rather than purchased, there are clear ecological benefits in that the same toy can be used by numerous children. This allows families to save money and children learn the value of saving and sharing.&nbsp; The <a href="http://www.heightsparentcenter.org/toylending.html" title="Mission Statement of the Heights Parent Center">Mission Statement of the Heights Parent Center</a> in Cleveland Ohio clearly articulates this philosophy:
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<p>
<blockquote><p>TLL helps families resist the urge to buy, buy, buy every toy on the market.
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Use TLL to try different toys out before running out and buying them.
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Rotate the toys in your home affordably.
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Teach your children the value of borrowing rather than buying.</p></blockquote>
<p>
Another example of toy libraries emphasizing conservation is found in Fiona&#8217;s Toy Library in Ann Arbor, Michigan (Brandt, 2008). This library shares some of the philosophy of the Heights Parent Center above (reducing waste, helping people save money) but is totally free, has no lending time limits, and does not charge for toys that are returned broken.
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<p>
<p>
<b>SCRATCH: Design for Learning, Design for Tinkering</b>
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<p>
<p>
Toy lending libraries typically emphasize the importance of material objects (toys) in developing important learning objectives: sharing, exploration, creativity.&nbsp; One of the most innovative efforts to integrate the digital with the physical is the virtual authoring environment called <i><a href="http://scratch.mit.edu/" title="Scratch">Scratch</a></i>. Created by Mitch Resnick and the Lifelong Kindergarten Group at the MIT Media Lab, <i>Scratch</i> is a &#8221;<a href="http://scratch.mit.edu/files/Scratch-Overview-Slide.ppt" title="graphical programming language">graphical programming language</a> designed to support the development of technological fluency” in young people. Although anyone can use <i>Scratch</i>, the target audience is 8- to 16-year-olds.&nbsp; Scratch is currently used in libraries, schools, museums, community centers, as well as homes.&nbsp; Key attributes of <i>Scratch</i> include promoting technological fluency, creativity, and “tinkerability” as well as building online communities of creative participation. 
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<p>
<center>
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/ScratchHomePage.jpg" style="border: 0;" alt="image" width="360" height="268" />
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<b><i>Scratch</i> Home Page</b>
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</center>
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<p>
<u>Technological Fluency</u>
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<p>
<p>
The phrase “technological fluency&#8221; can have a range of meanings, but Resnick and his colleagues at MIT&#8217;s Media Lab compare it to language fluency. (See the handout titled: <a href="http://llk.media.mit.edu/projects/clubhouse/research/handouts/fluency-v3.pdf" title=""Technological Fluency: The Clubhouse Learning Approach"">&#8220;Technological Fluency: The Clubhouse Learning Approach&#8221;</a> produced by Resnick and others at the MIT Media Lab (no date).&nbsp; Memorizing phrases and grammatical structures does not necessarily make one fluent in a language; rather, it is the ability to use the language creatively in complex situations.&nbsp; In the same way, technological fluency comes not from merely knowing how to use a technological tool, but instead through having the ability to creatively make things with it.&nbsp; With a tool such as a computer, technological fluency includes using and learning new ways to use the computer, creating based on one’s own ideas, and “understanding concepts related to technological activities.
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<p>
<p>
<i>Scratch</i> encourages technological fluency in a number of ways. First, it teaches programming language through using graphics that look like building blocks. The user snaps the blocks together (like Legos) in order to combine animation, photos, music, sound, etc. to create interactive projects (Resnick, 2007; Peppler &amp; Kafai, n.d.). The blocks can only fit together in a certain way, which eliminates the frustration caused by inadvertent syntax errors. This type of intuitive programming language also allows users to “‘play with [their] code’ testing out new ideas incrementally and iteratively” (Resnick, 2007).&nbsp;  Through interacting with <i>Scratch</i>, users learn computational concepts, mathematical ideas, and design processes.&nbsp; The <i>Scratch</i> website also facilitates technological fluency through providing numerous resources, including cards that show users how to do everything from make their animated objects “move to a beat,” to “change color,” to “keep score.” 
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<p>
<p>
<u>Creativity and Tinkerability</u>
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<p>
<p>
<i>Scratch</i> was created in line with what Resnick (2007) calls a “‘kindergarten approach to learning or the “creative thinking spiral.&#8221;  This approach begins with <b>imagining</b>, and then progresses through <b>creating</b>, <b>playing</b>, <b>sharing</b>, <b>reflecting</b>, and then back to imagining.&nbsp; While these steps do not necessarily proceed in a linear fashion, the key point is that all of these elements are involved in the type of learning that is necessary for the digital age or what Resnick calls the “Creative Society.”  <i>Scratch</i> promotes creativity by offering opportunities for users to learn the steps of dynamic and interactive design.&nbsp; One of the key goals, according to Resnick, is that <i>Scratch</i> encourages “tinkerability&#8221;:&nbsp; the environment/application makes it easy to put together fragments of computer programs, try them out, and take them apart again. The emphasis on tinkerability is hinted at in the <i>Scratch</i> name, which was appropriated from the technique of hip-hop deejays, who use vinyl albums and a turntable to create an array of sounds.&nbsp; Like deejays, users can make a wide range of creations, including animations, games, birthday cards, and reports.
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<p>
<p>
Resnick and his <a href="http://llk.media.mit.edu/" title="Lifelong Kindergarten">Lifelong Kindergarten</a> research team have deep expertise in the creation and design of mix-reality learning objects.&nbsp; The Lifelong Kindergarten researchers, along with the LEGO company created <a href="http://mindstorms.lego.com/eng/Egypt_dest/Default.aspx" title="LEGO MINDSTORMS">LEGO MINDSTORMS</a>: &#8220;the first programmable brings and robotic kits.&#8221;  More recently Lifelong Kindergarten research has inspired the development of a new invention kit called <a href="http://www.picocricket.com/whatisit.html" title="The PicoCricket Kit">The PicoCricket Kit</a> that integrates art and technology to spark creative thinking.&nbsp; The basic component of PicoCrickets (called a &#8220;PicoBoard") works with the <i>Scratch</i> programming language such that users can connect material (real-world) sensors to on-line (digital) <i>Scratch</i> projects.
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<center>
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/PicoCricketImage.jpg" style="border: 0;" alt="image" width="360" height="445" />
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<b>PicoCricket Kit Components</b>
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</center>
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<p>
<u>Collaborative Community</u>
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<p>
<p>
One of the most appealing aspects of <i>Scratch</i> is the user community that has developed around the authoring environment.&nbsp; The creation of community was an explicit objective for the development of <i>Scratch</i>.&nbsp; As the original designer of <i>Scratch</i>, Resnick believed that technological fluency is based in learning from, and sharing with others. This is in contrast to many other Web 2.0 sites, which support uploading on the part of producers and commenting on the part of viewers, but not necessarily meaningful interaction between the two. The <i>Scratch</i> website is designed to facilitate connection among users, such as through commenting on projects, joining forums, and participating in galleries (formed around common topics).&nbsp; Another noteworthy aspect of the community is how it emphasizes the positive, again to encourage learning, sharing, and community. For example, users can “love” projects but they cannot give them only one or two stars, as is the case with other websites such as YouTube.&nbsp; Again, this design feature is intentional in order to promote a supportive community (Resnick, personal communication).&nbsp; As of July 10, 2009, “There are 473,487 projects with a total of 11,948,669 scripts and 3,702,846 sprites created by 72,121 contributors of our 320,690 registered members.&nbsp; Another key to the opportunities for creative thinking and designing that are built into <i>Scratch</i> is that projects are remixable.&nbsp; This means that any member of the <i>Scratch</i> community can download the source code of a project to create a new project.&nbsp; Creative appropriation is in fact encouraged.&nbsp; As of August 2007, 15% of the approximately 24,000 shared projects were remixes (Monroy-Hernandez and Resnick, 2008).&nbsp; When a new remix project is posted, a link to the original project appears in order to credit the creator. This practice has led to discussions regarding originality, creativity, and copyright.
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<p>
<u>Learning From Remix Culture</u>
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<p>
<i>Scratch</i> was developed in accordance with a long tradition at the Media Lab of a philosophy which focuses on the value of teaching students to design learning environments rather than simply use them. This philosophy of teaching young people to make music (or visual art, etc) rather than simply consume it informs many after-school and community-based informal education programs that make use of digital audio software to encourage young people to recognize their creative potential.&nbsp;   See for example:
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<ul>
<li><b>Digital Youth Network</b> provides students tools and faciliates their ability to become creators who can and innovators.
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<a href="http://iremix.org/">http://iremix.org/</a>
<li><b>Berklee City Music Program</b> is a national network of institutions offering the Berklee PULSE music method to under-served teens.
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<a href="http://berkleecitymusicnetwork.org/">http://berkleecitymusicnetwork.org/</a>
<li><b>Youth Radio</b> was founded in 1990 to train young people from under-resouced public schools, community-based organizations, group homes and juvenile detention centers in broadcast journalism, media production and cutting-edge technology.
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<a href="http://www.youthradio.org/about/youth-programs">http://www.youthradio.org/about/youth-programs</a>
<li>The <b>Hiphop Archive Project</b> is dedicated to increasing youth representation and participation in artistic creation and collaborations. 
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<a href="http://www.hiphoparchive.org/university">http://www.hiphoparchive.org/university</a>
<li><b>Rock the Classroom</b> restores music education in under served public elementary schools by using music and songwriting to complement literacy curricula.
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<a href="http://www.rocktheclassroom.org/whatwedo.html">http://www.rocktheclassroom.org/whatwedo.html</a>
<li><b>A Place Called Home</b> provides cultural arts program to at-risk youth in the form of music, dance, and fine arts.
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<a href="http://www.apch.org/creativeexpression.php">http://www.apch.org/creativeexpression.php</a>
</ul>
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<p>
<p>
<strong><bold>References</bold></strong>
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<p>
Brandt, D. (2008, October). Toy lending service may keep Ann Arbor area kids stimulated. Ann Arbor News [Online]. Retrieved March 14, 2009, from
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<a href="http://www.mlive.com/annarbornews/news/index.ssf/2008/10/toy_lending_service_may_keep_a.html" title="http://www.mlive.com/annarbornews/news/index.ssf/2008/10/toy_lending_service_may_keep_a.html">http://www.mlive.com/annarbornews/news/index.ssf/2008/10/toy_lending_service_may_keep_a.html</a>
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Hagel, J. and J. S. Brown.&nbsp; 2005.&nbsp; T<i>he Only Sustainable Edge: Why Business Strategy Depends on Productive Friction and Dynamic Specialization</i>.&nbsp; Boston: Harvard Business School Press.
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<p>
Monroy-Hernandez, A. and Resnick, M. (2008, March + April). Empowering kids to create and share programmable media. Interactions.&nbsp; Retrieved August 30, 2008, from <a href="http://mags.acm.org/interactions/20080304/?pg=52" title="http://mags.acm.org/interactions/20080304/?pg=52">http://mags.acm.org/interactions/20080304/?pg=52</a>
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<p>
Moore, J. E. (1995). A history of toy lending libraries in the United States since 1935. Unpublished master’s thesis. Retrieved March 12, 2009, from <a href="http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/14/4f/ef.pdf" title="http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/14/4f/ef.pdf">http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/14/4f/ef.pdf</a>
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<p>
Peppler, K. A. and Kafai, Y. B. (n.d.). Creative coding: Programming for personal expression. Retrieved September 1, 2008, from <a href="http://weblogs.media.mit.edu/llk/scratch/archives/CreativeCoding-PepperKafai.pdf" title="http://weblogs.media.mit.edu/llk/scratch/archives/CreativeCoding-PepperKafai.pdf">http://weblogs.media.mit.edu/llk/scratch/archives/CreativeCoding-PepperKafai.pdf</a>
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Powell, R., and Seaton, N. (2007). “A treasure chest of service”: The role of toy libraries within play policy in Wales. Slough: National Foundation for Educational Research. Retrieved March 10, 2009, from <a href="http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/3e/ab/4b.pdf" title="http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/3e/ab/4b.pdf">http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/3e/ab/4b.pdf</a>
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Resnick, M. (2007). All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten. Proceedings of the SIGCHI Conference on Creativity and Cognition, Washington, D.C. Retrieved July 20, 2008, from <a href="http://web.media.mit.edu/%7Emres/papers/kindergarten-learning-approach.pdf" title="http://web.media.mit.edu/%7Emres/papers/kindergarten-learning-approach.pdf">http://web.media.mit.edu/%7Emres/papers/kindergarten-learning-approach.pdf</a>
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Resnick, M. (2007-08). Sewing the seeds for a more creative society. Learning &amp; Leading with Technology. 
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Scratch Research Wiki: <a href="http://info.scratch.mit.edu/Research" title="http://info.scratch.mit.edu/Research">http://info.scratch.mit.edu/Research</a>
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<strong>
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Authors Bio:
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</strong>
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This posting was authored by Cara Wallis, Maura Klosterman, and Anne Balsamo.
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</small>
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      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-07-17T15:00:53-08:00</dc:date>
    </item>

    <item>
      <title>Online (art) Museum Experiences</title>
      <link>http://futuresoflearning.org/index.php/site/online_art_museum_experiences/</link>
      <guid>http://futuresoflearning.org/index.php/site/online_art_museum_experiences/#When:16:00:12Z</guid>
<description><![CDATA[<p>The topic of online museum experiences (focusing again on art museums) is an expansive and complex one, growing ever wider with the creation of new digital technologies and applications. A previous posting described some of the experiences that are occurring around online collections, databases, and archives of images. It raised key issues such as how museums are partnering with broadcast media, corporations, and third-party sites such as social networking sites (SNS), how museums are navigating control (and expertise) in the midst of user-generated content and information access/excess, and also the ubiquitous debate surrounding the relationship of the virtual and the physical. This latter topic (virtual experiences) was dealt with in more detail in our last posting by Anne. Museums create online experiences based largely on three factors: 1) the emergence of new technologies; 2) their institutional priorities and goals; 3) external influences from funders, governmental entities, academia, the media, or the general public. Certainly all of these factors often overlap, such as with museums’ interest in cultivating online participation (this is dependent on new Web 2.0 technologies, museums identify this as a goal that they believe will lead to more meaningful experiences, and there are numerous studies on the importance of participatory learning both in academia and in foundations). These three factors will be woven into a discussion of many significant online art museum experiences, with noteworthy examples and their accompanying theoretical debates.&nbsp; 
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<b>GEOSPATIAL TECHNOLOGY</b>
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The <a href="http://www.museodelprado.es/" title="Museo Nacional del Prado">Museo Nacional del Prado</a> (Prado Museum) in Spain and Google Earth Spain announced their partnership in January 2009. Google Earth uses geospatial technology (also called spatial information technology) that maps features or phenomena on the surface of the earth. By downloading Google’s software for free, viewers can view 14 of the museum’s masterpieces in high definition of 14 gigapixels, along with a three-dimensional tour of the museum. This resolution is 1,400 times more detailed than any image that a common 10 megapixel digital camera could take. For all those except the privileged few scholars, these enhanced images are the closest they will ever see such masterpieces. 
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<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/prado_google_thumb.jpg" style="border: 0;" alt="image" width="500" height="449" /></div><div align="center"><a href="http://www.google.com/intl/en/landing/prado/" title="The Prado @ Google Earth"> The Prado @ Google Earth</a></div> 
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The 14 works featured correspond to the museum’s proposed itinerary of 15 works on their Web site as the “essential” recommended visit, highlights of their collection. The Prado’s entire collection consists of 17,300 works of art, of which only 1,300 are currently on display at the museum (an additional 3,100 are on institutional loan around the world). The museum’s Web site currently has around 2,000 images of its collection in the On-Line Gallery database, with a section called <i>In Depth</i> that includes detailed photographs and technical information for one highlighted work at a time. However, this project is not intended to bring together an entire collection, rather it is about specificity. Many of the original paintings are so large that, “you would need a three-meter high step-ladder” to see them up close, states Claudia Rivera of Google Spain. And that is only if you could get past the crowds and the security guards. In a Press Release (March 13, 2009), Prado director Javier Rodríguez Zapatero states that, “with the technology of Google Earth it is possible to enjoy these magnificent works as never before, allowing for details impossible to appreciate with direct contemplation.” Mr. Rodríguez even says he has used the technology to check on restoration work of the paintings. The images can be appreciated equally by scholars, students, and the general arts-interested public anywhere in the world, including those familiar with the Prado’s masterpieces and those attracted mainly by the novelty of Google Earth technology who are perhaps less familiar with the art. 
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It is worth mentioning that the Prado Web site has no mention of the Google Earth project on its homepage; in fact, the only place mentioned is in the Press News archive. It appears that the museum’s intent is for audiences to link to the Prado’s Web site from other popular sources such as Google, and not the other way around. This project was initiated by Google Earth Spain, and subsequently proposed to the Prado, which enthusiastically embraced it. A terrific video of the three-month process required to take 8,200 photographs of the 14 masterpieces is on <a href="http://www.youtube.com/watch?v=D1EOJr11bvo" title="YouTube">YouTube</a>. 
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<b>GAMES </b>
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Games have long been offered by museums inside the galleries, usually targeting youth with old-fashioned scavenger hunts or even interactive digital games on computer kiosks. In our posting on mobile experiences, we mentioned that games are now being incorporated into cell phone audio tours as well. But with the popularization of the Internet and the development of Web 2.0 technologies that facilitate participation and collaboration, museums began to incorporate games into their Web sites, again targeting youth (also through parents and educators). Another reason for museums to engage online games is to compete with the torrent of highly visual entertainment activities now readily available such as console games, reality television, anime, virtual reality, and interactive computer games such as MMORPGs (massively multiplayer online role-playing games). Museums utilize games in the service of education. These entertainment-based learning tools – <i>infotainment</i> or <i>edutainment</i> – offer an important opportunity for learning that is social and fun, both integral to how youth experience art. 
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As part of the American Association of Museum’s (AAM) new <a href="http://www.futureofmuseums.org/" title="Center for the Future of Museums">Center for the Future of Museums</a>, Jane McGonigal (Institute for the Future, Palo Alto, CA) gave a talk last year entitled <a href="http://www.slideshare.net/avantgame/gaming-the-future-of-museums-a-lecture-by-jane-mcgonigal-presentation" title="Gaming the Future of Museums">Gaming the Future of Museums</a> (the event in Washington, DC was later presented as a free webcast by the AAM). Her basic premise is that games make people happy, which is why they are so successful (as well as the fact that they provide clear instructions, feedback, and goals). She believes that museums should incorporate games because they should strive to make people happy, calling on museums to “create sustainable world-changing happiness as its primary mission.”  McGonigal believes that games do all the things we need to be happy: satisfying work, the experience of being good a t something, time spent with people we like, and the chance to be a part of something bigger. She states, “We have all this pent-up knowledge in museums, all this pent-up expertise, and all these collections designed to inspire and bring people together. I think the museum community has a kind of ethical responsibility to unleash it.” Elizabeth Merritt, head of the center, believes that in the future, the best museums will be as interactive and fun as alternate reality games, both for kids and adults.
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While scavenger hunts continue to be utilized for kids inside the galleries, they are also popular with adults, especially the new multimedia version that utilizes third-party sites and mobile technologies. The best example of this is the well-known <a href="http://ghostsofachance.com/" title="Ghost of a Chance">Ghost of a Chance</a> at the Smithsonian American Art Museum (July 8 – October 25, 2008), the first alternate reality game (ARG) hosted by a museum. Over 6,000 players participated online and 244 people came for the final onsite event at the museum. Multimedia platforms included Flickr, MySpace, Facebook, YouTube, the museum’s blog Eye Level, text messaging on mobile phones, as well as exploration of the physical museum. In the museum&#8217;s <a href="http://ghostsofachance.com/GhostsofaChance_Report2.pdf" title="final report">final report</a> and a subsequent <a href="http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html" title="presentation">presentation</a> at this year’s Museum and the Web conference, Georgina Bath Goodlander (Interpretive Programs manager for the Smithsonian’s Luce Foundation Center) states that the museum was successful in achieving two of its goals: “to get people talking about our museum, to get our name out there” and “to encourage discovery.” The third goal, “to bring a new audience into the museum,” was only partially achieved. The museum did not experience many new visitors to their physical museum, but interestingly it did occur online, with increased traffic driven to their Web sites. 
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<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/getty_games_thumb.jpg" style="border: 0;" alt="image" width="500" height="315" /></div><div align="center"><a href="http://www.getty.edu/gettygames/" title="Getty Games">Getty Games</a></div> 
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McGonigal states that 91% of youth under the age of 18 play games on the Internet today. Some examples of online games aimed at younger audiences include <a href="http://www.getty.edu/gettygames/" title="Getty Games">Getty Games</a> at the J. Paul Getty Museum (Match Madness, Detail Detective, Switch, Jigsaw Puzzles), <a href="http://www.artbma.org/flash/F_conekids.swf" title="Matisse for Kids">Matisse for Kids</a> at the Baltimore Museum of Art, <a href="http://walteesquest.com/" title="Waltee’s Quest: The Case of the Lost Art">Waltee’s Quest: The Case of the Lost Art</a> at the Walters Art Museum, <a href="http://artgallery.yale.edu/pages/whatisart/what_school.html" title="Schoolhouse">Schoolhouse</a> at the Yale University Art Gallery (Match Game, Art Detective), and <a href="http://americanart.si.edu/exhibitions/online/midnight/default_flash.html" title="Meet Me at Midnight">Meet Me at Midnight</a> at the Smithsonian American Art Museum. The educational value of many of these games is not always clear, but what is clear is that kids are becoming more familiar with works of art, they are learning to look and think critically about art, and they are associating museums and art with fun. 
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Incorporating games – and much more – is <a href="http://www.whyville.net/smmk/nice" title="Whyville.net">Whyville.net</a>, an educational virtual world for teens and pre-teens. It was launched in 1999 by Numedeon Inc. (neuroscientist Dr. James Bower while at Caltech), and now has a player base of over five million worldwide. Its Web site states that, “Whyville has its own newspaper, its own Senators, its own beach, museum, City Hall and town square, its own suburbia, and even its own economy - citizens earn &#8220;clams&#8221; by playing educational games.” In 2005, the Getty Museum became the first cultural organization to partner with Whyville, adding their arts content to the site (other museums have since joined, including the Field Museum of Chicago). In a 2005 <a href="http://www.whyville.net/press/news_from_getty.pdf" title="Getty press release">Getty press release</a>, Peggy Fogelman, assistant director and head of education and interpretive programs at the museum stated, “At the virtual Getty Museum, kids can explore our collections on their own terms. By making art fun and familiar, we hope that Whyvillians will venture beyond their computer monitors into art galleries and museums in their hometowns, and to the Getty Center when they visit Los Angeles. We want them to make art a part of their virtual as well as real lives.” The <a href="http://www.whyville.net/smmk/top/gates?source=getty" title="Getty Museum in Whyville">Getty Museum in Whyville</a>, located in the town square, offers games such as Art Treasure Hunt, and ArtSets Gallery, and Art Hour conversations which is like a chat room for Whyvilleans. A 2006 <a href="http://www.getty.edu/museum/research/metrics_evaluations/downloads/whyville_assessment_2007.pdf" title="assessment">assessment</a> conducted by the Getty’s Susan Edwards showed some interesting results. The majority of “citizens” interviewed (ages 8 to 15) said the experience made them like art more, and they like games that challenge them. However, most said that the experience didn’t necessarily make them want to visit the physical museum more, but it did generate visits to the Getty Web site (links provided on Whyville). In general, the report stated that Whyville is a “cost-effective word-of-mouth marketing to the youth audience.”  
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<b>TARGETING YOUTH</b>
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In the past fifteen or so years, teenagers (and increasingly “tweens” as well, ages 8-12) have become the center of empirical study in the US regarding learning, socializing, and digital media (as was discussed in our previous posting on library teen Web sites). A few examples include the Pew Research Center’s Internet and American Life Project, the Digital Youth Project headed by Mimi Ito at UC Irvine, Harvard Professor Howard Gardner and his GoodPlay Project, the Carnegie Corporation of New York’s Council on Adolescent Development, the MacArthur Foundation’s Digital Media and Learning Initiative, the Milken Family Foundation’s Education Technology Project, and the Institute for Museum and Library Services’ Engaging America’s Youth initiative. Teenagers are now highly valued as representing the “pulse of contemporary culture.” Outside the academic world, teens are also the focus of market researchers and trend forecasters that depend on teenagers’ constant search for the latest product, on their free spirit of experimentation, and on their strong social networks to rapidly (virally) spread information. If the topic of teenagers, learning, and digital media has become a “fundable” one, according to the government, foundations, and influential individuals, then it will also become a priority for museums. Educational initiatives in museums have been fundable for a while, but the digital age has now shifted them onto a different plane, demanding their institutional integration.
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Most museums focus on youth for their educational programming and interpretive technologies, creating social groupings  (Jeremy Rifkin’s “communities of interest”) that advise the museum, produce content, and even donate money (Brooklyn Museum of Art’s <i>1stfans</i>). These youth are the future generation of visitors, artists, scholars, even funders, and museums are keen to cultivate their interest and loyalty from an early age, much like brand communities in the corporate sector that foster early habits of consumption. Many museums have separate Web sites producing radio shows, zines, and podcasts managed by teen groups, and even younger kids from six years of age. In 2005, Deborah Schwartz, head of Education for the Museum of Modern Art, stated that “despite the fact that 73 percent of American youth ages 12 to 17 reportedly use the Internet, museums conduct surprisingly few media-based programs for youth.” Much has changed in four years, but these examples – extraordinary for the rich ways in which they engage youth online – are still the exception and not yet the norm.
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Many museum Web sites have pages or sections dedicated to youth activities, with some museums even having their own teen councils, but this posting will focus on those that are not merely a repetition of onsite activities. The Web sites mentioned here include features that promote participation and creativity, provide options, invite the public to at least view the content (and at most to participate), and have links both back to and external to the museum. Each Web site is distinct, as are their parent museums equally distinct in their on-site teen programming, their relationship to the Web sites, and in their own histories, priorities, and organization.
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The<b> Walker Art Center</b> is one of the most technologically experimental art museums in the country and a leader in teen programming since 1994. The Walker was the first art museum in the country to devote full-time staff to working with and building teen audiences. The teen Web site <a href="http://teens.walkerart.org/" title="WACTAC">WACTAC</a> is based on the museum’s Walker Art Center Teen Art Council (WACTAC), a group of 12 or 14 teenagers that meet weekly to design, organize, and market events and programs for other teenagers and young adults at the museum such as artist talks, exhibitions, teen art showcases, and hands-on workshops. The site is divided into four categories: Blogs, Links, Events (museum and external), and Art, although the bulk of the content and the homepage is centered on the blogs. Heideman and Siasoco (2008) note that the Walker’s first goal was to provide WACTAC with a sense of ownership of the site, with direct involvement in the process in order to ensure success. WACTAC members have a username and password that lets them post a blog and add a link, event, or artwork. They can also choose colors, set the background image and header text similar to customization options of MySpace, but they are restricted “from doing things that would severely harm the usability of the site.” It is interesting to note that this is the only site that does not allow outsiders to contribute content or participate in any online creative activities; however the public is free to read the members’ blogs and notices.
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The <b>Whitney Museum of American Art’s</b> teen website is called <a href="http://www.youth2youth.org/" title="youth2youth">youth2youth</a>, and is designed by teens in the museum’s Youth Insights (YI) program for New York City teens. The site provides links to external resources and programs related to art, and announces YI programs at the museum that are open to other teens such as <i>Artist and Youth: A Dialogue</i> series, <i>What’s Up? At the Whitney</i>, and <i>Teen Night Out</i>. The Web site also features <i>Cast a Vote</i>, an on-line poll about art issues, The <i>Gallery</i> is an online exhibition space for high school age youth to submit their own artwork, and <i>speakART</i> is a space to share opinions and respond to other opinions on artwork in the museum. The <i>Discussion</i> section poses a provocative issue related to society and culture in general, and then asks a number of questions that users can respond to and view other responses. These features are all available to the public, which is an important aspect of the site, as it states that it is “a place where teens can share their insights on American art and culture with other teens around the globe.” While also open for public viewing, the section <i>Youth Insights Reviews</i> presents commentary on specific art-related projects, but only from program participants, and the <i>Bulletin Board</i> offers a space for current and past participants to post and retrieve messages (access is free and open to the public, but only with prior registration). The teens also have their own blog, which is part of the Whitney’s general blog.
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<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/red_studio_thumb.jpg" style="border: 0;" alt="image" width="391" height="500" /></div><div align="center"><b>Red Studio, MoMA</b></div>
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The <b>Museum of Modern Art</b> (MoMA)’s teen website is called <a href="http://redstudio.moma.org/" title="Red Studio">Red Studio</a>. Regarding creation and participation, Red Studio is the most interactive for all site visitors. Three activities on the homepage are “inspired by current Red Studio features and guest artists;” <i>Remix</i> is an interactive collage activity based on images, <i>Fauxtogram</i> lets you make your own virtual photographs inspired by artist Man Ray, and <i>Chance Words</i> allows users to create a Dadaist poem.. Unfortunately, these activities are individual ones that do not get shared with others on the site but are more like online games. Red Studio also features artist interviews by teens (currently Vito Acconci and Shahzia Sikander), along with the interactive features <i>youDesign</i> and <i>Character Sketch Contest</i> for users to participate in online activities related to creative design. The site also includes an audio program with podcasts developed by the museum’s Youth Advisory Committee (an internship for New York public school students) to “offer different perspectives on works in MoMA’s Painting and Sculpture galleries. Other features include the <i>Talk Back</i> bulletin board, <i>Quick Polls</i>, and links to museum departments as well as to external sources on artists, museums, and teen art. 
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<a href="http://www.nationalmuseumofmexicanart.org/radioarte.html" title="WRTE RadioArte 90.5FM">WRTE RadioArte 90.5FM</a> can be accessed through the Web site of the <b>National Museum of Mexican Art</b> and as a separate <a href="http://www.wrte.org/" title="URL">URL</a>. As described on the Web site,“As the only Latino-owned, youth-driven, urban community radio station in the country, we want to encourage listeners to become involved in social justice issues and engage in dialogue through community journalism and first voice forums.” The museum acquired the license to own and operate the radio station in 1996 from the Boys and Girls Club in Chicago and they wanted to keep it a community station. As an initiative of the museum, RadioArte trains Latino youth in radio journalism and production, offering them internships and first-hand experience. The station (and the Web site) is bilingual, offering news (local, national, international), Latino music, and a community events calendar. Many of the radio shows are available on the site as podcasts, video, and “radio novelas.” 
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Although we are focusing on examples in the US, it is important to mention what is happening at the <b>Tate Museum</b> in England (encompassing Tate Britain, Modern, Liverpool, and St. Ives). Previously, the museum had incorporated a Tate Kids section within the Tate Learning page of their Web site, mostly with a few online games. In July 2008, the new <a href="http://kids.tate.org.uk/" title="Tate Kids Web site">Tate Kids Web site</a> was relaunched. Tate Kids editor Sharna Jackson states, “It was hoped that the redesigned Web site would meet Tate’s mission ‘to increase public knowledge, understanding and appreciation of art’ by the creation of a colorful, relevant interactive Web site with engaging content that would both entertain and educate the intended audience of six to 12 year olds (<a href="http://www.archimuse.com/mw2009/papers/jackson/jackson.html" title="Museums and the Web 2009">Museums and the Web 2009</a>). Tate Kids features a blog by kids, films, online games, <i>Tate Create</i> (offline activities), E-cards from the museum’s collection to send to friends, an option to change the background, <i>My Gallery</i> (as has been discussed in the previous post where kids can view other galleries, rate them, share theirs, and comment), and an <i>Adult Zone</i> for parents and educators.
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Just this year, the Tate Museum launched <a href="http://www.tate.org.uk/youngtate/" title="Young Tate">Young Tate</a>, “a community website by young people for young people.” Targeted at ages 13-25, Young Tate offers <i>Exam Help</i>, <i>Art School</i> (resources, links, advice), <i>Careers at the Tate</i>, <i>Artists Online</i> (blogs), RSS feed of in-gallery events, a <i>Colour Saturation Game</i>, and <i>Project Gallery</i> (podcasts, videos, and on-line projects). There is also a link to the <i>Manifesto for a Creative Britain</i> that was established at the Tate’s 2008 conference with a call for participation (“join the creative debate and add your own videos and images”).On-line membership is available for free, and other members can be viewed (an important consideration among this target group). Completion of a peer leadership training course at any of the Tate museums is required to be involved in the site production.
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The many concrete values of these sites include instilling a sense of community and responsibility to a larger public, both the museum institution and the largely anonymous public of the Internet. This is achieved through collaboration, dialogue, and social networking both in-person and virtually, which provide the valuable skills needed for a <i>deliberative democracy</i> (Robert Asen, 2004). Both Asen and Robert Putnam (2000), in his well-known book <i>Bowling Alone</i>, talk about how citizenship engagement is necessary for democratic societies, formed through the acts of “generativity, risk, commitment, creativity, and sociability.” Pluralism is prized within a democracy, and respect for pluralist ideas, opinions, and backgrounds is generated by these sites that present various examples of “amateur” artwork, and also diverse opinions and creative choices by teenagers. Empowering youth (whom Putnam identifies as being less civic-minded) with the production of these sites, with a certain amount of control over some decisions, and with the creation of interviews, podcasts, and curating exhibitions, teaches them to become more active and involved in public acts, helping to produce a more engaged citizenry with strongly developed leadership skills. Museums also benefit by encouraging online participation that supports retention of visitors, members and funders, and attracts new ones that can sustain the organization in the long-run. The public can also provide valuable user-generated content such as personal photos and videos, scholarly assistance with online catalogs, and the creation of creative material to be publicly shared online as we have seen with the teen and kids Web sites. Online participants help museums to know their audience better, which subsequently helps better serve their community. More issues surrounding teen/youth Web sites was discussed in our earlier post focusing on libraries (Digital Media in Community Libraries, Part 2: Teen Websites).
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<b>COMMUNITIES OF PRACTICE</b>
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The social responsibility of museums is most pertinent to their desire to serve the public and foster a sense of community. Putnam urges us to think about social capital as a public good that can be nurtured and used for the greater benefit of society. By utilizing new digital technologies with their Web sites, museums can play their part in fostering a greater sense of community with their online audiences. These new technologies allow museums to go beyond just offering information and images, and to deeply engage with their visitors, to access new ones, and to create and sustain online communities. An online community, much like any physical community, requires that individuals feels they belong to a group and understand the norms or rules of that group, that they share not only interests, but also goals, traditions and activities, that there is direct interaction and communication between individuals in the community, and that individuals contribute to the community. It is important to note that despite the creative nature of art museums, individual contribution need not be creative in nature; contributions could include sending a comment, tagging, rating an object or a tag, or blogging. Museums are creating many programs on-line that enforce a sense of collaboration and community (aside from the afore-mentioned teen/kids Web sites). 
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<b>1. Wikis</b>
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The first example is based on the concept of collective intelligence or crowdsourcing: the use of <i>wikis</i>. According to Wikipedia, a wiki is “a collection of Web pages designed to enable anyone with access to contribute or modify content, using a simplified markup language. The collaborative encyclopedia Wikipedia is one of the best-known wikis.” Museums are using wikis to seek user-generated content, both from experts and the general public, depending on institutional goals. A few examples are the <a href="http://www.newarkmuseumpr.org/mwiki/index.php?title=Main_Page" title="Newark Museum's wiki">Newark Museum&#8217;s wiki</a>, and the more active Minnesota Historical Society that has two wikis (<a href="http://www.placeography.org/index.php/Main_Page" title="Placeography">Placeography</a> and <a href="http://museums.wikia.com/wiki/MN150_Wiki" title="MN150">MN150</a>). The Michigan State University Museum has a <a href="http://www.quiltindex.org/search_results.php?qproject=Michigan%20State%20University%20Museum%20Collection" title="Quilt Index">Quilt Index</a>, currently with 12 contributing organizations and 721 individual contributions. The challenge with these wikis, however, is that most are accessible mainly from their museum Web sites, which often have the links deeply embedded into specific sections and not as great a reach as larger SNS, media, or aggregate sites. The <a href="http://museums.wikia.com/wiki/MuseumsWiki" title="MuseumsWiki">MuseumsWiki</a> was started by Jonathan Bowen of London South Bank University in 2006, as a central source of information on museums, and in particular as they relate to the Internet. The Web site states that, “It is intended for museum personnel to participate in populating this wiki with museum-related material, typically in a form that is more detailed than suitable for inclusion in Wikipedia. It concentrates on technological aspects, especially museum-related wikis.” You can read more about MuseumsWiki in a paper presented by Bowen et al at <a href="http://www.archimuse.com/mw2007/papers/bowen/bowen.html" title="Museums and the Web 2007">Museums and the Web 2007</a>.&nbsp;  
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<b>2. User-generated content</b>
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A successful example of museums integrating user-generated content is the <a href="http://www.brooklynmuseum.org/community/" title="Brooklyn Museum of Art">Brooklyn Museum of Art</a> in New York. Museum visitors are encouraged to upload photos they have taken at the museum to their Flickr group, the museum’s Web site will link to visitor-created videos posted on YouTube, the museum posts Visitor Video Competitions on YouTube, offers space for visitor reviews on Yelp.com, has a RSS feed on Twitter, posts podcasts on iTunesU, participates in Flickr Commons, and has an account on both Flickr and Facebook. Even more impressive is the museum’s exhibition <a href="http://www.brooklynmuseum.org/exhibitions/click/" title="Click! A Crowd Curated Exhibition">Click! A Crowd Curated Exhibition</a> (June 27 – August 10, 2008), organized by the museum’s manager of Information Systems, Shelley Berstein. The goal with this exhibition was to determine if James Surowiecki’s premise in his acclaimed book, <i>The Wisdom of Crowds</i> (2004), applied to the visual arts as well. “Is a diverse crowd just as ‘wise’ at evaluating art as the trained experts?” they ask on their Web site? The exhibition began with an open call online and onsite for artists to electronically submit photographs corresponding to the theme of “Changing Faces of Brooklyn.” The museum then opened an online forum for audience evaluation of all 389 anonymous submissions. The top 20% of the 389 images were displayed in the physical gallery, based on their relative ranking from the juried process. In total, 3,344 people participated as evaluators, providing demographic information so as to determine levels of education and art expertise. The results and statistics are fascinating and too long to list here, but are worthy of a click on their Web site to learn more. Even more fascinating is <a href="http://www.brooklynmuseum.org/community/blogosphere/bloggers/tag/click/" title="Surowiecki’s final reflections">Surowiecki’s final reflections</a>, which observe a surprising overlap between the judgment of the crowds and the experts.
</p>
<p>
<b>3. Meetups</b>
<br />
Museums have started to organize <i>meetups</i>, where online groups of people with similar interests from around the world meet offline in physical spaces. The Ontario Science Centre in Canada organized the first YouTube meetup in a museum (<a href="http://www.youtube.com/user/888torontomeetup" title="888torontomeetu">888torontomeetu</a>), August 8-9, 2008, which was presented by Kevin vonAppen and colleagues at <a href="http://www.archimuse.com/mw2009/papers/vonappen/vonappen.html" title="Museum and the Web 2009">Museum and the Web 2009</a>. The Brooklyn Museum of Art also created a new membership group called <i>1stfans</i>, which is a socially networked museum group whose members are invited to exclusive social events at the museum called “1stfans meetup.” <a href="http://museum.meetup.com/" title="Museum Meetup">Museum Meetup</a> is a community Web site for meetups in museums, with 51,705 members, another 38,753 interested, and 155 groups in 9 different countries.
</p>
<p>
<b>ONLINE AND ONSITE</b>
<br />
At this year’s Museums and the Web conference, Koven Smith from the Metropolitan Museum of Art, stated that “Right now there is much more information on the Web site than inside the galleries. Our goal is to have an information-rich experience inside the gallery also.” This statement represents the concerns of many museum professionals today, that after years of trying to create an online presence reflecting the physical museum, they are now trying to take their online successes and replicate them offline. Museum consultant Nina Simon (2009, 21) concurs,
</p>
<blockquote><p>No matter how innovative your museum is on the Web, the core service of most museums is still based in the physical building. The more the online functions of a museum deviate from the onsite experience, the more your work will be seen as tangential to the mission of the institution. Now is the time to align your experiments and innovations to the core mission of your museum, and to demonstrate that your successes can be translated to the physical galleries, exhibitions, and programs.</p></blockquote>
<p>
This trend in thinking can be dangerous to the core value of museums, and in particular to art museums. Visitors at the physical museum are presented with an increasingly wide range of multimedia tools (interactive kiosks, computers, cell phone tours, audio guides, podcasts, in-gallery videos, docent tours, wall text, printed brochures and catalogues) that could potentially compete with the visual, direct art experience, especially with new media works that involve audio, video, or interactive components. In attempting to become more populist, museums provide space for alternative interpretations that are incorporated into their interpretive materials, including public figures, celebrities, and other visitors. Museums are doing great jobs of providing different channels for different visitors to explore their content, but often this causes confusion and “information overload,” especially with older visitors not accustomed to a high-tech, open-ended museum experience. In the SFMOMA study mentioned in our previous blog posting, Samis and Pau reveal that “visitors most highly value listening to the artist’s voice, followed by curators and critics, then public figures and celebrities, and lastly the voice of other visitors” (2009, 83). 
</p>
<p>
Henry Jenkins talks about “transmedia storytelling” that flows across different media, and refers to the term “multiplatform entertainment” (he credits Danny Bilson), which both apply to the ways in which museums are incorporating new technologies. Steven Peltzman, MoMA’s Chief Information Officer describes this strategy. “What we want to do first is sit back and see what works and what doesn’t. Things are changing so rapidly in this world that we can’t afford to get ourselves pigeonholed into one approach” (Kennedy, 2009). Museums strive to bring their online audiences into the physical museum, using the same system of visitor categorization and replicating Web 2.0 practices and tools. But perhaps museums should also consider the alternative: that online museum experiences are entirely different than physical ones; that their online audiences are different than their physical ones; and that visitor expectations are different for the virtual and physical museum. Online experiences provide much greater benefit than just promotion and marketing of the physical museum with the goal of attracting walk-in visitors. Now with most Web hosting services offering user statistics, museums can boast impressive numbers of online audiences in addition to their physical ones. They can also generate substantial revenue online through print-on-demand services, online stores, and online payment of membership and sponsorship that could compensate for revenue earned through ticket sales. 
</p>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Davis_Lab_(Indianapolis_Museum_of_Art)_thumb.jpg" style="border: 0;" alt="image" width="357" height="500" /></div><div align="center">The Davis LAB (<a href="http://www.imamuseum.org/blog/author/dincandela/" title="Daniel Incandela">Daniel Incandela</a>, IMA blog)</div> 
</p>
<p>
At the physical space, museums can easily address crossover audiences that are accustomed to maneuvering multiple platforms by discretely placing interactive informational kiosks throughout the museum (such as the <a href="http://www.moma.org/visit/plan/atthemuseum/momaguide system" title="MoMA.Guide">MoMA.Guide</a>) or even a separate space within the museum (such as <a href="http://www.imamuseum.org/connect/interact" title="The Davis LAB">The Davis LAB</a> at the Indianapolis Museum of Art, a “mix of gallery space with cyberspace”). But otherwise, there is a danger of over-stimulation, “information overload,” and uncertainty within an environment that strives to provide everyone with comfortable, uncomplicated opportunities for “education, study, and enjoyment.” 
</p>
<p>
As if to preempt controversy on the subject, Prado Museum director Javier Rodríguez Zapatero stated that, “With the digital image, we’re seeing the body of the paintings with almost scientific detail. What we don’t see is the soul. The soul will always only be seen by contemplating the original.” The challenge for museums is not in choosing the best platform with which to disseminate information, or even how to make the physical museum experience more complete, but rather how to recognize the diverse types of museum experiences now available and how to best offer them to their diverse audiences.
</p>
<p>
<b>CONCLUSION</b>
<br />
Numerous scholars have written about the deleterious effects of anonymity and <i>deindividuation</i> on the Internet (Zimbardo, 1969), but newer research stresses its positive effects. The <i>Social Identity model of Deindividuation Effects</i> (Lea &amp; Spears, 1991) is the basis for a focus on <i>depersonalization</i>, which alternatively seeks to explain under which conditions individuals identify more with the group than with themselves. This line of study is critical today with so many online activities that offer protection of anonymity, ostensibly encouraging participation, but potentially inhibiting collective action and the growth of online communities. Museums do not encourage anonymity on their Web sites, but rather encourage virtual and physical interactions of their audiences and members – not for the end purpose of achieving a physical museum experience, but rather to encourage participation, creation, and sharing that they believe will lead to a richer museum experience for all. Social theorist Michael Warner (2002) states that, “Reaching strangers is public discourse’s primary orientation, but to make those unknown strangers into a public it must locate them as a social entity.” Museum strangers must first be identified so they can be categorized into initial groups of interest that can then be best integrated into the larger community. The critical and challenging step to make these “unknown strangers into a public” is interactivity and discourse, primarily coming from the public, but facilitated and strategically directed by the museum through its use of new technologies. 
<br />
<b>
<br />
REFERENCES</b>
<br />
Asen, R. (2004). A discourse theory of citizenship. <i>Quarterly Journal of Speech, 90</i>, 189-211.
<br />
Bowen, J., et al. (2007, March). A Museums Wikii. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2007: Proceeding</i>s. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/bowen/bowen.html">http://www.archimuse.com/mw2007/papers/bowen/bowen.html</a>
<br />
Cardiff, R. (2007, March). Designing a web site for young people: The challenges of appealing to a diverse and fickle audience. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2007: 	Proceedings</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/cardiff/cardiff.html">http://www.archimuse.com/mw2007/papers/cardiff/cardiff.html</a>
<br />
Donath, J. (1999). Identity and deception in the virtual community. In P. Kollock &amp; M. Smith (Eds.), 	<i>Communities in Cyberspace</i>. London: Routledge. 
<br />
Goodlander, G. (2009, March). Fictional press releases and fake artifacts: How the Smithsonian American Art Museum is letting game players redefine the rules. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html">http://www.archimuse.com/mw2009/papers/goodlander/goodlander.html</a>
<br />
Ito, M., Horst, H., Bittanti, M., boyd, d., Herr-Stephenson, B., Lange, P. G., Pascoe, C.J., &amp; 	Robinson, L. (2008). <i>Living and learning with new media: Summary of findings from 	the digital youth project</i>. Chicago: The MacArthur Foundation.
<br />
Jackson, S. &amp; Adamson, R., Doing it for the kids: Tate online on engaging, entertaining and (stealthily) educating six to 12-year-olds. (2009, March). In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. Toronto: Archives &amp; Museum 	Informatics. <a href="http://www.archimuse.com/mw2009/papers/jackson/jackson.html">http://www.archimuse.com/mw2009/papers/jackson/jackson.html</a>
<br />
Jenkins, H. (2006). <i>Fans, bloggers, and gamers: Exploring participatory culture</i>. New York: New York University Press.
<br />
Kennedy, R. (2009, March 4). To ramp up its web site, MoMA loosens up [Electronic version]. <i>The New York Times</i>. Retrieved March 11, 2009, fromhttp://www.nytimes.com/2009/03/05/arts/design/05moma.html
<br />
Pew Internet &amp; American Life Project. (2008, April). <i>Writing, technology and teens</i>. Washington, DC: Author. <a href="http://pewresearch.org/pubs/808/writing-technology-and-teens">http://pewresearch.org/pubs/808/writing-technology-and-teens</a>
<br />
Putnam, R. D. (2000). <i>Bowling alone: The collapse and revival of American community</i>. New York: Simon &amp; Schuster.
<br />
Simon, N. (2009). Going analog: Translating virtual learnings into real institutional change. In J. Trant &amp; D. Bearman (Eds.), Museums and the Web 2009: <i>Selected Papers from an International Conference</i> (pp. 13-21). Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/simon/simon.html">http://www.archimuse.com/mw2009/papers/simon/simon.html</a>
<br />
Von Appen, K., Nicholaichuk, K., &amp; Hager, K. (2009). WeTube: Getting physical with a virtual 	community at the Ontario science centre. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Selected Papers from an International Conference</i> (pp. 57-62). Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/vonappen/vonappen.html">http://www.archimuse.com/mw2009/papers/vonappen/vonappen.html</a>
<br />
Warner, M. (2002). <i>Publics and counterpublics</i>. Cambridge: Zone Books.
</p>]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-07-10T16:00:12-08:00</dc:date>
    </item>

    <item>
      <title>Virtual Museums:&amp;nbsp; Where to Begin?</title>
      <link>http://futuresoflearning.org/index.php/site/virtual_museums_where_to_begin/</link>
      <guid>http://futuresoflearning.org/index.php/site/virtual_museums_where_to_begin/#When:19:04:50Z</guid>
<description><![CDATA[<p>The topic of virtual museums induces list-making mania in me.&nbsp; Twenty pages deep into the Google results for a search on “virtual museums” I have a personal list of more than 100 “special topic” VM efforts.&nbsp; My collection of virtual collections spans the gamut— from the Cultural Revolution and the city of San Francisco, to widescreen cinema and LEDS.&nbsp;  The explosion in the number of virtual museums didn’t happen overnight; it is the result of a long engagement between museum professionals and new technologies.&nbsp; Some of the earliest efforts at what might be understood as a “virtual” museum include physical replicas of ancient structures, such as the Lascaux caves and various Greek monuments.&nbsp; As Victoria Newhouse (“The Virtual Museum,” 1998) argues, the use of “reproductive technologies” by museums has a long history.&nbsp; When the originals were too fragile or lost altogether, museums often displayed copies of important cultural artifacts.&nbsp; As she rightly points out, the Internet, and the WWW in particular has profound implications for the circulation of digital copies of museum holdings and the creation of digital collections.&nbsp; “Open to anyone who wants to set up his or her own site, it [the Web] is the great leveler, and an unknown artist and a powerful corporation have addresses of equal weight” (267).&nbsp; With this statement she anticipates the proliferation of virtual museum websites that include the sites sponsored not only by the most venerable institutions such as the Vatican (<a href="http://mv.vatican.va/3_EN/pages/MV_Home.html " title="The Vatican Museums Online">The Vatican Museums Online</a>), but also by those devoted to niche topics such as <a href="http://www.tubecollector.org/about.htm" title="valves">valves</a>, <a href="http://www.typewritermuseum.org/" title="typewriters">typewriters</a>, <a href="http://www.nobodys-perfect.com/vtpm/" title="toilet paper">toilet paper</a>, and (one of my personal favorites) <a href="http://www.virtualshoemuseum.com/vsm/r.php?col=style&amp;sub=animal" title="shoes">shoes</a>.
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<p>
<p>
Media archeologist and scholar, Erkki Huhtamo was the first one who introduced me to the notion of the virtual museum.&nbsp; His article, “<a href="http://nobelprize.org/nobelfoundation/symposia/interdisciplinary/ns120/lectures/huhtamo.pdf" title="On the Origins of the Virtual Museum">On the Origins of the Virtual Museum</a>” begins by pointing out that the term “virtual museum” is extremely vague.&nbsp; Indeed, even a cursory web search demonstrates that the term is invoked to describe a broad set of digital practices and online resources.&nbsp; As Huhtamo notes, the idea of a vast linked set of cultural documents was the key idea behind Ted Nelson’s <i>Xanadu</i> project.&nbsp; In this sense, both the notion of the virtual museum and the virtual library were prefigured in Nelson’s vision.&nbsp; Other precursors to the development web-based virtual museums include various CD-ROMs produced as supplements to traditional museums. (See for example: <a href="http://www.artchive.com/cdrom/uffizi/cd_uffizi.htm" title="Virtual Museums: Uffizi">Virtual Museums: Uffizi</a>)
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<p>
<p>
Many of the virtual museums that exist online now began as websites for brick-and mortar-institutions.&nbsp; According to one account, the first virtual museum was the EXPO created in 1993 as a guide to artifacts from the Vatican Library on display at the time at the U.S. Library of Congress.&nbsp; The exhibit, “<a href="http://www.ibiblio.org/expo/vatican.exhibit/Vatican.exhibit.html" title="Rome Reborn: The Vatican Library and Renaissance Culture">Rome Reborn: The Vatican Library and Renaissance Culture</a>” included 200 artifacts from manuscripts, books and maps.&nbsp; The digital guide, which might be more properly identified as an example of an online exhibit, consisted of a set of html pages that included textual descriptions and images of items on display.&nbsp; Another early effort was the <a href="http://www.ibiblio.org/louvre/?MU=3" title="WebMuseum">WebMuseum</a>, an exhibition of artworks by begun in 1994 by a computer scientist at the École Polytechnique in Paris.&nbsp; It too consisted of hypertext pages containing textual descriptions and images of artwork. 
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<p>
<p>
But for Huhtamo—who is a media archeologist after all—the precursor of the virtual museum was the development of “exhibit design” as a medium in and of itself.&nbsp; He traces the origins of virtual museums to the experimental efforts of artists (such as László Moholy-Nagy, Frederick Kiesler, and Eli Lissitzky, among others) in the 1920s to redefine the viewer’s experience within the (art) museum setting.&nbsp; He suggests that the <b>idea</b> of the virtual museum was explored and developed well before the technologies of the Web became ubiquitous tools within museums.&nbsp; (On this point he also draws attention to in Jeffrey Shaw’s 1990 interactive work called “The Virtual Museum” in which visitors sat on a motorized rotating platform in front of a large screen and could “virtually” travel through images of galleries and museum spaces.) 
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<p>
<p>
Current efforts to track the use of the term “virtual museum” support Huhtamo’s basic claim that the term is used inconsistently.&nbsp; Many of the lists annotated below—lists of “virtual museums"—actually consist of links to museum web pages even though the museum sites don’t refer to themselves as “virtual museums.”  Moreover, many of the lists of “virtual museums” include not only links to museum websites but also links to virtual field trips, virtual tours, and other kinds of online learning resources.&nbsp; See for examples: The Tramline site called <a href="http://www.field-trips.org/trips.htm" title="Virtual Field Trips">Virtual Field Trips</a>; the <a href="http://www.homeworkspot.com/fieldtrip/" title="Homework Spot">Homework Spot</a> site with a field trip archive; and the list of <a href="http://teacher.scholastic.com/fieldtrp/science.htm" title="Internet field trips">Internet field trips</a> sponsored by Scholastic.
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<p>
<p>
(And of course we know that a “virtual museum” is not to be confused with the notion of a fictional museum such as the <a href="http://en.wikipedia.org/wiki/Flash_Museum" title="Flash Museum">Flash Museum</a> that appears in the DC comic superhero Flash stories or the <a href="http://en.wikipedia.org/wiki/The_Museum_of_Curiosity" title="Museum of Curiosity">Museum of Curiosity</a>—a comedy game show on BBC Radio.)
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<p>
<p>
Among the several thousand Google results are examples of virtual museums that consist of collections of digital representations of artifacts (images, sounds, texts) that do not exist as a collection anywhere specifically.&nbsp; For example, the “<a href="http://http://www.philseed.com/" title="virtual car museum">virtual car museum</a>” maintained by Phil Seed  includes images of cars taken from his collection of automobile brochures as well as images contributed by other car enthusiasts.&nbsp; While many of the “virtual museums” included on these lists are sponsored by formal institutions, others are created (and maintained) by people without any specific museum affiliation or background.&nbsp; In this sense, the notion (and indeed the creation) of many a virtual museum is an example of the blurring of the boundary between professional and amateur when it comes to matters of knowledge production.&nbsp; These sites are signposts of the pro-am phenomenon of creative participation in digital culture.
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<p>
<p>
At the end of his 2002 talk on “The Origins of Virtual Museums,” Erkki Huhtamo offers a set of questions about the “historical challenges for creators of virtual museums.”  For example, he poses questions such as: 
<br />
<ul>
<li>What is the role of tactility?&nbsp; Can tele-tactility replace the physicality of touch?
<li>How does one make a distinction between a museum exhibit and an entertainment application?
<li>How should the physical museum relate to the virtual one?
<li>Can a virtual museum be a replica of the physical one, or should it be something radically different?
</ul>
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Of course, Huhtamo wasn’t the only one at the time suggesting the need to develop metrics for the assessment and analysis of virtual museums (see for example the paper by Falquet, et. al., <a href="http://www.archimuse.com/mw2001/papers/park/park.html" title="Design and Analysis of Virtual Museums">Design and Analysis of Virtual Museums</a>, from the 2001 Museums and the Web conference).&nbsp; But he did prefigure some of the contemporary research and conversations among museum professionals about the design and analysis of virtual museums, online exhibits, and visitor (digital) experiences.&nbsp; In a book chapter published in 2006, for example, Lianne McTavish discussed the nature of the visitor experience of a virtual museum to ask whether the participation is “merely passive clicking” or actually encourages new ways of thinking.&nbsp; In the early 2000s, a large project called The “Personal Experience with Active Cultural Heritage” (PEACH) (funded by the Province of Trento in Italy) explored the possibilities of using new media technologies to enhance vistors&#8217; experiences at various European cultural heritage institutions.&nbsp; The PEACH project specifically investigated the creation of novel user interfaces and the use of mobile devices.&nbsp; More recently, a collection of articles published by the American Association of Museums in the book, <i>The Digital Museum: A Think Guide</i> (Din and Hecht, eds.), chronicled the ongoing discussions about the design, creation and technological support for virtual museums.&nbsp; Whereas earlier AAM publications, <i>The Wired Museum</i> (1997) and <i>The Virtual and the Real</i> (1998) focused on issues pertaining to the digitization of collections, data integration, authorship and museum authority (among other issues), the essays in <i>The Digital Museum</i> collection address issues pertaining to the broad impact of the Web on the contemporary museum.&nbsp; As Selma Thomas writes in the introduction:
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<blockquote><p>
The significance of the online museum—to institutions and to their audiences—has been debated from the Internet’s earliest days.&nbsp; The second generation of Web tools has only intensified that debate. In the early 1990s, museum professionals worried about the role of the “virtual museum online.&nbsp; Would it compete with the bricks –and-mortar museum for visitors, funds and programs?&nbsp; Would it dilute the brand of the museum that monument to civic and cultural pride?&nbsp; Would it demean the value of the collections by circulating tiny pixilated images? Could museums, with their commitment to “real” objects, protect the authenticity of those objects while developing Web-based programming? And what about visitors?&nbsp; Would they want to see the real thing if they could see the digital versions of the collections online? (3).</p></blockquote>
<p>
As the book chapters demonstrate, current discussions among museum professionals now also need to address how the Web (and the creation of online museums) demands the development of new business models and requires collaboration among institutions.&nbsp; Moreover, several authors mention the need to develop web-specific assessment methods for evaluating online visitor experiences, such that museums can better understand how their investment in the creation of web experiences (in terms of staff, technology, and creative energy) really contributes to the realization (or not) of core missions.
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<p>
<p>
One of the questions not addressed in that book that comes up in other articles concerns the cultural politics of virtual museums.&nbsp; Some museum professionals suggest that the virtual museum is an important vehicle for purpose of cultural repatriation (Resta, et. al. 2002).&nbsp; Indeed, this is a point where the concerns of museum professionals and those of library professionals merge.&nbsp; The special issue of <i>D-Lib Magazine</i> (March 2002) was devoted to the topic of “Digital Technology and Indigenous Communities.”  Contributors included library as well as museum professionals who discussed issues of preservation, networking, collecting and the creation of digital representations of the cultural artifacts of indigenous peoples  (Atkins and Holland, eds. 2002).&nbsp; As might be expected, there was wide agreement on the value of creating digital archives; what wasn’t as strongly addressed in that volume was the need to provide sites of public access to those archives.&nbsp; The first step was to simply ensure the creation of digital representations of important artifacts.&nbsp; Clifford Lynch, in a 2007 <i>Educause</i> article pushes the argument to the next step.&nbsp; While he doesn’t specially cite the advantages of creating a “virtual museum” per se, he argues that when artifacts are to be repatriated, it is vitally important that the process include the creation of digital surrogates of the cultural artifacts.&nbsp; But he goes on to make the point that indigenous artifacts are also part of a collective cultural heritage.&nbsp; For him the creation of digital surrogates serves not only to advance scholarship and research but also, equally importantly, maintain (collective) cultural memory (Lynch, 2008).&nbsp; The broader point Lynch makes is that with the advances in digitalization technologies the quality of the digital surrogates has improved greatly such it is possible now to create highly detailed images and information records that virtually outstrip the original object in terms of its information capacity.&nbsp; This points directly to one of the key cultural affordances of virtual museums:&nbsp; the capacity to create media-rich information environments for the display of surrogate cultural objects.&nbsp; The possibilities for the creation of complex narrative contexts and participatory story making (through the use of games and digital avatars) are the real cultural promise of virtual museums.
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<p>
<b><big>Creating Complex Virtual Museums, Exhibits, and Online Experiences</big></b>
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<p>
<p>
The development of virtual environments has spawned several interesting experiments in creating new forms of virtual museums and web-based exhibits that actively engage participants in creating new understandings about digitized representations of cultural artifacts.&nbsp; Probably the most familiar and commonly cited virtual environment is Linden Lab’s Second Life.&nbsp; But other environment such as WhyVille and Active Worlds are also serving as the platform for creative experiments in the design of virtual museum experiences.&nbsp; In 2008, Paul Doherty and colleagues hosted a workshop at the annual “Museums and the Web” conference on the topic of <a href="http://www.exo.net/~pauld/workshops/museumsinSL2008/MuseumsinSL2008.html" title="Museums in Virtual Worlds">Museums in Virtual Worlds</a>.&nbsp; They focused workshop activities on Second Life and offered a list of museums already established there. 
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<ul>
<li>The Splo, Second Life&#8217;s oldest Science Museum founded April 1, 2006.
<br />
<a href="http://slurl.com/secondlife/Midnight%20City/175/60/26">http://slurl.com/secondlife/Midnight%20City/175/60/26</a>
<li>The Exploratorium has a sim with some exhibits, a model of an asteroid impact on Mars, and a Brownian Motion exhibit.
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<a href="http://slurl.com/secondlife/Exploratorium/147/118/21">http://slurl.com/secondlife/Exploratorium/147/118/21</a>
<li>The International Spaceflight Museum includes models of spacecraft from around the world, planetarium, rocket ride, and a tour of the planets.
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<a href="http://slurl.com/secondlife/Spaceport%20Alpha/48/83/24">http://slurl.com/secondlife/Spaceport%20Alpha/48/83/24</a>
<li>The National Oceanic and Atmospheric Administration (NOAA) has two islands with interactive weather experiences.
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<a href="http://slurl.com/secondlife/Meteroa/116/143/54">http://slurl.com/secondlife/Meteroa/116/143/54</a>
<li>At the Virtual Starry Night site, Van Gough paintings are used to inspire 3-d constructions.
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<a href="http://slurl.com/secondlife/Luctesa/105/127/26">http://slurl.com/secondlife/Luctesa/105/127/26</a>
<li>The Second Louvre: a collection of art created in Second Life.
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<a href="http://slurl.com/secondlife/Tompson/153/97/100">http://slurl.com/secondlife/Tompson/153/97/100</a>
</ul>
<br />
The various museums (or museum-like activities) going on in Second Life (SL) have garnered critical attention.&nbsp; Richard Urban, et. al., (2007) offers an overview of various SL museum efforts.&nbsp; Urban&#8217;s paper offers a useful summary of the predecessors of SL (MUDs, MOOs, and VRML) as well as a list of characteristics that differentiate SL museums: (scale, setting, persistence, media richness, mode of visitor engagement, social interaction, intended purpose, collection type, and target audiences).&nbsp; Not only have museums set up spaces in SL, the virtual environment has also become an important site for conferences on the topic of virtual museums. In 2009, the <a href="http://www.alliancelibraries.info/virtualworlds/" title="Second Annual Virtual Worlds">Second Annual Virtual Worlds</a> conference was held in Second Life on the topic of “Libraries, Education and Museums.”
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<p>
<p>
On March 19, 2009, the Smithsonian Museum opened its virtual doors to three Second Life “islands” of the<a href="http://latino.si.edu/education/LVM.htm" title="Latino Virtual Museum"> <i>Latino Virtual Museum</i></a> (LVM). The effort is described as a pan-institutional digital initiative that highlights the vast and rich collections, research and scholarship, exhibitions and educational activities of the Smithsonian Institution as they relate to U.S. Latinos and Latin America.&nbsp; The aim is to use the latest media and communication technologies (i.e., Second Life) to provide access to information and resources and to facilitate the increase and diffusion of knowledge to local and global online audiences about Latino/Hispanic history, heritage and American experience.&nbsp; The website description claims that it is an example of the Museum Web 3.0—the creation of an educational virtual world environment
<br />
<p>
<p>
Other virtual world environments are also serving as platforms for innovative museum experiments.&nbsp; <i>WhyReef</i> is a coral reef in Whyville—a virtual world for younger children.&nbsp; Created and operated by the Chicago Field Museum, WhyReef includes a game that engages children in identifying marine animals.&nbsp; Launched in March 2009, the site has had more than 150,000 visits since.&nbsp; (For more information on the project see the <a href="http://spotlight.macfound.org/main/entry/audrey_aronowsky_whyreef/" title="MacArthur Foundation Spotlight Blog posting by Audrey Aronowsky">MacArthur Foundation Spotlight Blog posting by Audrey Aronowsky</a>.)  The New York Hall of Science has created a virtual museum space within Active Worlds called the <a href="http://museumvirtualworlds.org/?cat=26" title="Virtual Hall of Science"><i>Virtual Hall of Science</i></a> (VHOS).&nbsp; The VHOS project is virtual space within the Active Worlds Universe in which the New York Hall of Science intends to create interactive exhibits through a collaborative process involving the contributions of Hall staff, Hall Explainers, participants of the Hall’s camp programs and casual visitors.&nbsp; The first phase of the VHOS project involved a group of 18-23 year olds who participated in a four-day camp to learn how to navigate and build in the Active Worlds environment, research a STEM topic of their choice, learn exhibit design from and expert, and finally design their own exhibits in-world.&nbsp; Prior to the camp, a team of Explainers (the Hall’s equivalent of a docent) went through a series of AW trainings in order to help camp participants realize their designs. At the conclusion of the camp participants completed a draft of their exhibit designs.&nbsp; Currently in its third phase, the VHOS project is focusing on methods to develop richer content as part of virtual exhibits.
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<p>
<p>
Probably the most ambitious and impressive interactive virtual museum that exists entirely as an interactive virtual space is the <a href="http://muva.elpais.com.uy/flash/muva.htm?&amp;lang=en" title="Museo Virtual De Arts El Pais"><i>Museo Virtual De Arts El Pais</i></a>  (MUVA).&nbsp;  It is the most fully realized vision of a graphic and spatialized virtual museum. The site is accessible in Spanish and in English.&nbsp; It is a media rich virtual museum that invites visitors to spend time exploring the space.&nbsp; It rewards the long visit.
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<center>
<br />
<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/MUVA.jpg" style="border: 0;" alt="image" width="288" height="166" />
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<a href="http://muva.elpais.com.uy/flash/muva.htm?&amp;lang=en" title="Museo Virtual De Arts El Pais"><i>Museo Virtual De Arts El Pais</i></a>  (MUVA).
<br />
</center>
<br />
<p>Other noteworthy projects include:
<br />
<ul>
<li>The <a href="http://twc.nmolp.org/creativespaces/?page=home" title="Creative Spaces Web Project">Creative Spaces Web Project</a> is a joint effort by nine British museums that creates a place for people to curate a collection of photographs/videos of items from their famous collections.&nbsp; It is a complex multi-institutional collaboration that has sparked interesting discussion about the the nature of authority and cultural information.&nbsp; (See the blog posting on <a href="http://machineculture.wordpress.com/2009/03/05/new-museum-web-project-creative-spaces-sparks-debate-among-web-experts/ " title="jon pratty/machine culture">jon pratty/machine culture</a>.)
</p>
<p>
<li>In the U.S., a consortium of telecommunications related museums and archives in the U.S. have banded together to provide educational and entertaining on-line exhibits that make use of their individual collections. The <a href="http://www.telcomhistory.org/vm/museums.shtml" title="Telecommunications Virtual Museum">Telecommunications Virtual Museum</a> involves materials from the Capehart Communications Collection (TX), Rye Telephone Company (CO), SNET Archives (U of Connecticut), Telephone Museum of New Mexico, and Telecommunications History Group (CO and WA).
</p>
<p>
<li><a href="http://www.fieldmuseum.org/thisoldhabitat/" title="This Old Habitat">This Old Habitat</a> created by the Chicago Field Museum is a hybrid field trip and interactive game.
</p>
<p>
<li>The website for the <a href="http://www.motj.com/Virtual_Museum.html" title="Museum of Tolerance">Museum of Tolerance</a> to be built in the heart of Jerusalem includes a 3-D representation of the proposed physical museum.
</ul>
<br />
<b><big>The List of Lists</big></b>
<br />
<p>
<p>
In 2008, the <a href="http://www.imls.gov/ " title="Institute of Museums and Library Services">Institute of Museums and Library Services</a> released a “<a href="http://interconnectionsreport.org/ " title="National Study on the Use of Museums and the Internet">National Study on the Use of Museums and the Internet</a>.” The results of the study provided solid evidence for what many museum professionals had already suspected:&nbsp; that the amount of use of the Internet is “positively correlated with the number of in-person visits to museums.”  This suggests that we will continue to enjoy the development of new virtual museums.&nbsp;  The following sites maintain lists of Virtual Museums, online museum tours, or web-based museum collections.
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<p>
<p>
The <a href="http://icom.museum/vlmp/" title="Virtual Library museums pages">Virtual Library museums pages</a> (VLmp) is a project sponsored by the <a href="http://icom.museum/" title="International Council of Museums">International Council of Museums</a> (ICOM) that includes links to WWW services offered by various museums around the world.&nbsp; The current VLMP site includes pages of links to international museums, galleries, libraries, and Wikipedia pages on museums. The original VLmp site was founded in 1994 at Oxford University.&nbsp; Page notes indicate that the original page hasn’t been updated since September 2006.&nbsp; On a list of the mirror sites for the page is a description of the reorganization of the project.&nbsp; Here we learn that the project evolved from being maintained by a single person and organization (Jonathan Bowen and the ICOM) to one that was to be expanded and maintained by a distributed group of self-identified volunteers.&nbsp; It is unclear at this point how extensive is the group of people who contribute to the links list on the site.&nbsp; The <a href="http://icom.museum/vlmp/overview.html#mirrors" title="WWW Virtual Library">WWW Virtual Library</a> mirrors the VLmp page.&nbsp; It includes links that were first added in the mid-1990s.&nbsp; While the links to the 1995 sites (such as to the <a href="http://www.ontariosciencecentre.ca/" title="Ontario Science Center">Ontario Science Center</a>) now point to contemporary sites (that announce 2009 events for exmple), the early list of links would be valuable as a resource for anyone studying the history of the development of virtual museums.&nbsp; The WayBack Machine doesn’t have pages from the earliest sites (1995), but would be a useful archeological tool for the other early attempts by museums to create a web presence.
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<p>
<p>
The <a href="http://www.coudal.com/moom/" title="Museum of Online Museums">Museum of Online Museums</a> (MoOM) is a delightful site created by the Chicago design firm, Coudal Partners.&nbsp; It includes a long list of links to museum websites, online exhibits, and virtual museum experiences. 
<br />
<p>
<p>
<a href="http://www.museumspot.com/" title="MuseumSpot ">MuseumSpot </a> is a portal to web-based information about museums.&nbsp; It serves as a directory of museum website links that enable users to search by topic, by country/state/city, or by type of resources.&nbsp; It includes articles and activities for children.&nbsp; An editorial team selects the information listed on the site.&nbsp; Links from this site include:&nbsp; <a href="http://www.museumstuff.com/museums/" title="MuseumStuff.com">MuseumStuff.com</a> that provides a directory to museum websites  organized by state (in the US), country, or type and MuseumsUSA <a href="http://www.museumsusa.org/" title="MuseumUSA">MuseumUSA</a> that offers a comprehensive list of US museums.
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<p>
<p>
The <a href="http://www.virtualmuseumexhibit.com/Virtual_Museum_Exhibits.html" title="Virtual Museum Exhibit….Museum on Demand">Virtual Museum Exhibit….Museum on Demand</a> site include links to different topics of virtual exhibits sponsored by museums across the globe.
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<p>
<p>
<a href="http://www.museumlink.com/virtual.htm" title="Museumlink’s Museum of Museums">Museumlinks&#8217; Museum of Museums</a>:&nbsp; This site began as an effort to share online resources among Illinois museums in 1997.&nbsp; The website boasted that it would eventually contain links to every “museums on the planet, from the world’s largest to the most obscure.”  As of 2009, its list of “virtual museums” includes 59 links.
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<p>
<p>
<a href="http://www.virtualfreesites.com/museums.html" title="Virtual Free Sites">Virtual Free Sites</a> includes a page of links to virtual tours of museums, exhibits and special points of interest.&nbsp; There are 45 links to virtual tours of museums; 17 tours of virtual exhibits; 83 tours to places of interest (including a tour of a domestic violence shelter); 23 tours of “real-time” adventures; and 20 virtual reality tours.
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<p>
<p>
The <a href="http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp" title="Virtual Museum of Canada">Virtual Museum of Canada</a> (VMC) provides an interactive space that offers activities and experiences based on Canadian museum collections.&nbsp; It includes links to virtual exhibits and tours, but also creates new online activities that span the collection of different museums.
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<p>
<p>
A list of Online exhibits throughout Australia is provided by the <a href="http://www.nla.gov.au/libraries/resource/ex.html" title="Australian Libraries Gateway">Australian Libraries Gateway</a> site.
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<p>
<p>
The Association of Science-Technology Centers maintains a site called <a href="http://www.tryscience.org/home.html" title="Try Science”">Try Science</a> that includes interactive experiences and activities created and hosted by its member organizations.&nbsp; 
<br />
<p>
<p>
The Exploratorium maintains an extensive set of web pages that provide online science/technology related activities and experiences.&nbsp; The <a href="http://www.exploratorium.edu/" title="Exploratorium Digital Library">Exploratorium Digital Library</a> is a rich resource for photos, videos, learning activities, and web casts.&nbsp; 
<br />
<p>
<p>
The <a href="http://eduscapes.com/tap/index.htm" title="Teachers Tap">Teachers Tap</a>  is a free professional development resource that helps educators and librarians find useful online resources and activities.&nbsp; It maintains a page on “Digital and Virtual Museums” that includes briefly annotated links to 32 online museum sites across the globe.&nbsp; The site also includes a long list of links to virtual field trips that were ONCE created by the Apple Computer Corporation’s Learning Interchange Team, but are no long available.&nbsp; The list of dead links remains useful though for those doing research on the history of interactive educational efforts.
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<p>
<p>
A page called “Oldies and Goodies: The Grand List of School Virtual Museums” announces that as of 2006 it is no longer up-to-date.&nbsp; As of its last update, it listed 45 “museums” that were created by elementary school classes.&nbsp; Almost all of the links are no longer active, but one example persists:&nbsp; The <a href="http://www.ncgold.com/goldrushtown/ourtown.html" title="Deer Creek School “Our Town”">Deer Creek School “Our Town”</a> project to create a museum about the Gold Country (Nevada Count) of California.&nbsp; As the site explains:
<br />
<blockquote><p>This community project provided hands-on experiences that involved students while they learned the history and geography of Nevada County. The outcome of student participation included publishing a book of Community Treasures for Thomas Brothers’ Maps Educational Foundation and developing a web site about Our Town using state-of-the-art technologies. The book will be on display at the California State Capitol in Sacramento in conjunction with the California State Sesquicentennial celebration this coming year. At a later date, Thomas Brothers Maps Educational Foundation will take the books on a tour of the United States on horseback along the old Pony Express Routes to share California communities with other children.&nbsp; The process involved fifth grade students and high school mentors who met one day a week after school for an enrichment class. They formed cooperative teams and selected subject areas to study. Each team made appointments to interview and videotape local people and historical experts. 
<br />
</p></blockquote>
<p>
<p>
The Library of the Herbert D. Katz Center for <a href="http://www.library.upenn.edu/cajs/museums.html" title="Advanced Judaic Studies">Advanced Judaic Studies</a> includes a page with links to more than 40 sites about Jewish museums or exhibits.
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<p>
<p>
The <a href="http://www.cwru.edu/artsci/dittrick/site2/links/thematic.htm" title="Dittrick Medical History Center">Dittrick Medical History Center</a> at Case Western Reserve University maintains a list of medical museums and thematic virtual museums. 
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<p>
<p>
Midge Frazel collated a set of links to web museums and <a href="http://www.midgefrazel.net/fieldtrip.html" title="virtual field trips">virtual field trips</a> as a resource for teachers; the site also includes a toolkit to help teachers create virtual tours and field trips.
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<p>
<p>
L.S. King has compiled a list of <a href="http://home-educate.com/fieldtrip.shtml" title="virtual field trips">virtual field trips</a>, museums, and tours for use in home schooling activities.&nbsp; 
<br />
<p>
<p>
Philip Harland maintains a site that offers educational <a href="http://www.philipharland.com/museumindex.html" title="virtual tours of archeological museums">
<br />
virtual tours of archeological museums</a>.
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<p>
<p>
The <a href="http://www.lastplace.com/PygoyaMuseum/index.htm" title="Pygoya Webmuseum">Pygoya Webmuseum</a>, also referred to as the Pygoya Museum of Cyber art or the Pygoya Web Art Museum, is a creation by Hawaiian artist/dentist Rodney Chang, who claims that his “Truly Virtual Web Art Museum” was one of the first websites of internet based cyberculture.
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<p>
<p>
<b><big>References</big></b>
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Atkins, D. and M. Peterson Holland, eds. 2002.&nbsp; “Digital Technology and Indigenous Communities.”  <i>D-Lib Magazine</i> 8.2 (March).
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Din, H. and P. Hecht, eds.&nbsp; 2007.&nbsp; <i>The Digital Museum: A Think Guide</i>.&nbsp; New York: The American Association of Museums. 
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Falquet, G., J. Guyot, and L. Nerima. 2001.&nbsp; &#8220;Design and Analysis of Virtual Museums.&#8221;  <i>Museums and the Web Conference</i>.&nbsp; Seattle, WA.
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<br />
Hazan, S. “Cultural Institutions take on a (second) life of their own.” <a href="http://www.musephere.com/about/IJDCE-SL.html">http://www.musephere.com/about/IJDCE-SL.html</a>
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<br />
Huhtamo, E.&nbsp; 2002.&nbsp; “On the Origins of the Virtual Museum.” <i>Virtual Museums and the Public Understanding of Science and Culture</i>: Nobel Symposium (NS 12).&nbsp; May 26-29.&nbsp; Stockholm, Sweden.
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Jones-Garmil, K., ed. 1997.&nbsp; <i>The Wired Museum: Emerging Technology and Changing Paradigms</i>.&nbsp; New York: The American Association of Museums.
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Lynch, C.&nbsp; 2008.&nbsp; “Repatriation, Reconstruction, and Cultural Diplomacy in the Digital World.”  <i>EDUCAUSE Review</i> 43.1 (January/February): 70-71.
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<br />
McTavish, L.&nbsp; 2006. “Visiting the Virtual Museum: Art and Experience Online.”  In Janet Marstine, ed. <i>New Museum Theory and Practice: An Introduction</i>.&nbsp; New York: Blackwell.
<br />

<br />
Newhouse, V. 1998.&nbsp; <i>Towards a New Museum</i>.&nbsp; New York: Monacelli Press.
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<br />
Rayward, W. B., and M. Twidale, 1999. “From Docent to Cyberdocent: Education and guidance in the virtual museum.” <i>Archives and Museum Informatics</i>, 13, 23-53.
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<br />
Resta, P., L. Roy, M.K. de Montano, and M. Christal.&nbsp; “Digital Repatriation: Virtual museum partnerships with indigenous peoples.” <i>Proceedings of the International Conference Computers in Education</i>.&nbsp; 3-6 (Dec. 2002): 1482 –1483.
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Rothfarb, R. and P. Doherty, 2007. “Creating Museum Content and Community in Second Life.” Museums and the Web Conference.&nbsp; April 11-14:&nbsp; San Francisco, CA.
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Stock, O. and M.&nbsp; Zancanaro, eds.&nbsp; 2007.&nbsp; <i>PEACH: Intelligent Interfaces for Museum Visits</i>.&nbsp; New York: Springer.
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Thomas, S. and A. Mintz, eds.&nbsp; 1998. <i>The Virtual and the Real: Media in the Museum</i>.&nbsp; New York: American Association of Museums.
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Tsichritzis D, and S. Gibbs. 1991.&nbsp; “Virtual Museums and Virtual Realities.”   <i>Proceedings of the International Conference on Hypermedia and Interactivity in Museums</i>.&nbsp; Pittsburgh, PA.
<br />

<br />
Urban, R., P. Marty, and M. Twidale.&nbsp; 2007.&nbsp; “A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums.”  <i>Museums and the Web Conference</i>.&nbsp; April 11-14:&nbsp; San Francisco, CA.
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<a href="http://www.archimuse.com/mw2007/papers/urban/urban.html">http://www.archimuse.com/mw2007/papers/urban/urban.html</a>
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<br />
<small>
<br />
<strong>
<br />
Author Bio:
<br />
</strong>
<br />
<p>
Anne Balsamo directs the Interactive Media Division’s Co-Design Lab in the School of Cinematic Arts at the University of Southern California.&nbsp; She teaches courses in design across the curriculum, public interactives, and culture and technology for the Interactive Media Arts and Practice program, the Interactive Media Division, and The Annenberg School of Communication at USC.&nbsp; She is also a freelance museum exhibit developer and curator who has created interactive exhibits for the International Museum of Women, the San Jose Tech Museum, the Papalote Children’s Museum in Mexico City, Liberty Science Center, and the Singapore Science Center.&nbsp; Her new research effort called “The Tangible Culture Research Project” investigates the design of evocative (mixed reality) knowledge objects and the role of tinkering in a digital age.&nbsp; For more information about her current work and new transmedia book project, Designing Culture: The Technological Imagination at Work visit <a href="http://www.designingculture.net">http://www.designingculture.net</a> (to be launched August, 2009).
<br />
</small>
</p>]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-07-07T19:04:50-08:00</dc:date>
    </item>

    <item>
      <title>Museum Collections: Digitization → Dissemination → Dialogue</title>
      <link>http://futuresoflearning.org/index.php/site/museum_collections_digitization_dissemination_dialogue/</link>
      <guid>http://futuresoflearning.org/index.php/site/museum_collections_digitization_dissemination_dialogue/#When:04:30:37Z</guid>
<description><![CDATA[<blockquote><p><b>Museum</b>. A museum is a non-profit, permanent institution in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits the tangible and intangible heritage of humanity and its environment for the purposes of education, study and enjoyment. – <a href="http://icom.museum/statutes.html" title="International Council of Museums, 2007 Statute, article 3, section">International Council of Museums, 2007 Statute, article 3, section 1</a></p></blockquote>
<p>
This blog posting will discuss how (art) museums started digitizing their collections for the purposes of internal collections management and preservation during the last ten to fifteen years, and are now disseminating these digital images to the general public to freely access on their Web sites, and furthermore, they are encouraging audiences to actively engage with the content through dialogue, creation, and even appropriation using Web 2.0 tools. Some of the key issues will be raised, as well as theoretical implications and a few noteworthy examples that present unique opportunities as well as challenges.
</p>
<p>
Technology today allows museums to explore their goals of “education, study and enjoyment” in previously unimaginable ways, reaching out to a much larger and wider community than their physical museums could ever support. The words, “in the service of society and its development” are critical to the modern museum, which has redefined it mission as a populist one, embracing both the educated and uneducated, locals and foreigners, young and old. The primary goal for museums today is to provide all visitors with the greatest amount of opportunities with which to access their information through as many channels as possible, largely dependent on individual preferences for learning and enjoying. For this reason, the focus has been on quantity; reaching the largest number of visitors, offering the largest number of interpretive and educational tools (analog and digital), and presenting the largest amount of information that targets as many different audiences as possible. Museums realize that the Internet offers the ideal medium with which to do all this, and consequently they have begun transforming their Web sites to become more accessible. But the critical questions one must ask now are access to what kind of information, how is this information being accessed, and what happens after it is accessed? While many museums have been successful at widely disseminating their collections (at least partially digitized and online), they are now shifting their focus to audience participation through the creation and sharing of information. The particular ways in which museums engage audiences on the Web will determine if these new “networks of creativity” (Manuel Castells) reinforce a culture of individualism or communalism, and to what extent they generate creative activity and new knowledge. 
</p>
<p>
<b>THE BBC</b>
<br />
On January 28, 2009, the British <a href="http://www.thepcf.org.uk/" title="Public Catalogue Foundation">Public Catalogue Foundation</a> (PCF) announced that it had partnered with the British Broadcasting Corporation (BBC) to place all 200,000 of the United Kingdom’s (UK) oil paintings in public ownership on the <a href="http://www.bbc.co.uk/" title="BBC Web site">BBC Web site</a> by 2012. A new section will be created on the site entitled Your Paintings, described by BBC News as “a one-stop shop for the public to view and find information on every oil painting in public ownership.” The partnership agreement states that the BBC will build, host, and completely fund the website, and the PCF will build and completely fund the painting database, supplying digital images and data from this database to Your Paintings Web site. Judith Nichol, head of BBC Partnerships, stated that the partnership arose from an approach made to the BBC by the PCF, describing the BBC’s primary aim as: 
<br />
<blockquote><p>…to publish a resource with which the BBC can integrate its arts programming and extensive archive of arts material. We also wish to bring a wider range of the public than would normally attend an exhibition to a resource that they own through the medium of online…The opportunity is for the BBC to bring its skills in engaging and entertaining a wide audience to this subject.</p></blockquote>
<p>
With the BBC Web site enjoying a weekly viewership of 40 million people, 87,954 sites linking in, and ranked #44 in all of cyberspace (all statistics from Alexa Internet, retrieved April 15, 2009), it is rather surprising that the BBC is concerned about access. As a national media source and a “public sector broadcaster,” the BBC receives its fair share of criticism from the public, particularly those in the UK (38.7% of its Web site users) that believe the BBC should be presenting more socially relevant and edifying content. 
</p>
<p>
From the perspective of the PCF, director Andrew Ellis states that, “The BBC is national. That was key. It also has the third most popular website in the UK and has great experience in the area of interactive public engagement. It is the perfect partner.” At first glance, however, one would suppose a more suitable partner to be an arts institution, perhaps at a national level like the National Gallery in London that houses one of the greatest collections of Western European paintings in the world (and that also started the National Inventory Research Project). But there are a few problems with this idea, the first being it’s Web site. The National Gallery’s Web site is ranked #94,897 compared to #45 for the BBC, it has 2,351 sites linking in compared to 87,954 for the BBC, and users spend an average of 2.5 minute a day on the site compared to 6.7 minutes a day for the BBC. The BBC Web site clearly provides greater opportunities for access, especially given the fact that 65% of the UK, including Northern Ireland, has Internet access (UK Office for National Statistics, 2008 Omnibus Survey). 
</p>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/bbc_thumb.jpg" style="border: 0;" alt="image" width="385" height="400" /></div>
<br />
<div align="center"><b>www.BBC.co.uk</b></div>
<p>
A second concern is that because the 200,000 paintings come from public institutions around the UK, to choose one over all others – even a large, established one – would have incited much protest and controversy. The BBC, therefore, was a neutral choice, a perfect partnership for both parties. There is only one hitch; the images will not be public domain, as confirmed by Ms. Nichol. The BBC’s preliminary plans are to make the Web site as interactive as possible, with opportunities to rate paintings, add comments, and link to galleries where the paintings are being exhibited or stored, to other “reputable sources of information,” and to places where prints can be purchased online. But the perfect plan somehow seems slightly less perfect if publicly owned paintings in a publicly accessible medium will not be public domain. Ms. Nichol does clarify that, “the final agreement on what can and cannot be done with the images on the site is yet to be finlaised [sic],” so one can only hope that the communal spirit of access and sharing will be extended to this matter as well.
</p>
<p>
It should be noted that many countries have created national archives of their cultural patrimony, but the UK is unique in its partnership with a broadcasting Web site for these ends (although the PCF is not a public initiative, it was charged by the government with photographing and recording all publicly owned paintings). Other examples include <a href="http://www.chin.gc.ca/English/Artefacts_Canada/index.html" title="Artefacts Canada">Artefacts Canada</a> that includes over 3 million object records and 580,000 images of works housed in Canadian museums, as well as the Virtual Museum of Canada that has an <a href="http://www.museevirtuel-virtualmuseum.ca/index-eng.jsp;jsessionid=FAD707DD32B257B689F954CA392AAAB9" title="Image Gallery">Image Gallery</a> with over 750,000 images. In 1975 the French government created <a href="http://www.culture.gouv.fr/documentation/joconde/fr/" title="Joconde">Joconde</a> that includes images of all paintings drawings, and sculptures in French museums. It went online in 1995, in 2004 it was combined with separate databases for archaeology and ethnology objects, and today it contains over 400,000 listings and 220,000 images. 
</p>
<p>
<b>THE ARTS AND MASS MEDIA</b>
<br />
It is not uncommon for museums, cultural institutions, and even national archives to seek sponsorship from mass media that offer global distribution channels driving increased traffic to their online collections, exhibitions, and activities. The virtual art museum of Uruguay (<a href="http://muva.elpais.com.uy/" title="Museo Virtual de Artes">Museo Virtual de Artes</a> - MUVA) has been sponsored by the national newspaper <i>El País</i> since it went online in 1997, forming a merger now called <i>Museo Virtual de Artes El País</i>. Mass media partners include not only corporations that can provide critical financial support and sponsorship, most notably media partners, but also social networking sites (SNS) that can tap into previously established relationships and communities to rapidly spread information throughout the Internet by peer-to-peer connections (p2p) with mostly younger users. Many of these SNS are themselves owned by global media corporations that ensure their global reach. Flickr is owned by Yahoo, as is the new social bookmarking site del.iciou.us, YouTube is owned by Google, iTunes is owned by Apple, and MySpace is owned by Rupert Murdoch’s News Corporation. Mass media Web sites like BBC or Google normally have community discussion forums and blog postings that are very active with rapid responses from people communicating around the world. By utilizing these third-party spaces, museums provide not only greater access to their collections (targeting a younger audience), but more importantly, they encourage participation and dialogue by creating a sense of community and a new, hipper image contrasted to the stereotypical rigid institution of faceless names, static veneration of the past, and scholarly pursuits (Berwick, 2007).
</p>
<p>
More than just distribution channels and chat forums, these third-party sites also serve museums as digital image repositories. Some of the most well-known are <i>Google Images</i>, a separate search tool for images within Google started in 2001, currently with over 245 million images in its database, and <a href="http://www.facebook.com/apps/application.php?id=7723691927&amp;ref=pr" title="ARTshare">ARTshare</a>, an application within Facebook started by the Brooklyn Museum of Art to share works of art. ARTshare currently has 200 million images with 100,000 images being added daily by the 34 participating museums around the world. 
</p>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/commons_on_flickr_thumb.jpg" style="border: 0;" alt="image" width="400" height="367" /></div> 
<br />
<div align="center"><b>The Commons on Flickr</b></div>
<p>
The <a href="http://www.flickr.com/commons?phpsessid=ea7b4da468f5935f24b65f41dbfc356f" title="Commons on Flickr">Commons on Flickr</a> was launched in January 2008 together with the US Library of Congress to “increase access to publicly-held photography collections, and to provide a way for the general public to contribute information and knowledge.” The home page asks users to help describe photographs by adding tags or leaving comments.
</p>
<p>
It is important to note that the partners and digital image repositories used by museums are not only commercial and/or corporate in nature; there are also successful non-profit models. The most well-known is <a href="http://www.artstor.org/index.shtml" title="ARTstor">ARTstor</a> founded in the 1990s by the Andrew W. Mellon Foundation for the purposes of “education and scholarship” (they also created JSTOR, an online repository for scholarly journals). Their digital library currently has almost one million images, with 995 partners in the US and another 161 internationally (partners include museums, colleges/universities, K-12 schools, public libraries, and independent art schools). While ARTstor utilizes SNS like Facebook and YouTube, access to the image databank is limited to affiliation with participating non-profit institutions. Another more recent addition is <a href="http://www.artcloud.com/home/index.php" title="artCloud">artCloud</a>, founded by Steven Henry Madoff, a former ARTnews editor and Time Inc. consultant. It functions as more of a social networking site for artists, arts professionals and institutions, allowing users to upload images, share them publicly, and create their own profiles with My artCloud. Currently there are 23 museums participating from around the world.
</p>
<p>
Another model for museums is to collaborate with other arts institutions to create online image repositories. The Fine Arts Museums of San Francisco have created <a href="http://www.famsf.org/fam/about/imagebase/" title="ImageBase">ImageBase</a> with over 82,000 images, and the <a href="http://www.amico.org/" title="Art Museum Image Consortium">Art Museum Image Consortium</a> (AMICO) was created in 1997 as a partnership between art museums internationally for the educational use of their images (it ended in 2005). The <a href="http://www.artsconnected.org/" title="ArtsConnectEd">ArtsConnectEd</a> database is a joint project of the Walker Art Center and the Minneapolis Institute of Arts. Certainly larger museums with substantial resources host their own archives and databases with search engines on their own Web sites, but collaboration in any manner is always helpful to facilitate access.
</p>
<p>
These non-profit models are particularly useful with digital, new media, or net art. Three examples are <a href="http://www.rhizome.org/art/" title="Rhizome">Rhizome</a> that is housed at the New Museum of Contemporary Art, NY and has an ArtBase with almost 2,500 works, the Whitney <a href="http://artport.whitney.org" title="ARTPORT">ARTPORT</a> has related resources as well as archives and current commissions and exhibitions, and the San Francisco Museum of Modern Art’s online gallery <a href="http://www.sfmoma.org/exhibitions/espace" title="e.space">e.space</a> started in 2002 as the first museum collection of Web sites displayed on the Internet. 
</p>
<p>
<b>THE GETTY ONLINE SCHOLARLY CATALOGUING INITIATIVE </b>
<br />
In 1997, the Getty Foundation launched its <i>Electronic Cataloguing Initiative</i>, awarding $4.9 million in grants to 21 arts organizations in the Los Angeles-area. By the end of the 6-year grant period, the organizations had created more than 250,000 digital images and began providing online access to 185,000 objects. This was a time when museums were just beginning to develop Web sites, states foundation director Deborah Marrow in the <a href="http://www.getty.edu/foundation/grants/la_art_online_report.pdf" title="report">report</a> released ten years later that discussed lessons learned (Schneider, 2007).
</p>
<blockquote><p>The Getty’s Electronic Cataloguing Initiative was designed to help Los Angeles museums and visual arts organizations make information on their collections available online….Today, a Web-savvy public expects immediate user-friendly access to visual arts collections. Although many museums have at least a part of their collections available online, organizations still struggle with how to fund, develop, and justify these programs. What, after all, is the relationship between collections access and a museum’s core responsibilities? Can online access have a meaningful impact on an institution’s broader mission and programs? How will online access affect an organization’s budget and operations?
<br />
The report also lists six reasons for a museum to pursue online cataloguing of its collection: increase access, expand audiences, support teaching and learning, improve documentation, preserve collections, and streamline workflow. </p></blockquote>
<p>
The Getty Foundation’s current initiative – the <i>Online Scholarly Cataloguing Initiative</i> (OSCI) – began a few years ago. In 2008, the foundation decided to invite eight art museums from around the world to participate, based largely on their substantial resources and experience with new media. All proposals have now been approved by the foundation, and the museums will begin their initial research phase of one to two years. Joan Weinstein, Associate Director of the foundation and project manager, talks about the project goals and vision: 
</p>
<blockquote><p>In transforming the catalogue to an online environment, they won’t be just scholarly. The premise is that you can include all kinds of information online that you can’t in a print volume, information for everyone from the general public to students to scholars. You don’t have to wait until everything’s complete to put it online. You can have multiple voices in single entries: For more recent work, you can have both artists and curators speaking. Same thing for older collections. You can have conservators speaking and you can put the conservation documentation online. You could even super-impose an x-ray onto the image of a work of art itself (Green, 2009). </p></blockquote>
<p>
The foundation envisions creating greater access to scholarly catalogue content to scholars, the general public, and students. An online catalogue could provide a wider array of information that is constantly updated with changes in conservation, scholarship, exhibition history or ownership, linking to related sources around the world and facilitating greater collaboration between scholars and museum professionals for purposes of curating, research, and conservation. It could also remedy the problem of out-of-print catalogues and might even reduce expenses by museums offering print-on-demand services. For a good example of an online catalogue, the <a href="http://soane.org.uk/" title="Sir John Sloane’s Museum">Sir John Sloane’s Museum</a> in London currently has three on its Web site “to make the collections available as freely and widely as possible.”  
</p>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Soane_museum_thumb.jpg" style="border: 0;" alt="image" width="320" height="385" /></div> 
<br />
<div align="center"><b>Sir John Sloane&#8217;s Museum</b></div>
<p>
Erin Coburn, head of Collection Information and Access for the J. Paul Getty Museum, already has experience creating online catalogues for the museum starting in 2005. She is excited about the possibility of reaching a wider audience on the Web, stating in a recent interview that,
<br />
<blockquote><p>One of the things that I’m really interested in is, when you put it out there on the Web you have no idea who your audience is anymore. We get probably as high as 40-50% of our traffic into our collection right now directly from Google. And so I’m really fascinated by this notion that by liberating such wonderful, incredible scholarship that is academic and scholarly, by liberating it from the print form, I think we’re going to be pleasantly surprised by how many people that are not academics are interested in this material.</p></blockquote>
<p>
Ms. Coburn confirms that their entire painting collection falls into the public domain, and so consequently the online images are public domain images. It will be interesting to see how each participating museum facilitates access to the general public, how they address issues of fair use, and how much they embrace the ideas of user-generated content and shared knowledge within the context of a scholarly publication. As Ms. Coburn describes the museum perspective, “I think that part of our mission is a responsibility to educate our public and create access to what’s in our collection, but also to provide them with the most accurate and up-to-date information.” Many of the issues in the future will be around data reliability and trustworthiness. As greater and greater amount of information can be accessed on the Internet (including content generated by both amateurs and professionals), procedural transparency, clear metadata, and accurate cataloging become critical matters for museums to address and even to coordinate throughout the global museum network. It is an exciting proposition for museums to build such networks, but the general public as well as fellow scholars and institutions must all be incorporated. The Getty Foundation foresees this democratization of access and knowledge creation as the future that museums will need to contend with. Hopefully this planning phase will help these pilot museums prepare for the challenges and help other museums through their experience.&nbsp; 
</p>
<p>
<b>COMMUNITIES AND SOCIAL RESPONSIBILITY</b>
<br />
These latest trends in seeking greater dissemination and sharing of information could lead to museum audiences working together to form new on-line (and even off-line) communities and social networks for the greater good. But they could also lead to audiences becoming increasingly fragmented and individualized as they appropriate content to suit their personal interests through solitary activities in front of one’s computer, and as museums continue to target specific groups on their Web sites. Academics have blamed the mass media and corporate marketing for exacerbating this latter socio-cultural condition, pointing to practices such as data mining, narrowcasting, direct mailing, and receiver-sensitive websites that can be described as the <i>one-step flow of communication </i>(Bennett and Manheim, 2006). 
</p>
<p>
Digital technology has also received its fair share of blame for facilitating these transformative practices, including the hypertext, tagging, email, and text messaging/SMS that are based upon individual profiles. Technology becomes appropriated by its users, resulting in the notion of “MY hypertext” (Castells) or in “baroquization, creolization, and cannibalism” (Bar, 2008), often producing innovative and creative solutions, but at the same time reinforcing the performance of personalization. Castells has stated that “the dominant culture of the Internet is a culture of networked individualism, a self-selected network.” Museums encourage users to appropriate their online images by offering the ability to create <a href="http://www.americanart.si.edu/mycollection/" title="My Collection">My Collection</a> (Smithsonian American Art Museum), <a href="http://www.seattleartmuseum.org/myartgallery/" title="My Art Gallery">My Art Gallery</a> (Seattle Art Museum), <a href="http://www.artic.edu/artexplorer/" title="My Scrapbooks">My Scrapbooks</a> (Institute of Chicago), <a href="http://www.artsconnected.org/" title="Art Collector">Art Collector</a> (Walker Art Center/ Minneapolis Institute of Arts), and <a href="https://www.getty.edu/mygetty/" title="Bookmarks">Bookmarks</a> (The J. Paul Getty Museum). 
</p>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/SAM_my_art_gallery_thumb.jpg" style="border: 0;" alt="image" width="415" height="240" /></div>
<br />
<div align="center"><b>SAM My Art Gallery</b></div>
<p>
Many museums are now using these tools that more deeply engage audiences with the thousands of images they are posting online from their collections. Once audiences have created their own collections, they can share them with friends (often sent as postcards), “publish” them online for the public to view, comment on and rate, learn more detailed information about them, tag them as a collective activity, and in general, make these images personally relevant to their individual interests and proclivities. 
</p>
<p>
The <a href="http://www.steve.museum/" title="Steve Project">Steve Project</a> for social tagging is important to mention here as an on-line collections-based activity, dependent on user participation to categorize images. Many people also consider the SNS Flickr and Del.icio.us to be examples of such <i>folksonomy tagging</i>. Funded heavily by the US Institute of Museums and Library Sciences since it started in 2005, Steve is “a collaboration of museum professionals and others who believe that social tagging may provide profound new ways to describe and access cultural heritage collections and encourage visitor engagement with collection objects.” Users can share their favorite images and tags with others, invite friends to participate, display their tagged works on their Facebook profile pages and see the most popular tagged artworks. Their website asks the question, Why tag art? And their answer is,  
<br />
<blockquote><p>See art you haven&#8217;t seen before. Look in a new way. Describe works of art in your own words. Exchange your ideas with the community of art lovers. Lead others to artworks they wouldn&#8217;t normally see. Create a personal relationship to works. Let museums know what you see. The more you tag, the richer the experience for all.</p></blockquote>
<p>
In a 2009 <a href="http://www.archimuse.com/ichim07/papers/trant/trant.html" title="report">report</a> on the results of the Steve Project, Jennifer Trant states that, 
<br />
<blockquote><p>Tagging is shown to provide a significantly different vocabulary than museum documentation: 86% of tags were not found in museum documentation. Tagging by the public is shown to address works of art from a perspective different than that of museum documentation. User tags provide additional points of view to those in existing museums records. Within the context of art museums, user contributed tags could help reflect the breadth of approaches to works of art, and improve searching by offering access to alternative points of view.</p></blockquote>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/steve_tagging_thumb.jpg" style="border: 0;" alt="image" width="318" height="380" /></div>
<br />
<div align="center"><b>www.steve.museum</b></div>
<p>
For a good example of tagging in museums, see <a href="http://www.imamuseum.org/connect/tags" title="The Indianapolis Museum of Art">The Indianapolis Museum of Art</a>. A list of papers and presentations about the Steve project since 2005 can be accessed at: <a href="http://steve.museum/index.php?option=com_content&amp;task=blogsection&amp;id=5&amp;Itemid=14">http://steve.museum/index.php?option=com_content&amp;task=blogsection&amp;id=5&amp;Itemid=14</a>. 
</p>
<p>
Along with these trends, museum practices could continue to become even more populist and open, embracing non-expert participation and the concept of collective intelligence, or rather more controlling and hierarchical in response to the unpredictability of increased public information on their Web sites. So far, museums retain a large amount of control over user-generated content that is publicly displayed, whether on their Web sites for kids and teens, on their SNS accounts, their discussion forums, or even how their on-line content can be publicly used. Trust and credibility are essential for motivating individuals to engage in collaborative activities on-line, such as tagging and sharing personal collections, and museums must determine the delicate balance between community and authority. [We are not including a discussion of remix, although it is an important and controversial creative activity by professional and amateur artists utilizing on-line images to create their own images, and one which is driving many museums to revisit their policies on rights and reproductions. For information on the value of remix and Creative Commons, read Larry Lessig’s newest book, <a href="http://remix.lessig.org/" title="Remix: Making Art and Commerce Thrive in the Hybrid Economy">Remix: Making Art and Commerce Thrive in the Hybrid Economy</a>.]
</p>
<p>
<b>CONCLUSION</b>
<br />
Jeremy Rifkin (<i>The Age of Access</i>, 2000) states that direction, control, and goals are vital to navigate this online age of access, and museums are no exception. As we recall the ICOM’s definition of museums that operate “in the service of society and its development,” it becomes clear that museums must prepare their visitors to develop Jenkins’ “cultural competencies and social skills” for the 21st century age of access and excess of information. Museums have a special responsibility to help youth manage the extraordinary amounts of information they continue to place on the Web, with more information being added constantly from the collective intelligence and participation they seek from their expanding global audience. We know what kind of information is being accessed on-line and we know how it is being accessed technically, but what is done with it after depends on how it is being accessed in terms of intuitive capabilities. Harvard professor Howard Gardner’s <a href="http://www.goodworkproject.org/research/digital.htm" title="Good Work">Good Work</a> projects focus on ethics and judgment, the latter of which he states is the most relevant skill needed to navigate new digital media and evaluate the reliability or credibility of information sources. Rifkin also states that the development of social trust and social exchange are necessary for communities to engage in commerce and trade. Castells best explains this civic responsibility of museums in <i>The Internet Galaxy</i> (2001),
<br />
<blockquote><p>…the study of sociability in/on/with the Internet has to be situated within the context of the transformation of patterns of sociability in our society. This is not to neglect the importance of the technological medium, but to insert its specific effects into the overall evolution of patterns of social interaction: space, organizations, and communication technologies (125).	</p></blockquote>
<p>
The Internet’s capacity to store an extraordinary amount of data and images, combined with the rapid dissemination and transfer of information on a global scale, can often cause what is commonly called “information overload;” too much information all the time and a growing reluctance to turn off devices because one fears missing out on something. 
</p>
<p>
<div align="center"><img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Information_Overload_(rkrk.net_.au)__thumb.jpg" style="border: 0;" alt="image" width="320" height="238" /></div>
<br />
<div align="center"><b>www.rkrk.net.au</b></div>
<p>
Web sites are extremely popular with museums today because they can present much more information to the public than ever possible with a simple printed brochure or wall text (even printed catalogues have space limitations, and are not freely accessible like the Internet). Museum Web sites have incorporated search engines for their on-line collections databases, where by typing in a few words, users can access thousands of images and descriptive information (metadata), categorized in a number of ways as we have seen such as tagging. New Web 2.0 technologies give audiences more authority and control by empowering them with calls for participation and tools to catalogue works of art based on personal preferences. 
</p>
<p>
The more museums engage with the larger global public (both experts and non-experts) through the Internet, the more they become aware of their public nature. Yet despite this public nature being based on legal or financial stipulations, museums still remain elite institutions that value their priceless objects, their highly educated staff, and their scholarly research and curatorial programming; they value control and authority (not necessarily a bad thing). How well audiences are able to navigate the diverse array of interpretive tools within the physical museum, and how well they are able to access museum content on-line will determine not only the extent to which one participates, shares and creates, but fundamentally it will determine the quality of the museum experience (virtual or physical). Museums strive to be popular and reliable sources of education, study, and enjoyment for their communities, and as such, they must not only provide public access (virtual and physical), but they must also consider the implications of this potential excess of information, choices, and opportunities as facilitated by new digital technologies within our knowledge cultures, and the role that they all play in this ongoing societal transformation. 
</p>
<p>
It may seem an overworked matter, but the relation of the physical object to the virtual image remains critical for many reasons, touching on issues of preservation, stewardship, image quality, revenue, and legal policies. As long-time repositories of objects, museums have shifted to being repositories of knowledge in this information age today (Marty, Rayward &amp; Twidale, 2003; Hooper-Greenhill, 1992). Objects are static, but information is constantly changing, a reflection of not just the past but of the dynamic present and future. Our next posting will discuss further examples of on-line museum experiences, and how they also raise many of these poignant issues and more.
</p>
<p>
<b>REFERENCES</b>
<br />
Baca, M. (Ed.). (2002). <i>Introduction to art image access: Issues, tools, standards, strategies</i>[Electronic version]. Los Angeles, CA: J. Paul Getty Trust. <a href="http://www.getty.edu/research/conducting_research/standards/intro_aia/">http://www.getty.edu/research/conducting_research/standards/intro_aia/</a>
<br />
Berwick, C. (2007, October). Nonsmoking capricorn museum seeks networking, dating, serious relationships, friends. <i>ARTnews</i>, 194-197.
<br />
Castells, M. (2001). <i>The Internet galaxy</i>. New York: Oxford University Press.
<br />
Castells, M. (n.d.). <i>Creatividad, arte y comunicación en la cultura de la virtualidad real</i> [Creativity, art and communication in the culture of the real virtuality]. Unpublished personal notes for a conference.
<br />
Chun, S., Cherry, R., Hiwiller, D., Trant, J., &amp; Wyman, B. (2006). Steve museum: An ongoing 	experiment in social tagging, folksonomy, and museums. In J. Trant and D. Bearman (Eds.). <i>Museums and the Web 2006: Proceedings</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2006/papers/wyman/wyman.html">http://www.archimuse.com/mw2006/papers/wyman/wyman.html</a>
<br />
Dunn, H. (2000, September). Collection level description – the museum perspective. <i>D-Lib Magazine, 6</i>. <a href="http://www.dlib.org/dlib/september00/dunn/09dunn.html">http://www.dlib.org/dlib/september00/dunn/09dunn.html</a>
<br />
Filippini-Fantoni, S., Antenna Audio Ltd., &amp; Bowen, J. (2007). Bookmarking in museums: Extending the museum experience beyond the visit? In J. Trant and D. Bearman (Eds.). <i>Museums and the Web 2006: Proceedings</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/filippini-fantoni/filippini-fantoni.html">http://www.archimuse.com/mw2007/papers/filippini-fantoni/filippini-fantoni.html</a>
<br />
Galloway, P. (2004). Preservation of digital objects. <i>Annual Review of Information Science and Technology, 38</i>, 549-590.
<br />
Green, T. (2009, February 4). <i>The collection catalogue is dead, long live the catalogue</i>. Message posted to <a href="http://www.artsjournal.com/man/2009/02/the_collex_catalogue_is_dead_l.html">http://www.artsjournal.com/man/2009/02/the_collex_catalogue_is_dead_l.html</a>
<br />
Guy, M., &amp; Tonkin, E. (2006, January). Folksonomies: Tidying up Tags? <i>D-Lib Magazine, 12</i>. <a href="http://www.dlib.org/dlib/january06/guy/01guy.html#1">http://www.dlib.org/dlib/january06/guy/01guy.html#1</a>
<br />
Hamma, K. (2005, November). Public domain art in an age of easier mechanical reproducibility. <i>D-Lib Magazine, 11</i>. <a href="http://www.dlib.org/dlib/november05/hamma/11hamma.html">http://www.dlib.org/dlib/november05/hamma/11hamma.html</a>
<br />
Hammond, T., Hannay, T. Lund, B., &amp; Scott, J. (2005, April). Social bookmarking tools: A general review. <i>D-Lib Magazine, 11</i>. <a href="http://www.dlib.org/dlib/april05/hammond/04hammond.html">http://www.dlib.org/dlib/april05/hammond/04hammond.html</a> 
<br />
Jenkins, H. (2006). <i>Convergence culture</i>. New York: New York University Press.
<br />
Jenkins, H., Clinton, K., Puroshotma, R., Robison, A., &amp; Weigel, M. (2007). <i>Confronting the challenges of participatory culture: Media education for the 21st century</i>. Chicago: The MacArthur Foundation.
<br />
Kellogg Smith, M. (2006). Viewer tagging in art museums: Comparisons to concepts and vocabularies of art museum visitors. In J. Furner &amp; J. T. Tennis (Eds.), <i>Advances in classification research, 17</i>. Austin, TX: Proceedings of the 17th ASIS&amp;T SIG/CR Classification research workshop.
<br />
Lessig, L. (2008). <i>Remix: Making art and commerce thrive in the hybrid economy</i>. New York: The Penguin Group.
<br />
LiCalzi O’Connell, P. (2007, March 28). One picture, 1000 tags [Electronic version]. <i>New York Times</i>. <a href="http://www.nytimes.com/2007/03/28/arts/artsspecial/28social.html">http://www.nytimes.com/2007/03/28/arts/artsspecial/28social.html</a>
<br />
Mannoni, B. (1996). Bringing museums online. <i>Communications of the ACM, 39</i>, 100-106.
<br />
Marty, P., Rayward, W.B., &amp; Twidale M.B. (2003). Museum informatics. In B. Cronin (Ed.), <i>Annual Review of Information Science and Technology, 37</i> (pp. 259-294). Medford, NJ: Information Today, Inc..
<br />
Parry, R., Ortiz-Williams, M., &amp; Sawyer, A. (2007, March). How shall we label our exhibit today? Applying the principles of on-line publishing to an on-site exhibition. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2003: Proceedings</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/parry/parry.html">http://www.archimuse.com/mw2007/papers/parry/parry.html</a>
<br />
Rainie, L. (2007). <i>28% of online Americans have used the Internet to tag content. Forget Dewey and his decimals, Internet users are revolutionizing the way we classify information – and make sense of it</i> [Electronic version]. Washington, DC: The Pew Research Center. <a href="http://www.pewinternet.org/~/media/Files/Reports/2007/PIP_Tagging.pdf.pdf">http://www.pewinternet.org/~/media/Files/Reports/2007/PIP_Tagging.pdf.pdf</a>
<br />
Rifkin, J. (2000). <i>The age of access</i>. New York: Penguin Putnam Inc.
<br />
Schneider, A. (2007). <i>L. A. art online: Learning from the Getty’s electronic cataloguing initiative</i> [Electronic version]. Los Angeles: The J. Paul Getty Trust. <a href="http://www.getty.edu/grants/pdfs/LA_Art_Online_Report.pdf">http://www.getty.edu/grants/pdfs/LA_Art_Online_Report.pdf</a>. 
<br />
Trant, J. (2009). <i>Tagging, folksonomy and art museums: Results of steve.museum’s research</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://verne.steve.museum/SteveResearchReport2008.pdf">http://verne.steve.museum/SteveResearchReport2008.pdf</a>
<br />
Trant, J., Bearman, D., &amp; Chun, S. (2007) The eye of the beholder: steve.museum and social tagging of museum collections. In J. Trant &amp; D. Bearman (Eds.), <i>International Cultural Heritage Informatics Meeting</i>. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/ichim07/papers/trant/trant.html">http://www.archimuse.com/ichim07/papers/trant/trant.html</a>
<br />
Trant, J., &amp; Wyman, B. (2006). <i>Investigating social tagging and folksonomy in art museums with steve.museum</i>. Paper presented at the World Wide Web Conference, Edinburgh, UK. 	<a href="http://www.archimuse.com/research/www2006-tagging-steve.pdf">http://www.archimuse.com/research/www2006-tagging-steve.pdf</a>
</p>
<p>
<b>ADDITIONAL RESOURCES</b>
<br />
Conference of the International Committee for Documentation of the International Council of Museums - <a href="http://cidoc.icom.org/">http://cidoc.icom.org/</a>
<br />
Consortium for the Computer Interchange of Museum Information (CIMI) - <a href="http://web.archive.org/web//http://www.cimi.org">http://web.archive.org/web/*/http://www.cimi.org</a> (archived pages from its original Web site)
<br />
Getty’s Art and Architecture Thesaurus Online (AAT) - <a href="http://www.getty.edu/research/conducting_researach/vocabularies/aat/">http://www.getty.edu/research/conducting_researach/vocabularies/aat/</a>
<br />
Museum Computer Network (MCN) - <a href="http://www.mcn.edu/">http://www.mcn.edu/</a>
<br />
Museum Documentation Association (MDA), Cambridge, England
<br />
Museum Domain Management Association (MuseDoma) - <a href="http://musedoma.museum">http://musedoma.museum</a>
<br />
Museum Educational Site Licensing Project (MESL) - <a href="http://www.oit.umd.edu/as/MESL/">http://www.oit.umd.edu/as/MESL/</a> (1995-1997 archives) 
<br />
NMC Pachyderm Conference, Dallas, TX - <a href="http://pachyderm.nmc.org/">http://pachyderm.nmc.org/</a> (Susan Chun, Opening Plenary Speech, 2007 - <a href="http://www.nmc.org/podcast/tagging-art">http://www.nmc.org/podcast/tagging-art</a>) 
<br />
WebWise Conference on Stewardship in the Digital Age (Institute of Museum and Library Services). The 2009 conference can be reviewed at: <a href="http://webwise2009.fcla.edu/index.html">http://webwise2009.fcla.edu/index.html</a>
</p>]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-07-04T04:30:37-08:00</dc:date>
    </item>

    <item>
      <title>Mobile Experiences in Art Museums</title>
      <link>http://futuresoflearning.org/index.php/site/mobile_experiences_in_art_museums/</link>
      <guid>http://futuresoflearning.org/index.php/site/mobile_experiences_in_art_museums/#When:15:00:24Z</guid>
<description><![CDATA[<p>Museums today seek a balance between the one-way transmission of curatorial expertise and the pluralistic modes of interpretation by visitors. New multimedia tours with their diverse voices and interactive functions are one way that museums are literally passing control into the visitors’ hands, providing a greater array of potential connections that require the visitor to select, categorize, and create. A result of emerging technologies in the mobile industry, mobile experiences in museums today encompass the traditional handheld audio guide, the cell phone tour, iPhone/MP3 players, and the newer multimedia handheld tour as well as a variety of mobile applications that go behind the tour model. This posting will first briefly discuss the current state of mobile tours and review noteworthy studies on the subject conducted by major US art museums and presented at conferences and in publications. It will then explore future possibilities for mobile tours as well as other uses of mobile devices in museums, including GPS for geotagging, QR codes, and downloadable content specifically suited to handheld wireless devices.
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Some of the questions we can ask as we review these mobile tools are, do they provide visitors with more information, and if so, what kind of information? Is there any knowledge or skill required to use them, and do they teach specific learning tools and goals? Do they reinforce a curatorial narrative and order? Do they empower the visitor with more choices to create personal meaning, and if so, in what ways do they affect the traditional museum experience? Peter Samis from the <a href="http://www.sfmoma.org" title="San Francisco Museum of Modern Art">San Francisco Museum of Modern Art</a> (SFMOMA) talks about an Interpretive Goals questionnaire that their institution adapted from the Getty that helped them to integrate multimedia into programs and exhibitions across all departments (Samis, Museums and the Web, 2009). The form included the following questions:
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•	Please list one to three main ideas visitors will take away from viewing the exhibition. What objects or didactic components of the exhibition will help them learn this?
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•	Describe the rationale and originality of the project. Is the exhibition bringing new scholarship to the field, exposing an under-recognized subject, etc.? Why is this exhibition important now at SFMOMA?
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•	Please note other interpretive, multi-media components that should be considered (audio-tour, in-gallery videos, interactive features, blogs, etc.). Are you aware of existing media created by other organizations on this topic?&nbsp; 
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All these questions reflect the high priority that museums now place on visitor reception and interpretation of information, rather than on the process of curatorial transmission or on the object-centered content itself. Increasingly, museums are seeking to augment the visitor experience through the use of mobile media.
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<b>Current State of Mobile Tours</b>
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Museum audio guides today can be placed into four different categories: 1) museum devices with number pads with manual or automatic activation, 2) personal digital assistants (PDAs) such as the iPhone, BlackBerry and other smartphones with operating systems and Internet connectivity, visual imagery, and manual or automatic activation, 3) mobile phones that are manually activated, and 4) audio files/podcasts that are downloaded onto MP3 players and other devices such as the iPod/ Touch. While most museums rely on manual activation by the user (pushing device buttons), some of the newer tours utilize automatic activation by infrared hotspots that are triggered when visitors enter the area of the object with the device; however, the play button still needs to be activated manually. Both the PDAs and the mobile phones are generally brought into the museum by the visitor; however, museums often have some for short-term loan.
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/touch.png" style="border: 0;" alt="image" width="100" height="200" /> <b>SJMA (Chris Alexander)</b>
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One of the newest developments in handheld devices is the iPhone by Apple, featuring a telephone, iPod and iTunes, text messaging, a hybrid map, and Internet connectivity. Two museums in the US are currently experimenting with specific iPhone audio tours, the <a href="http://www.sjmusart.org" title="San Jose Museum of Art">San Jose Museum of Art</a> (SJMA) in California and the <a href="http://www.denverartmuseum.org" title="Denver Art Museum">Denver Art Museum</a> in Colorado. The SJMA has been working on this new tour (they call it a “gallery experience/tour”) since September 2007, which can be accessed at <a href="http://www.sjmusart.org/iphone">http://www.sjmusart.org/iphone</a>. The iPhone and/or iPod Touch make it easy for the museum to update content and allow the museum more options for features, interactivity, and accessibility, according to producer Chris Alexander. The museum introduced the tour in conjunction with its exhibition, <i>Robots: Evolution of a Cultural Icon </i>(April 12 – October 19, 2008). The Denver Art Museum converted their existing audio tours to “an iPhone-based experience,” says project director Bruce Wyman. “This will let us push the idea of developing web-based audio content to gallery devices, see how our wireless coverage is working, and also see what sort of traffic we experience over the existing infrastructure so we can think about scalability” (message posted by Wyman at Muse Tech Central: Museum Computer Network Project Registry. One advantage to the iPhone (and other devices with Internet connectivity) is it’s ability to provide a mobile access point to the museum’s collection management system that controls the entire permanent collection, rather than just a few highlights or a temporary exhibition. A disadvantage, however, is that downloading podcasts and other information on these devices (including MP3 players) requires visitors to plan ahead before visiting the museum, which can be unreliable with the younger visitors that favor these devices.	
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There are both advantages and disadvantages in using mobile phones for museum audio tours in the US. The advantages include visitors’ familiarity with their own personal device as opposed to learning a new device that they would need to borrow from the museum while leaving a form of identification. The use of mobile phones saves money for museums as they don’t have to purchase and maintain the audio devices or staff their distribution points, and it is easier for museums to update content. Various mobile phone features today support pictures, text, and video, and provide an opportunity for visitors to leave comments on a centralized message center. Mobile phones also offer greater flexibility of movement with exhibitions that continue outside the gallery spaces onto the exterior spaces of the museum and beyond, and they can be used anytime (Proctor &amp; Tellis, 2003; Tellis, 2004; Proctor, 2007). 
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Disadvantages, however, are just as notable. The first obstacle to visitors using their mobile phones is a general discomfort and uncertainty at using these devices in museums, as Lee (2008) found in a recent study. Though these finding pertain to use in a science center, it is safe to assume that the same holds true for art museums as well, as many museums still prohibit mobile phone use within gallery spaces. There is a danger to museums that encouraging visitors to use their mobile phones for tours inside the gallery may encourage them to use the phones for other functions as well, such as making telephone calls or taking photos of works in violation of museum photography policies, both of which could be undetected by security guards. It is also tiring for visitors to physically hold the phone to their ear unless they have an earpiece, and reception may not be adequate in all spaces, particularly in basement galleries that would not offer a high quality audio experience. If visitors don’t have mobile phones, the museum would have to accommodate by providing them for loan, and for objects outside the galleries, visitors would need to carry around a paper guide listing the phone numbers to call. As large exhibitions travel around the country, the phone numbers to call may be long-distance, requiring extra charges that visitors might not want to pay, particularly with foreign visitors who pay higher charges. 
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/proctor.fig2_.jpg" style="border: 0;" alt="image" width="170" height="130" /><b> Tate Modern (Nancy Proctor, 2007) </b>
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One example of a successful mobile phone audio tour is at the <a href="http://www.walkerart.org" title="Walker Art Center">Walker Art Center</a> in Minneapolis, <i>Art on Call</i>. Upon dialing a central number (612-374-8200), multiple voices can be heard interpreting artwork in the museum’s collection and temporary exhibitions, including the curator, artist, visitors that leave comments, and even the voice of history from interviews in museum archives. As the Walker manages not only indoor gallery spaces but also an outdoor sculpture garden and public cultural programming within the city, the audio tour offers updated information related to all of these diverse activities with interviews from film directors and performing artists, as well as dining tips in the city and jobs and volunteer opportunities at the museum. Two important features of the program are <i>TalkBack</i>, which allows visitors to record comments or “audio notes” on their mobile phone, and <i>Breadcrumbing</i>, which keeps track of artwork that visitors access on their mobile phone tour inside the museum, and then makes this personalized playlist available on the museum’s website that offers further information on the works. The museum has a few iPods on loan for free at the Visitors Services desk. Some museums also offer interactive games as part of their mobile phone tours, both inside the galleries and online, such as <i>Ear for Art: Chihuly Glass CellPhone Walking Tour </i>at the <a href="http://www.tacomaartmuseum.org" title="Tacoma Art Museum">Tacoma Art Museum</a> in Washington (888-411-4220). 
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With the handheld multimedia tours using device owned by the museum, visitors can bookmark objects of interest during their physical visit, similar to breadcrumbing. After giving their emails to a museum staff, content in the devices is transferred electronically to visitors via an email with a link to the museum website, where they can then create what is now commonly referred to as “my collection” or “my gallery.” The attractive feature for museums is that not only do they acquire visitors’ emails, but they are also able to track if visitors go to their website, how often, and what are the more popular objects being bookmarked. 
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 <img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Robin_dowden_thumb.jpg" style="border: 0;" alt="image" width="200" height="120" /> <b>Walker Art Center (Robin Dowden, 2007)</b>
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SFMOMA commissioned a <a href="http://www.archimuse.com/mw2007/papers/samis/samis.html" title="study">study</a> (conducted by Randi Korn &amp; Associates, Inc.) during its 2006 exhibition of <i>Matthew Barney: Drawing Restraint</i>. The study determined that visitors under 40 rated the podcast and cell phone tour higher than the traditional audio tour with the same content because of “the ability to access information on demand, familiarity and comfort with the device and low or free cost” (Samis, 2007, p. 23). Using a 7-point scale to chart visitor satisfaction from “Did not help me appreciate Barney’s art” to “Helped me appreciate Barney’s art,” the highest mean ratings for visitors was the podcast tour (6.2) and the cell phone tour (6.0), followed by the headset audio tour with a mean rating of 5.6.
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In 2008 (<a href="http://www.archimuse.com/mw2009/papers/samis/samis.html" title="Samis &amp; Pau, 2009">Samis &amp; Pau, 2009</a>), SFMOMA conducted a study by Corporate Intelligence Group at Discovery Communications, Inc. (the parent company of AntennaAudio that created the audio guide), contradicting these previous results. The study covered three distinct exhibitions at the museum, showing a diminishing interest on the part of viewers to use their mobile phones as museum tours in favor of MP3 devices and handheld museum devices, for many of the disadvantageous reasons cited above. Surveying visitors about their preferred sources of information when visiting a museum, visitors were divided into two categories; audio guide user and non-audio guide user. The choices of sources were both analog and digital: audio guide, wall text, exhibition brochure, multimedia tour, tour guide (docent), catalogue, in-gallery video, tour downloaded to personal iPod/MP3 player, mobile phone tour. The results showed that the last option for both sets of viewers was the mobile phone tour. Audio guide users preferred the audio guide first, followed by the wall text and the exhibition brochure. Non-audio guide users preferred the wall text first, followed by the exhibition brochure. The study also determined that 62% of guide users (41% of non-guide users) strongly prefer to use a museum device rather than their personal mobile phone, and there was a strong preference to use personal iPod/MP3 player devices over personal mobile phones (49% guide users, 36% non-guide users). 
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<b>The Future of Mobile Devices in Art Museums</b>
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The future of museum mobile tours is based on the promise of increased multimedia features, greater bandwidth capabilities, and a global network, all offering more choices and flexibility for visitors and greater opportunities for interactivity and user-generated content. For example, one trend that Peter Samis has discussed is the “Universal Access Policy” for museums. The Museum of Modern Art in New York, the Whitney Museum of American Art, and the Guggenheim Museum have all started offering audio tours free of charge to every visitor, resulting in increased usage from 3-4% to 20-61%. However, it must be noted that this change corresponds with an increase in admission fees of up to $20 a person (Museums and the Web, 2009).
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In discussing &#8221;<a href="http://www.archimuse.com/mw2009/papers/smith/smith.html" title="The Future of Mobile Interpretation">The Future of Mobile Interpretation</a>,” Kovin J. Smith, Senior Analyst for Enterprise Content at the <a href="http://www.metmuseum.org" title="Metropolitan Museum of Art">Metropolitan Museum of Art</a>, proposes the importance for museums to know their audience to best create interpretive platforms. Smith also suggests that inside the museum, visitors expect many of the same experiences and tools as on the website, particularly with the ability to access the museum’s entire collection at the touch of a button. Smith states, “With the ability to search, group, and filter every object, the device becomes a digital surrogate, an assistant, rather than a tour guide” (Museums and the Web, 2009). 
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In addition to tours, the mobile future also promises museums more opportunities to track visitors and their actions and to offer visitors a more participatory experience. For example, geospatial technology already exists but has not been widely applied to museums. It incorporates GPS (global positioning systems) or cell tower triangulation and is based on <i>geotagging</i>, which places coordinates onto works of art or locations on the earth. The coordinates can then be accessed from Flickr, which offers free links to geotagged “things” on a world map. New mobile phone technology allows users to put location tabs on video or still images, or to declare a specific location on a map and pull up images related to where one is physically located. Museums could geotag objects for visitors to access at locations external to the physical space of the museum, especially useful at archaeological sites, parks, and public art installations. These technologies represent a development of the current infrared technology applied to handheld devices that uses visitor location to trigger data from the tours. 
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QR codes (discussed in the in the previous post “Digital Media in Community Libraries, Part 1”) are also being explored for use in museums to encourage a more participatory visitor experience. While QR codes could have a variety of uses, in one pilot application called <i>artsonomy</i>, museum visitors use their camera phones to take a picture of a QR code accompanying a piece of art. They then type words that express their attitude toward the artwork and send these tags to a database that forms a visible tag cloud around the piece, which they can also view (Perrone, 2009). Thus far, artsonomy has been installed at the Norsk Telemuseum in Oslo, Norway, at the Museo dei Mercati di Traiano in Rome, and will soon be installed at Ara Pacis Museum, also in Rome (Perrone, personal correspondence). In the US, the use of QR codes in museums has not taken off (yet). As of May 2009, the <a href="http://www.mattress.org/documents/MF_Art_Technology.pdf" title="Mattress Factory">Mattress Factory</a> in Pittsburg was the first American museum to incorporate QR codes in the exhibition experience. In order to reduce the amount of printed material and engage visitors, the gallery has put QR codes on exhibition title cards, with each code containing different data, such as video, still images, and background information. QR codes obviously take a lot of planning and technical support. They are also not without their challenges, including inconsistent size (depending on how much data is encoded) and the necessity of designing content that is mobile friendly (Chan, 2009). It is interesting that the Museum of Modern Art in New York included the newer Microsoft Tags using HCCB (high capacity color barcodes) in their 2008 exhibition <a href="http://www.moma.org/interactives/exhibitions/2008/elasticmind/" title="Design and the Elastic Mind">Design and the Elastic Mind</a>, but as an aesthetic physical object in the physical museum, not yet as a participatory tool. Microsoft released its new tag in January 2009, offering higher density storage for easier mobile phone camera use. Many believe both of these technologies hold much promise for user interactivity and engagement in museums. 
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<img src="http://research.microsoft.com/en-us/news/features/images/hccbsamples_moma.jpg" /> <b>Gavin Jancke, director of engineering for Microsoft Research Redmond</b>
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Other mobile applications in museums include content tailored for mobile devices, text alerts, RSS feeds, and Twitter feeds. The Museum of Fine Arts (MFA) in Boston has designed a program that (for a cost) lets users wirelessly download objects from the museum’s collection to be used as <a href="http://www.mfa.org/mymfa/index.asp" title="mobile wallpaper">mobile wallpaper</a>. Such personalization of mobile phones is more commonly achieved through photos of family or celebrities, but the MFA clearly hopes that such a service will not only enhance its own revenue stream but also expand the visitor experience beyond the doors of the museum. <a href="http://www.museumonthego.com" title="Museum on the go">Museum on the Go</a> started in April 2007 as the first mobile phone museum portal, currently hosting downloadable images, Realtunes, and videos from 10 international museums, including the Victoria and Albert in London. They charge a comparable fee. The MFA, as well as other museums, also sends text alerts (for free) so subscribers can receive current information on events and discounts. Most museums today have RSS feeds with updated information on calendar events, staff blogs, podcasts, and news. Visitors can subscribe by going to the museum’s website or social media sites (such as Facebook) and can receive these on a mobile phone with Internet connectivity. Several museums are also sending <a href="http://www.museumpods.com/museums_twitter.html" title="Twitter “tweets”">Twitter “tweets”</a> via subscribers’ mobile phones, but with mixed reactions as to their purpose. Museum consultant and blogger <a href="http://museumtwo.blogspot.com/2008/12/open-letter-to-museums-on-twitter.html" title="Nina Simon">Nina Simon</a> has suggested a range of Twitter uses for museums that go beyond one-way spam-like communication, such as providing “behind-the-scenes insight” and sharing visitor photos and comments. See the <a href="http://www.brooklynmuseum.org/community/" title="Brooklyn Museum of Art">Brooklyn Museum of Art</a> for an example of using Twitter and other RSS feeds. 
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/boston-museum.jpg" style="border: 0;" alt="image" width="160" height="180" /> <b>Boston Museum of Fine Arts</b>
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When contemplating all of these possibilities, it is important to recall Peter Samis’ words of advice, “If the institution is going to delegate significant aspects of the interpretative load to new technology devices, then it becomes imperative that those devices be made as effortlessly available to users as the wall texts and artworks” (Museums and the Web, 2009). A recent study on mobile phone tours and audio guides at the <a href="http://www.centrepompidou.fr" title="Centre Pompidou">Centre Pompidou</a> (<i>Traces du sacré</i>, May 7 – August 11, 2008) in Paris by <a href="http://www.archimuse.com/mw2009/papers/puig/puig.html" title="Vincent Puig et al.">Vincent Puig et al.</a> (Museums and the Web, 2009) also reveals lessons learned not only about audio tours but also the use of mobile media in general. Aside from suggesting the introduction of GPS to alleviate visitor difficulty with entering stop numbers, the article proposed the need for “innovative multimedia search and navigation tools” to cross-reference objects, information, and keywords.
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<b>Conferences</b>	
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There are two very important conferences regarding handheld devices in museums that need to be mentioned. The first is the Tate Handheld Conference (September 4 and 5, 2008), co-organized by Jane Burton from the Tate Museum in London, and Nancy Proctor from the Smithsonian American Art Museum in Washington DC. The full audio from the conference is available to download from the <a href="http://www.tate.org.uk/onlineevents/podcast/" title="Tate Events podcast">Tate Events podcast</a>. The <a href="http://tatehandheldconference.pbworks.com/" title="Conference wiki">Conference wiki</a> is a wealth of information on the subject, listing conference topics, case studies, resources, an online course, people, and general conference information. The <a href="http://wiki.museummobile.info/" title="MuseumMobile wiki">MuseumMobile wiki</a> mentioned in Anne&#8217;s last blog grew out of the Tate Handheld Conference wiki, and is an important resource as well. 
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The second conference is the <a href="http://www.handheldconference.org" title="Handheld Online Conference">Handheld Online Conference</a> “from audio tours to iPhones” organized by <a href="http://www.learningtimes.org" title="Learning Times">Learning Times</a>, held online on June 3, 2009. The website presents recordings and discussion forums from conference sessions and biographical information on the speakers. A description of the conference from the website aptly describes the current and future state of mobile tours in museums, and is a fitting end to this post:
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<blockquote><p>So are the new technologies doomed simply to replace the traditional audio tour with an even more sophisticated and bewildering, but no less marginal, array of solutions for providing museum interpretation? There is no specific technology or platform that will revolutionize our visitors’ museum experiences, but rather our visitors are transforming the museum visit themselves through new informational practices that they are importing to the museum from their Web 2.0 lives. WWW has come to mean ‘whatever, whenever, wherever’ and the question of the future of museum interpretation has become not one of what technology our visitors will prefer, but rather of where, when, and how they want to engage with the museum, both on-site and beyond <a href="http://www.handheldconference.org/about/">http://www.handheldconference.org/about/</a>.</p></blockquote>
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<b>Mobile tour creators:</b>
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Antenna Audio - <a href="http://www.antennaaudio.com">http://www.antennaaudio.com</a>
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Learning Times - <a href="http://www.learningtimes.com">http://www.learningtimes.com</a>
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NousGuide - <a href="http://www.NousGuide.com">http://www.NousGuide.com</a>
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Heritage 365 - <a href="http://www.heritage365.com">http://www.heritage365.com</a>
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Guide By Cell - <a href="http://www.guidebycell.com">http://www.guidebycell.com</a>
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Spatial Adventures, Inc. - <a href="http://www.spatialadventures.com">http://www.spatialadventures.com</a>
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Museum 411 - <a href="http://www.museum411.com">http://www.museum411.com</a>
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<b>References</b>
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Bressler, D. (2006, March). Mobile phones: A new way to engage teenagers in informal science learning. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2006: Proceedings</i>. Archives and Museum Informatics. <a href="http://www.archimuse.com/mw2006/papers/bressler/bressler.html">http://www.archimuse.com/mw2006/papers/bressler/bressler.html</a>
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Chan, S. (2009, March 5). <i>QR codes in the museum – problems and opportunities with extended object labels</i>. Blog posting to fresh + new(er). <a href="http://www.powerhousemuseum.com/dmsblog/index.php/2009/03/05/qr-codes-in-the-museum-problems-and-opportunities-with-extended-object-labels/">http://www.powerhousemuseum.com/dmsblog/index.php/2009/03/05/qr-codes-in-the-museum-problems-and-opportunities-with-extended-object-labels/</a>
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Falk, J. H., &amp; Dierking, L. D. (2000). <i>Learning from museums: Visitor experiences and the making of meaning</i>. Walnut Creek, CA: Rowman and Littlefield.
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Föckler, P., Zeidler, T.,  Brombach, B., Bruns, E., &amp; Bimber, O. (2005). PhoneGuide: Museum guidance supported by on-device object recognition on mobile phones. <i>ACM International Conference Proceeding Series: Vol. 154</i>. 4th International conference on mobile and ubiquitous multimedia (pp. 3-10). Christchurch, New Zealand.
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Haley Goldman, K. (2007, March). Cell phones and exhibitions 2.O: Moving beyond the pilot stage. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2007: Proceedings</i>. Archives and Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/haleyGoldman/haleyGoldman.html">http://www.archimuse.com/mw2007/papers/haleyGoldman/haleyGoldman.html</a>
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Lee, S. K. (2008, September). <i>Mobile phone use in a science museum: Toward a possibility of informal science learning</i>. Paper presented at the Mobile Communication and the Ethics of Social Networking conference. Budapest, Hungary.
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Low, L. (2006). Connections: Social and mobile tools for enhancing learning. <i>The Knowledge Tree</i>, 12. Retrieved April 13, 2008, from <a href="http://kt.flexiblelearning.net.au/">http://kt.flexiblelearning.net.au/</a>
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<p>
Mulholland, P., Collins, T. &amp; Zdrahal, Z. (2005). Bletchley park text: Using mobile and semantic web technologies to support the post-visit use of online museum resources. <i>Journal of Interactive Media in Education</i>, 24.
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Perrone, A. (2008, September). <i>Artsonomy</i>. Paper presented at the mSociety Conference. Antalya, Turkey.
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Proctor, N. (2007, March). When in roam: Visitor response to phone tour pilots in the U.S. and Europe. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2007: Proceedings</i>. Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/proctor/proctor.html">http://www.archimuse.com/mw2007/papers/proctor/proctor.html</a>
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<p>
Proctor, N. &amp; Tellis, C. (2003, March). The State of the Art in Museum Handhelds in 2003. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2003: Proceedings</i>. Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2003/papers/proctor/proctor.html">http://www.archimuse.com/mw2003/papers/proctor/proctor.html</a>
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<p>
Puig, V., L’Hour, Y., Haussone, Y., Jauniau, C. (2009, March). Collaborative annotation system using vocal comments recorded on mobile phones and audio guides: The Centre 	Pompidou Exhibition Traces du Sacré. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. CD-ROM. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/puig/puig.html">http://www.archimuse.com/mw2009/papers/puig/puig.html</a>
</p>
<p>
Rayward, W. B., &amp; Twidale, M. B. (1999). From docent to cyberdocent: Education and guidance in the virtual museum. <i>Archives and Museum Informatics</i>, 13, 23-53.
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<p>
Samis, P. (2007). New Technologies as part of a comprehensive interpretive plan. In H. Din &amp; 	P. Hecht (Eds.). <i>The digital museum: A think guide</i> (pp. 19-34). Washington, DC: American Association of Museums.
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<p>
Samis, P. (2007). Gaining traction in the vaseline: Visitor response to a multi-track interpretation design for <i>Matthew Barney: DRAWING RESTRAINT</i>. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. CD-ROM. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2007/papers/samis/samis.html">http://www.archimuse.com/mw2007/papers/samis/samis.html</a>
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<p>
Samis, P. &amp; Pau, S. (2009, March). After the heroism, collaboration: Organizational learning and the mobile space. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. CD-ROM. Toronto: Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/samis/samis.html">http://www.archimuse.com/mw2009/papers/samis/samis.html</a>
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<p>
Schroyen, J., Luyten, K., Gabriëls, K., Robert, K., Teunkens, D., Coninx, K., Flerackers, E. &amp; Manshoven, E. (2009, March). The design of context-specific educational mobile games. In J. 
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Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. CD-ROM. Toronto, Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/schroyen/schroyen.html">http://www.archimuse.com/mw2009/papers/schroyen/schroyen.html</a>
</p>
<p>
Smith, K. J. (2009, March). The future of mobile interpretation. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2009: Proceedings</i>. CD-ROM. Toronto, Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2009/papers/smith/smith.html">http://www.archimuse.com/mw2009/papers/smith/smith.html</a>
</p>
<p>
Tellis, C. (2004, March). Multimedia handhelds: One device, many audiences. In J. Trant &amp; D. Bearman (Eds.), <i>Museums and the Web 2003: Proceedings</i>. Archives &amp; Museum Informatics. <a href="http://www.archimuse.com/mw2004/papers/tellis/tellis.html">http://www.archimuse.com/mw2004/papers/tellis/tellis.html</a>
</p>
<p>
Walker Art Center. (March 2007). <i>Final report to the Institute of Museum and Library Services. Art on Call Grant LG-20-04-0194-04</i>. Minneapolis, MN: Robin Dowden, Director of New Media.
</p>
<p>
Woodruff, A., Aoki, P. M., Hurst, A. &amp; Szymanski, M. H. (n.d.). <i>Electronic guidebooks and visitor attention</i>. Xerox Palo Alto Research Center, Palo Alto, CA.
</p>
<p>
<b>THIS POSTING WAS WRITTEN BY SUSANA BAUTISTA AND CARA WALLIS</b>
</p>]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-06-30T15:00:24-08:00</dc:date>
    </item>

    <item>
      <title>Museums: Setting the Context</title>
      <link>http://futuresoflearning.org/index.php/site/museums_setting_the_context/</link>
      <guid>http://futuresoflearning.org/index.php/site/museums_setting_the_context/#When:01:44:05Z</guid>
<description><![CDATA[<p>
The previous posts discussed how libraries are responding to the opportunities presented by digital media. As noted, these opportunities also bring new responsibilities and dilemmas.&nbsp; For example, consider the different purposes of an archive.&nbsp; Is the purpose of the archive to serve as a repository of valuable materials?&nbsp; To create a persistent collection that is accessible to a wide range of users?&nbsp; To curate a collection that reflects and manifests a set of values about quality of content?&nbsp; OR to preserve important cultural material for posterity?&nbsp;  Once an archive or collection is digitized, it still remains the business of the institution to define its philosophy in terms of its the purpose of its archive. What we learned is that the initial creation of digital collections and archives have prompted library professionals to engage in new discussions to clarify the core mission of their institutions in light of a changing information landscape. As a consequence, all libraries, from the largest national collecting institutions to the smallest community branch now find themselves having to address issues pertaining to digital content management, rights of information ownership, and the balance between privacy and access.&nbsp; As these discussions unfold, they yield new visions for libraries in the future:&nbsp; as portal, as repository, as a knowledge-making enterprise, and as a critical public service.&nbsp;  
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<p>
<p>
Just as community libraries are reconsidering how to best address the opportunities and responsibilities made possible by the widespread availability of digital media, so too are museums grappling with the possibilities promised by new technologies.&nbsp; Libraries and museums face similar questions in how to incorporate digital technologies in the service of the institution’s core mission.&nbsp; The <a href="http://www.imls.gov/about/about.shtm" title="Institute of Museums and Library Services">Institute of Museums and Library Services</a> (IMLS) has as it&#8217;s core mission to “create strong libraries and museums that connect people to information and ideas.”  The IMLS provides guidance and funding to several U.S. libraries (122,000) and museums (17,500) in support of programs and activities that encourage lifelong learning.&nbsp; Digital technologies are crucial to these efforts:
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<blockquote><p>
Libraries and museums help create vibrant, energized learning communities. Our achievement as individuals and our success as a democratic society depend on learning continually, adapting to change readily, and evaluating information critically.&nbsp; As stewards of cultural heritage, information and ideas, museums and libraries have traditionally played a vital role in helping us experience, explore, discover and make sense of the world. That role is now more essential than ever. Through building technological infrastructure and strengthening community relationships, libraries and museums can offer the public unprecedented access and expertise in transforming information overload into knowledge.&nbsp; (Quoted from website)
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</p></blockquote>
<p>
The IMLS has developed several initiatives to realize this mission.
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<ul>
<li><a href="http://www.imls.gov/collections/index.htm" title="The Connection to Collections">The Connection to Collections</a> effort is a “national initiative to raise public awareness of the importance of caring for our treasures, and to underscore the fact that these collections are essential the American Story.”  
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<p>
<li><a href="http://www.imls.gov/about/youth.shtm" title="The Engaging America’s Youth">The Engaging America’s Youth</a> initiative has been developed to create and sustain a Nation of Learners. 
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<p>
<li>The<a href="http://www.imls.gov/about/international.shtm" title=" International Strategic Partnership"> International Strategic Partnership</a> initiative is designed to strengthen cross-cultural connections between U.S. museums and libraries and their global counterparts.
</ul>
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<p>
IMLS also sponsors an annual event called the WebWise Conference that brings together representatives from museums, libraries, archives, systems science, and education interested in the creation of high quality online content for inquiry and learning.&nbsp; The first <a href="http://www.imls.gov/news/events/webwise04.shtm" title="WebWise conference">WebWise conference</a> held in 2004 focused on the the notion of “sharing” online content.&nbsp; Key issues addressed during that first conference included discussions about technical interoperability, the formation of collaborative partnerships to foster greater access to shared information collections, and funding and sustainability of technology-intensive services.&nbsp; Subsequent conferences continued these discussions and branched into other areas of consideration such as: how to create digital resources for effective teaching and learning, how to engage learners of all ages, the meaning of metadata, the changing nature of stewardship and the preservation of digital collections, and the implication of Web 2.0 social networking applications.&nbsp; Every conference has included presentations on the legal and policy implications of new digital media for the purposes of information sharing, information ownership, rights of privacy, and changing models of copyright and licensing.
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<p>
<p>
The <a href="http://webwise2009.fcla.edu/" title="2009 WebWise Conference">2009 WebWise Conference</a> was structured around the theme “digital debates” and included several talks on the need to nurture more robust collaborations among institutions and between an institution and members of its public. The talk by Nancy Proctor (from the Smithsonian America Art Museum) focused on how museums could foster creative collaborations using new technologies. 
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<p>
<center>
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<img src="http://ironforge.hri.uci.edu/eedmlstudio/images/uploads/Proctor_Museum_Talk.jpg" style="border: 0;" alt="image" width="360" height="284" />
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<p>
Nancy Proctor, <a href="http://www.tvworldwide.com/globe_show/webwise/090226/default_go.cfm?gsid=1099" title="“The Museum as Agora: What is Collaboration in Museums 2.0.”">“The Museum as Agora: What is Collaboration in Museums 2.0.”</a>
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WebWise 2009, Washington D.C.
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</center>
</p>
<p>
Proctor begins her talk with the question: what is the museum in the web 2.0 world of information on demand?&nbsp; In her talk she reviewed several projects that represent innovative attempts to create novel forms of collaboration among museums and members of the public.&nbsp; She notes that these efforts did not begin with the development of Web 2.0 applications, but had been going on over the past decade.&nbsp; Noteworthy projects that she discussed included:
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<p>
<a href="http://www.heritagepreservation.org/Programs/Sos/index.html" title="Save Outdoor Sculpture:">Save Outdoor Sculpture:</a> 
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This project took shape before the advent of social networking applications.&nbsp; The aim was to collaborate with individuals to gather user-created content about outdoor sculptures.&nbsp; The collaboration involved the Smithsonian American Art Museum and the Heritage Preservation Organization who worked with 7000 individuals to catalog condition reports on outdoor sculpture across the U.S.&nbsp; The project data was recorded on paper, through email and photographs.&nbsp; The result was the creation of an extensive database on outdoor sculpture that is now being imported into Google maps.
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<p>
<p>
<a href="http://eyelevel.si.edu/2009/03/in-this-case-fill-the-gap.html" title="Fill the Gap: ">Fill the Gap: </a>  Sponsored by the Luce Center at the American Art Museum, this project enlists the collaboration of photographers to &#8220;fill the gap&#8221; in empty art display cases.&nbsp; When an art object goes out for restoration or on-loan for an exhibition, there is a gap in the museum display cases.&nbsp; This project asks photographers to upload images artwork to Flicker that might “fill the gap&#8221; in a particular display case.&nbsp; The aim is to engage the members of the public in dialogue about the nature of the collection and to demonstrate the kinds of discussions that go on among curators about the presentation of art within the museum context.
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<p>
<p>
<a href="http://en.wikipedia.org/wiki/Wikipedia:Wikipedia_Loves_Art" title="The Wikipedia Loves Art Project:">The Wikipedia Loves Art Project:</a>  Led by the Brooklyn Museum, in collaboration with twenty other international museums, this project is structured like a scavenger hunt in that it invites people to visit museums and take photographs of artworks on certain themes. The photographs are uploaded to a Flickr site, and are then evaluated in terms of quality and thematic appropriateness.&nbsp; The winning images are used to provide illustrations for Wikipedia articles.&nbsp; Photographers (or teams) get full credit for any image used.
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<p>
<p>
<a href="http://MuseumMobile.info/wiki" title="The Handheld Wiki:">The Handheld Wiki:</a> This project allows museum professionals to share expertise and experience on the use of handheld devices and mobile media.
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<p>
<p>
In reflecting on these efforts, Proctor identifies the key elements of collaboration: 1) The creation of community and sharing practices, 2) the development of dialogue and storytelling, 3) integration efforts and the creation of relevance, 4) the development of trust and interdependencies, and 5) (most of all) the creation of fun experiences.&nbsp; She notes that these project also highlight the significant challenges to fostering collaboration—including the fact that people are sometimes stingy with their contributions, that tasks must be prioritized, that intellectual property and brands must be respected and managed, and that quantity does not guarantee quality.&nbsp; In her conclusion, she returns to her original question: what is the museum in a 2.0 world of information on demand?&nbsp;  To this she responds that the museum might best be considered as a distributed network of networks.&nbsp; The Web 2.0 Museum is staged on different kinds of platforms:&nbsp; <b>onsite</b> (at physical brick and mortar locations), <b>online</b> (at digital environments and sites created by the museum), <b>online elsewhere</b> (at digital environments and sites created and governed by others such as Flickr and Wikipedia) and on <b>mobile devices</b>.&nbsp; As she reminds us, audience members and visitors might access the museum through any (or all) of these sites.&nbsp; In reflecting on this phenomenon, Proctor asserts that the museum is transforming from the Acropolis (the remote shrine that keeps cultural treasures safe) to an Agora—a space for community, encounter and exchange.&nbsp; For this reason, she argues that the museum is preeminently a collaborative space in digital age.
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<p>
<p>
Indeed, the postings in this next section will consider a range of practices that museums are using to create new collaborative experiences for and among their visitors.&nbsp; We focus on the use of digital media in two general types of museums:&nbsp; the art museum and the science/technology center.&nbsp; Art museums with large collections are strongly aligned with libraries in providing archival services and face issues similar to those of libraries relating to the digitization of collections, providing access, and protecting ownership rights.&nbsp; While other museums such as science centers and technology museums are less focused on the collection of artifacts as they are on the staging of particular experiences with new technologies or the demonstration of basic scientific principles.&nbsp; We consider the efforts going on in art museums as separate from those that are happening within the context of the science/technology museums only for the purposes of organization of the background research.&nbsp; The postings will discuss how museums have moved from a focus on digital collections to the project of creating a web presence for visitors.&nbsp; One posting will look at a variety of on-line museums experiences including museums in Second Life and teen web sites.&nbsp; A later post will examine new practices of media making, playing, and tinkering that are now offered by various museums as a way to connect the physical and the virtual for the purposes enhancing visitor learning experiences.&nbsp; The final posting in this section will consider specific edge projects that are designed to explore new learning opportunities in a digital age.&nbsp; The trajectory of these postings track the changes going on in museums from providing <b>access to information</b> to staging <b>new forms of participation</b>.
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</p>]]></description>
      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-06-26T01:44:05-08:00</dc:date>
    </item>

    <item>
      <title>Digital Media in Community Libraries, Part 5: Media Workshops</title>
      <link>http://futuresoflearning.org/index.php/site/digital_media_in_community_libraries_part_5_media_workshops/</link>
      <guid>http://futuresoflearning.org/index.php/site/digital_media_in_community_libraries_part_5_media_workshops/#When:16:49:26Z</guid>
<description><![CDATA[<p>In their research on <a href="http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029319/k.4E7B/About_the_Initiative.htm" title="digital media and learning">digital media and learning</a>, <a href="http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2108773&amp;content_id={CD911571-0240-4714-A93B-1D0C07C7B6C1}&amp;notoc=1" title="Jenkins, et al">Jenkins, et al.</a> (2006) and <a href="http://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&amp;b=2108773&amp;content_id={83F36A9D-A8DE-4496-B8F9-52C3C2416216}&amp;notoc=1" title="Ito, et al">Ito, et al.</a> (2008) highlight the importance of informal learning environments in the acquisition of new media skills for young people. Libraries, like schools and after-school programs (Peppler &amp; Kafai, 2007) can provide access to media production tools and become sites where young people &#8221;<a href="http://digitalyouth.ischool.berkeley.edu/report" title="hang out, mess around, and geek out">hang out, mess around, and geek out</a>&#8221; with these tools together. Along with the game based activities mentioned in a previous post, community libraries have recognized their potential to be sites that foster multiple modes of learning. Libraries have long hosted traditional literacy programs and within the ALA and its Young Adult Library Services Association (YALSA), game programs and other media workshops are seen as a continuation of those efforts. Skills training with digital tools can also be understood as a continuation of libraries&#8217; role in teaching patrons information seeking skills (Tuominen, Savolainen &amp; Talja, 2005). Media workshops in music, video, blog, podcasts and game production are also considered outreach efforts that can bring young people into the library space and introduce them to other library services like loaning books. The ALA and YALSA provide guidelines for ways librarians can utilize free software programs and platforms to create workshops and resources for young people to produce media content from blogs to short films. Many successful media programs in public libraries result from partnerships with media professionals within the local community as well as funding through local arts councils and other grant-making bodies. 
</p>
<p>
<b>Teen Tech Week</b>
</p>
<p>
Beginning in 2005, The YALSA has sponsored annual Teen Tech Weeks and provides <a href="http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw09/resources/resources.cfm" title="resources">resources</a> for libraries to create technology themed activities. One resource is a <a href="http://wikis.ala.org/yalsa/index.php/Teen_Tech_Week" title="wiki site">wiki site</a> where librarians can share best practices and their plans for Tech Week. For 2008&#8217;s &#8220;Tune In @ Your Library&#8221; theme, Joseph Wilk created a &#8220;Getting Started Guide&#8221; for &#8221;<a href="http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw08/techguide_music.pdf" title="Making Music with Teens">Making Music with Teens</a>.&#8221; The guide lists specific web-based software and freeware programs teens can use to mix audio selections found through the <a href="http://www.freesound.org/" title="Freesound Project">Freesound Project</a> database. The YALSA also sponsored a song contest for teens to create and record their own songs. The winner was Michelle Visent, a student at Felix Varela Senior High School in Miami, FL, with her song &#8220;Library.&#8221;
</p>
<p>
<embed type="application/x-shockwave-flash" width="350" 	height="24" 	allowfullscreen="true" 	allowscriptaccess="always" 	src="http://www.archive.org/flow/flowplayer.commercial-3.0.5.swf" 	w3c="true" 	flashvars='config={"key":"#$b6eb72a0f2f1e29f3d4","playlist":[{"url":"http://www.archive.org/download/ttw2008_mvisent_625/Michi2.mp3","autoPlay":false}],"clip":{"autoPlay":true},"canvas":{"backgroundColor":"0x000000","backgroundGradient":"none"},"plugins":{"audio":{"url":"http://www.archive.org/flow/flowplayer.audio-3.0.3-dev.swf"},"controls":{"playlist":false,"fullscreen":false,"gloss":"high","backgroundColor":"0x000000","backgroundGradient":"medium","sliderColor":"0x777777","progressColor":"0x777777","timeColor":"0xeeeeee","durationColor":"0x01DAFF","buttonColor":"0x333333","buttonOverColor":"0x505050"}},"contextMenu":[{"Item ttw2008_mvisent_625 at archive.org":"function()"},"-","Flowplayer 3.0.5"]}'> </embed>
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<a href="http://www.archive.org/details/ttw2008_mvisent_625" title=""The Library: teen tech week song"">&#8220;The Library: teen tech week song&#8221;</a> on <a href="http://www.archive.org">http://www.archive.org</a>
</p>
<p>
On the wiki for the 2008 Teen Tech Week, Stephanie Iser of the Kansas City Public Library system shared her experience partnering with a local arts organization, <a href="http://www.hiphopkc.com/modules.php?op=modload&amp;name=Sections&amp;file=index&amp;req=viewarticle&amp;artid=1&amp;page=1&amp;POSTNUKESID=74eb90ab18282ddf47adb174a4c446a0" title="Hip Hop Academy KC">Hip Hop Academy KC</a>, which held showcases and workshops on hip hop elements, such as break dancing, turntablism, and rhyming.
</p>
<p>
While many Teen Tech Week activities are based around video games and consoles, library programs included digital photography workshops and video creation activities. The YALSA has run mini grant competitions in which libraries submit plans for Teen Tech Week that yield $400-$500 to support the library&#8217;s creative use of technology programs for the week. Libraries have used the funds to purchase Flip video cameras and audio editing software. The 2008 Teen Tech Week Mini Grants were made possible by Teen Tech Week 2008 Corporate Sponsor Dungeons &amp; Dragons, a subsidiary of Wizards of the Coast, Inc. Other sponsors supported the 2009 Teen Tech Week grants.
</p>
<p>
A 2009 mini grant winner was the Hennepin County Library in Minnesota. According to the wiki, the library planned to use the  
<br />
<blockquote><p>&#8220;Teen Tech Week Grant a &#8220;Party Like It&#8217;s Teen Tech Week&#8221; event to celebrate creative uses of technology by and for teens. The party will be hosted by our Teen Advisory Group from whom the idea for the grant originated. The main event will be a workshop on <a href="http://www.anti-theory.com/soundart/circuitbend/" title="Circuit-Bending">Circuit-Bending</a> led by Librarian Camden Tadhg, who will be trained by the Science Museum of Minnesota. In having a staff member train for this event, rather than bringing in an outside presenter, we hope to spread this knowledge throughout the Hennepin County Library system with a &#8220;train the trainer&#8221; model. Additionally, our Teen Tech Squad will work one-on-one with teens in using rich media creation software such as <a href="http://scratch.mit.edu/" title="Scratch">Scratch</a>, <a href="http://www.gimp.org/" title="GIMP">GIMP</a>, <a href="http://audacity.sourceforge.net/" title="Audacity">Audacity</a>, and <a href="http://www.educational-freeware.com/freeware/art-rage.aspx" title="ArtRage">ArtRage</a>. The highlight of the day will hopefully be a Circuit Bending Jam Session where we will record the teen participants making music with the instruments they create during the Circuit Bending workshop.&#8221;</p></blockquote>
<p>
<b>Ongoing Workshops</b>
</p>
<p>
Many libraries host workshops that do not involve digital media, with poetry and comic workshops especially prominent. Crafts such as knitting and bead work are also taught in library classes and workshops. The following are a few examples of libraries and their media workshops: 
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<p>
The Carvers Bay Digital Arts Experience (DAE) is a collective effort of the Georgetown County Library System and the Cultural Council of Georgetown County, with funding from the Gaylord &amp; Dorothy Donnelley Foundation and the Francis P. Bunnelle Foundation. The 12-week course was designed to expose middle school students to the basic concepts and skills required to complete digitally oriented audiovisual projects. The ALA Gaming Toolkit site lists the workshops as exemplary of digital arts workshops. 
</p>
<p>
<img src="http://www.webjunction.org/img/img19258.jpg" />
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-webjunction.org
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<p>
As part of ALA&#8217;s Libraries, Gaming and Literacy Initiative funded by the Verizon Foundation, 10 libraries nationwide received grants to implement creative game design and gaming programs. The San Pablo Library of California&#8217;s Contra Costa County Library System received a grant to implement a music literacy program called <i>Make Music at the San Pablo Library</i>. According to the <a href="http://www.libraryjournal.com/blog/1130000713/post/1940043994.html" title="Library Journal blog">Library Journal blog</a>, <blockquote><p>&#8220;activities include: music enrichment assemblies, creative writing workshop featuring a song writing contest, musical Jeopardy, performances by local teen musicians, music composition workshop featuring hands on experimentation with music composition software, music video games like Wii Music and Rock Band, an &#8220;Iron Musician&#8221; competition, a build your own musical instrument contest, and more.&#8221;</p></blockquote>
<p>
The South Orange Public Library in South Orange, NJ hosted a 3 part poetry video workshop run by a local poet and video teacher. Funded by the Edison Media Arts Consortium, the workshops led participants through creative writing, filming and editing processes. The library also hosted a night that featured a screening of all the videos.
</p>
<p>
The Metropolitan Library Service Agency of the Twin Cities region in Minnesota will be sponsoring video workshops as part of its &#8221;<a href="http://www.melsa.org/quietOnTheSet/index.cfm" title="Quiet on the Set">Quiet on the Set</a>&#8221; competition this summer, in which people are invited to create short videos about local libraries.
</p>
<p>
The Pioneer Library System in Pottawatomie County, Oklahoma is partnering with a local video teacher to hold <a href="http://www.news-star.com/arts/x1083525314/Videograhphy-workshop-coming-to-area-libraries" title="videography workshops">videography workshops</a> in several branches this June. The two hour workshops are meant to take small groups through pre-production, filming and editing steps. The events are part of the library system&#8217;s &#8220;Express Yourself&#8221; Summer Reading Program and are sponsored by the Oklahoma Arts Council.
</p>
<p>
<b>Additional Resource: </b>
</p>
<p>
The book <i><a href="http://www.neal-schuman.com/bdetail.php?isbn=1555706134" title="Get Connected: Tech Programs for Teens">Get Connected: Tech Programs for Teens</a></i> is a compilation of tech programs from YALSA and compiled by Rosemary Honnold.
</p>
<p>
<b>References</b>
</p>
<p>
Ito, Mizuko, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Martinez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, and Lisa Tripp. (with Judd Antin, Megan Finn, Arthur Law, Annie Manion, Sarai Mitnick and Dan Schlossberg and Sarita Yardi) Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media.&nbsp; Cambridge: MIT Press, Forthcoming.
</p>
<p>
Jenkins, H., Clinton, K., Purushotma, R., Robinson, A. J., &amp; Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Building the field of digital media and learning, 1-68.
</p>
<p>
Peppler, K. A., &amp; Kafai, Y. B. (2007). From SuperGoo to Scratch: Exploring Creative Digital Media Production in Informal Learning. Learning, Media and Technology, 32(2), 149-166.
</p>
<p>
Tuominen, K., Savolainen, R., &amp; Talja, S. (2005). Information Literacy as a Sociotechnical Practice. The Library Quarterly, 75(3), 329-345. doi: 10.1086/497311.
</p>
<p>
&#8220;A Closer Look at the Winning Libraries&#8221; <a href="http://www.libraryjournal.com/blog/1130000713/post/1940043994.html">http://www.libraryjournal.com/blog/1130000713/post/1940043994.html</a>
</p>
<p>
&#8220;Videography workshops coming to area libraries&#8221; <a href="http://www.news-star.com/arts/x1083525314/Videograhphy-workshop-coming-to-area-libraries">http://www.news-star.com/arts/x1083525314/Videograhphy-workshop-coming-to-area-libraries</a>
</p>
<p>
&#8220;Teen Poetry Video Workshop&#8221; <a href="http://www.ala.org/ala/mgrps/divs/yalsa/newsandeventsb/teenpoetryvideo.cfm">http://www.ala.org/ala/mgrps/divs/yalsa/newsandeventsb/teenpoetryvideo.cfm</a>
</p>
<p>
&#8220;Video Production Workshop&#8221; <a href="http://dentonlibrary.wordpress.com/2009/03/05/video-production-workshop-the-north-branch/">http://dentonlibrary.wordpress.com/2009/03/05/video-production-workshop-the-north-branch/</a>
</p>
<p>
Teen Tech Week Wiki <a href="http://wikis.ala.org/yalsa/index.php/Teen_Tech_Week">http://wikis.ala.org/yalsa/index.php/Teen_Tech_Week</a>
</p>
<p>
&#8220;Summary of Effort and Result for the Carvers Bay Digital Arts Experience&#8221; <a href="http://www.webjunction.org/programming-and-outreach-for-young-adults/articles/content/454476">http://www.webjunction.org/programming-and-outreach-for-young-adults/articles/content/454476</a>
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      <dc:subject>Literature Reviews</dc:subject>
      <dc:date>2009-06-18T16:49:26-08:00</dc:date>
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