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Glossary term References
High sensory involvement

a system communicating the content by means of high immersion technology taking advantage of  storytelling strategies, evocative atmospheres and familiar environments, like a dramatized cinematic projection.

Deliverable 2.1. 2014.
Human Computer Interaction

is a term that defines the study and planning of interactions which occur between users and computers by making the latter more usable and effective to users' needs. This discipline often refers to other fields such as computer science, behavioral science, and design and together try to define and set up methodologies and processes for designing and implementing interfaces - both web, mobile and physical installations - techniques for evaluating and comparing interfaces, developing future models and criteria for interaction.

Deliverable 2.1. 2014.
Immersion

is here defined as ”the extent to which the actual system delivers a surrounding environment, one which shuts out sensations from the ‘real world’, which accommodates many sensory modalities, has rich representational capability [...] ”. it implies also [sensory involvement] and [sense of presence]

W. S. and M., S., A Framework for Immersive Virtual Environments (FIVE): Speculations on the role of Presence in Virtual Environments, Presence: Teleoperators and Virtual Environments. , vol. 6, no. 6, pp. 603-616, 1997.
Immersive Virtual Museum

a Virtual Museum communicating the content by means of immersive technology, making the user feeling to be immersed in a surrounding environment, shutting out sensations from the 'real world'.
From user perspective, as it emerged from Archeovirtual 2011 evaluation [see Deliverable 7.2], level of immersion is connected not only with the technology used, but also with the type of communication used which contributes to create an experience [narrative virtual museum] and [dramatization-based virtual museum].  It includes [high-immersion Virtual Museum] and [low-immersion Virtual Museum]

W. S. and M., S., A Framework for Immersive Virtual Environments (FIVE): Speculations on the role of Presence in Virtual Environments, Presence: Teleoperators and Virtual Environments. , vol. 6, no. 6, pp. 603-616, 1997.
Infrastructure

The physical platforms upon which systems, facilities and networks are run. It enables connectivity and provides services via applications

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Innovation Convention 2014

development of an idea into something new

It is different from Creativity. CREATIVITY is the process through which new ideas are produces; INNOVATIOn is the process through which they are implemented

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Intellectual property

Ownership of intangible information [...]. It is a legal framework that enables information to be owned and hence allows the owner to constrict its use or determine who uses it.

COPYRIGHT is one example of intellectual property.

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Interaction

is related to the user capability of modifying the environment and receiving a feedback to his/her actions. Both immersion and interaction concur to realize what is one of the main goals of a virtual experience: presence, i.e. the belief of actually being in a virtual space. 

Beyond virtual museums: Experiencing immersive virtual reality in real museums. , Journal of Cultural Heritage, vol. 11, pp. 452-458, 2010.
Interactive Virtual Museum

An Interactive Virtual Museum is a Virtual Museum responding to a user's input [ref. Oxford Dictionary]. It includes [device-based interaction] and [gesture-based interaction]

Deliverable 2.1. 2014.
Interactivity

signifies the development of the relationship between person and computer, and with other via the computer.

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Learning Analytic

Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimising learning and the environments in which it occurs

S. G and P., L., Penetrating the Fog: Analytics in Learning and Education, EDUCAUSE Review, vol. 46, no. 5, 2011.
Legacy system

is an old method, technology, computer system, or application program that continues to be used, typically because it still functions for the users' needs, even though newer technology or more efficient methods of performing a task are now available. A legacy system may include procedures or terminology which are no longer relevant in the current context, and may hinder or confuse understanding of the methods or technologies used 

Deliverable 2.1. 2014.
Linked Open Data cloud

According to “data.europeana.eu”, part of Europeana project, Linked Open Data is a way of publishing structured data that allows metadata to be connected and enriched, so that different representations of the same content can be found, and links made between related resources. Using a “cloud” platform it is possible to make the metadata available on the web using online services of data sharing and data retrieving.

data.europeana.eu . 2014.
Linked Open Data cloud

According to “data.europeana.eu”, part of Europeana project, Linked Open Data is a way of publishing structured data that allows metadata to be connected and enriched, so that different representations of the same content can be found, and links made between related resources. Using a “cloud” platform it is possible to make the metadata available on the web using online services of data sharing and data retrieving.

F. Bauer and Kaltenbok, M., Linked open data: the essential. Vienna: Mono/monochrom, 2012.
Long Term

In the context of virtual museums, “long-term” is not defined as a specific period of time. Also in the context of Digital Preservation, it is not strictly defined:  in (Verheuil 2006: 20) it means "five years or more", in (Research Councils UK 2008:6) "Data should normally be preserved and accessible for not less than 10 years for any projects, and for projects of clinical or major social, environmental or heritage importance, the data should be retained for up to 20 years, and preferably permanently within a national collection, or as required by the funder's data policy."

More generally in (CCSDS 2002: 1-11) "a period of time long enough for there to be concern about the impacts of changing technologies, including support for new media and data formats, and of a changing user community, on the information being held in a repository. This period extends into the indefinite future."

Reference Model for an Open Archival Information System (OAIS), Consultative Committee for Space Data Systems, Washington DC, 650.0-B-1, 2002.
Long Term

In the context of virtual museums, “long-term” is not defined as a specific period of time. Also in the context of Digital Preservation, it is not strictly defined:  in (Verheuil 2006: 20) it means "five years or more", in (Research Councils UK 2008:6) "Data should normally be preserved and accessible for not less than 10 years for any projects, and for projects of clinical or major social, environmental or heritage importance, the data should be retained for up to 20 years, and preferably permanently within a national collection, or as required by the funder's data policy."

More generally in (CCSDS 2002: 1-11) "a period of time long enough for there to be concern about the impacts of changing technologies, including support for new media and data formats, and of a changing user community, on the information being held in a repository. This period extends into the indefinite future."

Code of Conduct and Policy on the Governance of Good Research Conduct: Integrity, Clarity, and Good Management, 2008. [Online]. Available: http://www.rcuk.ac.uk/documents/reviews/grc/goodresearchconductcode.pdf .
Long Term

In the context of virtual museums, “long-term” is not defined as a specific period of time. Also in the context of Digital Preservation, it is not strictly defined:  in (Verheuil 2006: 20) it means "five years or more", in (Research Councils UK 2008:6) "Data should normally be preserved and accessible for not less than 10 years for any projects, and for projects of clinical or major social, environmental or heritage importance, the data should be retained for up to 20 years, and preferably permanently within a national collection, or as required by the funder's data policy."

More generally in (CCSDS 2002: 1-11) "a period of time long enough for there to be concern about the impacts of changing technologies, including support for new media and data formats, and of a changing user community, on the information being held in a repository. This period extends into the indefinite future."

V. E. R. H. E. U. L. Ingeborg, Networking for Digital Preservation: Current Practice in 15 National Libraries. , 2006. [Online]. Available: http://www.ifla.org/files/assets/hq/publications/ifla-publications-series-119.pdf .
Low Sense of presence

a system whom technical features reveal low immersion in terms of “being there” such as an immersive workbench.

Deliverable 2.1. 2014.
Low sensory involvement

a system communicating the content by means of low embodiment grade with the system or the environment like a descriptive application.

Deliverable 2.1. 2014.
Maintainability
the ability of a Virtual Museum to be easily maintained and preserved (see [digital preservation]) for a [long time]. 
In hardware side it refers to the availability and capability of fixing any malfunction that can appear to the VM. 
In software side it usually refers to the availability of updates, support, and compatibility with operating systems. 
Regarding Content Maintenance, it includes activities “to ensure
• A robust computing and networking infrastructure 
• Storage and synchronization of files at multiple sites 
• Continuous monitoring and management of files 
• Programs for refreshing, migration and emulation 
• Creation and testing of disaster prevention and recovery plans 
• Periodic review and updating of policies and procedures” (ALA 2007) 
A. L. A. (American Association), Definitions of digital preservation. . Chicago: Chicago: American Library Association, 2007.
Maintainability

the ability of a Virtual Museum to be easily maintained and preserved (see [digital preservation]) for a [long time].

In hardware side it refers to the availability and capability of fixing any malfunction that can appear to the VM.

In software side it usually refers to the availability of updates, support, and compatibility with operating systems.

Regarding Content Maintenance, it includes activities “to ensure

A robust computing and networking infrastructure

Storage and synchronization of files at multiple sites

• Continuous monitoring and management of files

• Programs for refreshing, migration and emulation

• Creation and testing of disaster prevention and recovery plans

• Periodic review and updating of policies and procedures” (ALA 2007) 

A. L. A. (American Association), Definitions of digital preservation. . Chicago: Chicago: American Library Association, 2007.
Medium / Media

simply any material through which something else may be transmetted. [...] Media of communication are therefore any means by which messages may be transmetted" 

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Metadata

Metadata are structured information about [digital objects]; they may regard specific cultural heritage object and their purpose and include description, management, resource recovery, preservation, curation and rights management, amongst other. 

Digital Object Identifier (DOI), International Journal Digital Library, no. 5, pp. 179-192 , 2005.
Methodology

the study of methods of investigation in research of any kind, or the body of methods used in any one branch

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Mixed Reality

Mixed reality (MR) (encompassing both augmented reality and augmented virtuality) refers to the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. The term encompasses both augmented reality, where digital information and virtual objects augment images of the real world, and augmented virtuality, where real objects augment artificial computer-generated images co-exist.

According to Paul Milgram and Fumio Kishino the Virtuality Continuum extends from the completely real through to the completely virtual environment with augmented reality and augmented virtuality ranging between. In this context mixed reality  is defined as "..anywhere between the extrems of the virtuality continuum”.

P. Milgram and Kishino, F., Taxonomy of Mixed Reality Visual Displays , IEICE Transactions on Information and Systems, vol. E77-D, no. 12, pp. 1321 - 1329, 1994.
Mobile Virtual Museum

is a virtual museum that can be moved from location to another. It is designed to be easily installed and dismantled easily.

It may include VM applications available for mobile devices (iPhones, Smart Phones, Tablets), independently to the accessibility of the application on line or off line.

Deliverable 2.1. 2014.
Motion Tracking

is the act of deciding the location and/or orientation of a user or a physical object in 3D space 

F. E., Motion tracking requirements and technologies., Stanney, K., vol. Handbook of Virtual Environments., Erlbaum (Lawrence) Associates Ltd, 2002, pp. 163-210.
Multimodal interaction

provides the user with multiple modes of interfacing with a system by means of several distinct tools for input and output of data (Oviatt, 2002). Example: A VM with multimodal interaction could combine a visual modality (e.g. a display, keyboard, and mouse) with a voice modality (speech recognition for input, speech synthesis and recorded audio for output).

O. S., Multimodal interfaces, in A Handbook of Human-Computer Interaction, Jacko J. & Sears ., New Jersey: : Lawrence Erlbaum, 2002.
Narration

A mode of communication in which the "Sender" provides information about events, monuments, artifacts, artworks, customs or beliefs by arranging them in a sequence (e.g. chronological), in order to create an account of a subject by the "Receiver's" side. As with exposition, narration includes description and interpretation and it may also rely upon/encompass some form of schematic representation (e.g. outline) of facts and figures.

Deliverable 2.1. 2014.
Narrative Virtual Museum

a Virtual Museum that uses a mode of communication in which the "Sender" provides information about events, monuments, artifacts, artworks, customs or beliefs by arranging them in a sequence (e.g. chronological), in order to create an account of a subject by the "Receiver's" side. As with exposition, narration includes description and interpretation and it may also rely upon/encompass some form of schematic representation (e.g. outline) of facts and figures.

Deliverable 2.1. 2014.
Natural interaction system

Natural Interaction is a type of interaction that follows an approach to human-computer interaction which uses the natural behaviors (movement, gesture, speech) of the user to interact or "communicate" with an application. The interaction interface is meant to be invisible, or become invisible through naturalized interaction (requiring limited learning for interaction), and based on nature or natural elements [Blake 2010]. Ideally, natural user interfaces are designed to use natural human behaviours to interact directly with content, and may be facilitated with devices such as multi-touch surfaces (iPad or PixelSense) or motion detection sensors (Wii or Kinect). Bill Buxton, a Principle Researcher for Microsoft and pioneer in human-computer interaction has suggested that an interface is truly natural when it "exploits skills that we have acquired through a lifetime of living in the world" [Buxton, Bill 2010]. It includes [Free-form gestural UI] and [Speech-based interaction

B. J., What is the Natural User Interface (Book Excerpt). Deconstructing the NUI, in What is the Natural User Interface , 2010.
Non re-usable Virtual Museum

a Virtual Museum that is not re-usable (i.e. a virtual museums developed using commercial software, distributed or installed as a binary application with content not available)

Deliverable 2.1. 2014.
Non-distributed Virtual Museum

It comprehends all Virtual Museums conceived to be not distributed, but only run in specific installations, according to institutional decisions

Deliverable 2.1. 2014.
Non-immersive Virtual Museum

a Virtual Museum communicating the content by means of non-immersive technology, such as a regular desktop computer with stereo speakers

Beyond virtual museums: Experiencing immersive virtual reality in real museums. , Journal of Cultural Heritage, vol. 11, pp. 452-458, 2010.
Non-interactive Virtual Museum

Assemblage of digital media providing the user passive (including emotional, intellectual and imaginative)engagement.

Deliverable 2.1. 2014.
Non-preserved Virtual Museum

VM that could be either re-used or not re-used but have not been updated and stored resulting in their loss and inaccessibility.

Deliverable 2.1. 2014.

Pages

European Union Seventh Framework

V-MusT.net is a Network of Excellence. The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7 2007/2013) under the Grant Agreement 270404.