Virtual museum

A virtual museum is a museum that exists only online. A virtual museum is also known as an online museum, electronic museum, hypermuseum, digital museum, cybermuseum or Web museum. The term used depends upon the backgrounds of the practitioners and researchers working in this field.

As with a traditional museum, a virtual museum can be designed around specific objects (akin to an art museum, natural history museum, or archive), or can consist of new exhibitions created from scratch (akin to the exhibitions at science museums). Moreover, a virtual museum can refer to the mobile or World Wide Web offerings of traditional museums (e.g., displaying digital representations of its collections or exhibits); or can be be born digital content such as Net art, Virtual Reality and Digital art.

Contents

Pioneers (online before 2000)

The following online museums were pioneers. At that time, web pages were simpler, bandwidth was scarce, the concepts of the online museum were still developing, and there were limited multimedia technologies available within web browsers. Some online museums began in other (not web site) electronic forms, or were established by existing physical museums. Some online museums have become significant sources of scholarly information, including extensive citations within Wikipedia.

Other online museums

Most physical museums now have an online presence, with varying degrees of online information. At one end of the spectrum, museums provide simple contact and background information, and a listing of exhibitions (brochure museums). On the other end of the spectrum are museums that exist only online, or those that have a physical building but offer extensive online exhibits, interactive online features, multimedia, and searchable or browsable collections (content museums, learning museums, virtual museums).[5]

The following are a few other museums online:

Research and scholarship

The digitalization of museums is task that has combined efforts, budgets and research from many museums, cultural associations and governments around the world. For the last few years, there have been projects related to Information Society Technologies dealing with: preservation of cultural heritage, restoration and learning resources. Some examples of contributions in the field of digital and virtual museography: Euromuse.net (EU), DigiCULT (EU), Musings, Digital Museums Projects.

The leading international conference in the field of museums and their websites is the annual Museums and the Web.

In 2004, Roy Hawkey of King’s College London reported that "Virtual visitors to museum websites already out-number physical (on-site) visitors, and many of these are engaged in dedicated learning".[7]

In establishing virtuality and promoting cultural development, the goal is not merely to reproduce existing objects, but to actualize new ones. Information and communication technologies are not merely tools for processing data and making it available, but can be a force and stimulus for cultural development.[8]

Interactive environments

There are several types of interactive environments. One is to re-create 3D space with visual representations of the museum by a 3D architectural metaphor, which provides a sense of place using various spatial references. They usually use 3D modelling, VRML (Virtual Reality Modelling Language) and now X3D(successor to VRML) for viewing. There have been introduced various kinds of imaging techniques for building virtual museums, such as infrared reflectography, X-Ray imaging, 3D laser scanning, IBMR (Image Based Rendering and Modeling) techniques. In the case of EU-funded projects, the ViHAP3D, a new virtual reality system for scanning museum artifacts, has been developed by EU researchers. Another interactive three dimensional spatial environment is QTVR. Being a pre-rendered, fixed environment it is more restricted in regards to moving freely around in 3D space but the image quality can be superior to that of real-time rendered environments. This was especially the case in the mid 1990s when computing power and online speeds were limited.

Domain names

Museums have a variety of top-level domain names. Most are .org. Some are .gov, or governmental domains for other countries. A few are .edu, either as part of a larger educational institution, or grandfathered in when .edu regulations changed (e.g. with the Exploratorium). The .museum domain name used by some museums, as organized by from MuseDoma.[9]

See also

References

  1. ^ Jonathan Bowen, A Brief History of Early Museums Online, The Rutherford Journal, Volume 3, 2010.
  2. ^ Jonathan P. Bowen, Jim Angus, Jim Bennett, Ann Borda, Alpay Beler , Andrew Hodges, and Silvia Filippini-Fantoni, The Development of Science Museum Websites: Case Studies. In Leo Tan Wee Hin and Ramanathan Subramaniam (eds.), E-learning and Virtual Science Centers, Section 3: Case Studies, Chapter XVIII, pages 366–392. Idea Group Publishing, Hershey, USA, 2005.
  3. ^ Jonathan P. Bowen, Jim Bennett, and James Johnson, Virtual Visits to Virtual Museums. In Jennifer Trant and David Bearman (eds.), Proc. Museums and the Web 1998, Toronto, Canada, 22–25 April 1998. CD-ROM, Archives & Museum Informatics, 5501 Walnut Street, Suite 203, Pittsburgh, Pennsylvania 15232-2311, USA, 1998.
  4. ^ Michael Douma (2000). Lessons learned from WebExhibits.org: Practical suggestions for good design. In: Museums and the Web 2000. Proceedings. Ed. by David Bearman & Jennifer Trant.
  5. ^ Schweibenz, Werner. "The Development of Virtual Museums". ICOMNEWS. no. 3. 2004.
  6. ^ Kennicott, Philip (2011-02-01). "Google Art Project: 'Street view' technology added to museums". The Washington Post, Arts Post. http://voices.washingtonpost.com/arts-post/2011/02/google_launches_the_google_art.html. Retrieved 2011-08-25. 
  7. ^ Hawkey, Roy (2004-09). "Learning with digital technologies in museums, science centres and galleries". Futurelab. http://archive.futurelab.org.uk/resources/publications-reports-articles/literature-reviews/Literature-Review205. Retrieved 2011-08-25. 
  8. ^ Elisa Giaccardi, Collective Storytelling and Social Creativity in the Virtual Museum: A Case Study. Design Issues, 22(3):29–41, 2006.
  9. ^ "virtual.museum" index, MuseDoma.