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Virtual Museums

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Glossary

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Glossary term References
Tangible User Interface

See [Tangible interaction]

S. G. C., The marble answering machine, The Hand That Rocks the Cradle, pp. 60-65, 1995.
Tangible User Interface

See [Tangible interaction]

J. L., A, L., and R., S., The 2009 Horizon Report, Austin: Texas: The New Media Consortium, 2009, pp. 27-29.
Temporary Virtual Museum

a Virtual Museum which is conceived to be played for a limited time span, also according to a specific event or an exhibition

Deliverable 2.1. 2014.
Touch User Interface

gestures that are part of all modern smartphone, tablet, touchscreen UI and other touch devices.

Deliverable 2.1. 2014.
Transmedia

the type of media that can be transferred – in an automatic way or not depending on the case - across different computer platforms in order to increase the inter-operability of VM applications

Deliverable 2.1. 2014.
Ubiquitous display

is a non-desktop display system used to display VM applications, in a way that the application content appears to be blended in a real environment or space

Deliverable 2.1. 2014.
Un-versioned Repository

A central place in which an aggregation of data is kept and maintained in an organized way. In the general sense this is a data directory that does not keep version information and previous revisions. In this way the user edits cannot be tracked and edited. Example are: WebDav, Dropbox,  FTP.

Deliverable 2.1. 2014.
Usability

can be defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (ISO, 1998). Usability of an interface is usually associated with five parameters (ISO, 1998; Nielsen, 1993), derived directly from this definition:

1) easy to learn: the user can get work done quickly with the system, 2) efficient to use: once the user has learnt the system, a high level of productivity is possible, 3) easy to remember: the casual user is able to return to using the system after some period without having to learn everything all over again,
4) few errors: users do not make many errors during the use of the system or if they do so they can easily recover them, 5) pleasant to use: users are subjectively satisfied by using the system; they like it.

 

ISO 9241-11. International Organization for Standardization , 1998.
User Experience

User experience is how a person feels when interfacing with a system. The system could be either a website interface or a web application, desktop installation or finally a mobile product. It is generally characterized by main features related to human-computer interaction (HCI) disciplines. According to the ISO definition user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use.

9241-210, International Organization for Standardization ., vol. 9241-210. International Organization for Standardization , 2009.
User interface design

the process of developing any technical tool with focus on usability, [user experience] and interaction. A user interface design process involves a wide array of activities, from user research to graphic design

Deliverable 2.1. 2014.
User interface metaphor

A set of visuals, actions and procedures that help a user understand a target domain (e.g. a computer) by exploiting
Knowledge that the user has of a source domain (e.g. office work). One of the most famous user interface metaphors is the desktop metaphor, which introduced the idea that working with a computer is like working at a desktop with folders, a file cabinet, a trash bin etc. Even though frequently criticized for being outdated and for hindering the development of new innovative user interface paradigms, user interface metaphors remain a fundamental component of most modern operative systems.

Deliverable 2.1. 2014.
Versioned Repository

a central place in which an aggregation of data is kept and maintained in an organized way. A revision control system is used to track the changes to the data. The changes are identified by a number or a letter code termed as "revision number", the date they were applied and a description of the changes (optional). The revisions can be compared, restored and in specific file types merged. An example of a versioned repository is SVN (SubVersion).

Deliverable 2.1. 2014.
Virtual Collection

it consists of set of digital objects/data (See [Digital Collection] ) that have a double aim of detaining and interactively involve individuals.

http://icom.museum/fileadmin/user_upload/pdf/Key_Concepts_of_Museology/Museologie_Anglais_BD.pdf. [Online]. Available: http://icom.museum/fileadmin/user_upload/pdf/Key_Concepts_of_Museology/Museologie_Anglais_BD.pdf.
Virtual Exhibition

See [Virtual Collection] and [Virtual exhibition]

http://icom.museum/fileadmin/user_upload/pdf/Key_Concepts_of_Museology/Museologie_Anglais_BD.pdf. [Online]. Available: http://icom.museum/fileadmin/user_upload/pdf/Key_Concepts_of_Museology/Museologie_Anglais_BD.pdf.
Virtual Heritage

“VirtualHeritage” (VH) is a broad term to define the whole set of items and assets that deal with virtual-reality (VR) and cultural-heritage. In general, virtual heritage and [Cultural Heritage] refer to independent fields: cultural heritage claim for properties and sites with archaeological, aesthetic and historical value; while “virtual heritage” deals with instances of these properties and sites within a digital representation which implies materializing the heritage content digitally and to process and disseminate it using computer graphics technology and enhanced strategies of communication.

M. Roussou, Virtual Heritage: From the Research Lab to the Broad Public,Virtual Archaeology, 2002, pp. 93-100.
Virtual Heritage

“VirtualHeritage” (VH) is a broad term to define the whole set of items and assets that deal with virtual-reality (VR) and cultural-heritage. In general, virtual heritage and [Cultural Heritage] refer to independent fields: cultural heritage claim for properties and sites with archaeological, aesthetic and historical value; while “virtual heritage” deals with instances of these properties and sites within a digital representation which implies materializing the heritage content digitally and to process and disseminate it using computer graphics technology and enhanced strategies of communication.

M. Roussou, Virtual Heritage: From the Research Lab to the Broad Public,Virtual Archaeology, 2002, pp. 93-100.
Virtual Museums and Virtual Realities

simulated by a computer / related to Virtual Reality / occurring or existing primarily online / hypothetical whose existence is inferred from indirect evidence 

Deliverable 2.1. 2014.
Virtual Museums and Virtual Realities

Starting from ICOM definition of “Museum”, V-MUST is currently trying to define a “Virtual Museum”. The discussion is leading to obtain an essential and generic definition of a virtual museum, enriched with the specific definitions and uses of the term in the different domains (ICT, heritage, etc.). We report here the evolving definition of the term.

[Virtual Museum ver 1.1] A Virtual Museum is a digital creation organized on a permanent or temporal basis in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits, in a digital way, the tangible and intangible heritage of humanity and its environment. It uses various forms of interactivity and immersion, for the purpose of education, research, enjoyment and enhancement of visitor experience.

[Virtual Museum ver 1.2] A Virtual museum is a digital creation accessible by a public, focused on tangible or intangible heritage. It uses various forms of interactivity and immersion, for the purpose of education, research, enjoyment, enhancement of visitor experience

[Virtual Museum ver 1.3] A Virtual museum is a communication product accessible by a public, focused on tangible or intangible heritage. It uses various forms of interactivity and immersion, for the purpose of education, research, enjoyment, enhancement of visitor experience. In Digital Heritage it is mainly intended as a Digital creation

[Virtual Museum ver 1.4] A Virtual museum is a communication product made accessible by an institution to the public that is focused on tangible or intangible heritage. It typically uses interactivity and immersion for the purpose of education, research, enjoyment, and enhancement of visitor experience. Virtual Museums are usually, but not exclusively delivered electronically when they are denoted as online museums, hypermuseum, digital museum, cybermuseums or web museums.

http://icom.museum/fileadmin/user_upload/pdf/Key_Concepts_of_Museology/Museologie_Anglais_BD.pdf. [Online]. Available: http://icom.museum/fileadmin/user_upload/pdf/Key_Concepts_of_Museology/Museologie_Anglais_BD.pdf.

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.