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Dr. Jan Simons – Creative Industries Research Center Amsterdam
(CIRCA)

Horizon2020
Reflective 6 2015: Innovation Ecosystems of Digital
Cultural Assets
CIRCA

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Center for Digital Humanities

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Horizon 2020 structuur

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Top-down / bottom-up

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Reflective: algemene doelstelling


This call will explore the European diversities and the opportunities
they bring, enhancing the understanding of Europe's intellectual and
creative basis and paving the way for the European society to
critically reflect upon itself, including its historical, cultural and
normative roots and the historical trajectories of Europe’s democratic
institutions. By addressing the key issues of cultural heritage, identity
formation as well as intellectual, artistic, creative and historical legacy
of the European Union, this research will contribute to a more
resilient, innovative and creative European society pursuing the goal
of 'Unity in diversity' whose importance and relevance has been
highlighted by the recent financial and economic crisis. It will also
foster the potential of digital technologies for facilitating the modelling,
analysis, understanding and preservation of European cultural
heritage, thus allowing richer interpretations and user experiences, as
well as creative re-use.
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Reflective 6: Innovation ecosystems of
digital cultural assets

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Reflective 6: Challenge


Specific Challenge: The digital age has revolutionised
our habits, behaviours and expectations. The utilisation
of digital technologies for research in the humanities and
social sciences demonstrates the need for innovation at
the service of scholarship and its advancement. The shift
to digital is impacting on identities and cultures and
transforming the shape of the knowledge that we will
transmit to future generations as our legacy. This specific
challenge responds to the growing urge to share the
wealth of cultural resources, research and knowledge in
our collections…..

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Reflective 6: Scope


Scope: Support and promote access to and resue of cultural heritage
resources as part of research and innovation. Projects should enable new
models and demonstrations of the analysis, interpretation and understanding
of Europe's cultural and intellectual history and/or bring cultural content to new
audiences in novel ways, through the development of new environments,
applications, tools, and services for digital cultural resources in scientific
collections, archives, museums, libraries and cultural heritage sites. The
developed technologies or services should be generated in the context of
humanities research perspectives (identity, culture, questions of place,
historical and cultural knowledge) alongside meeting real user needs. They
should stimulate cross-border, cross-lingual multi-disciplinary research of
Europe's cultural heritage, enabling collaboration, partnerships and coproduction of knowledge across sectors and communities of researchers and
users. Proposals should demonstrate appropriate methods of re-using and
repurposing digital assets, paving the way for wider exploitation of Europe's
cultural resources and boosting innovation. (…)

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Reflective 6: Expected impact




Expected impact: Activities under this topic will stimulate new
research perspectives for the humanities and social science
communities, provide innovative and creative methods for
approaching cultural assets, generate tools and resources to
access and exploit the rich and diverse European digital
cultural heritage in a sustainable way, and promote further its
use allowing its reinterpretation towards the development of a
new shared culture in Europe.
It is expected that these activities will create a viable and
sustainable cross-border, cross-lingual and/or cross-sector
exploitation of European digital cultural heritage assets by
putting into place new networks of researchers, scholars, ICT
professionals and specialists of digital heritage.
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Reflective 6: Type of project


Type of action: Innovation actions

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Reflective 6: mogelijke projecten





Augmenting Masterpieces
Concert 3.0
#Hooked
M.O.C.C.A

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Augmenting Masterpieces: Interfaces
between the Physical and Digital Collection
of the Rijksmuseum


The traditional exhibition setting is a spatial viewing arrangement requiring distance, linear sequences
and mobile spectators moving from object to object. As a result of this static environment, there
are many details that the visitor easily overlooks. Especially since the multiple layers of the artworks can
only be accessed through intimate acts that are traditionally forbidden: touching, zooming,
tapping, rearranging. Digitising the collection – in 2D photographic archives, databases of information
and 3D renderings – offers new ways to bypass these restrictions. For that reason, it has become a
common practice to augment museums and exhibitions with virtual counterparts and extensions.




Developing these kinds of interfaces, however, is both a technological and theoretical challenge. How
can digital images be integrated into the museum setting? The design challenge of developing new
interfaces poses an urgent theoretical question: how do the cultural techniques of intimate gestures touch, zooming, tapping, rearranging - affect the experience of visiting the Rijksmuseum? What
affordances of the digital can be employed to augment the original masterpieces? The design
firms working on the back-end and front-end development of the website and multimedia tour for
Rijksmuseum encounter these questions in practice on a daily basis.




This research project aims at creating a theoretical framework, formulating existing and desired
features, testing user experience, developing prototypes of new interfaces for virtual and
physical interaction in the museum context and creating a final product to be used for augmented
museum tours.



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Modeling Crowdsourcing for Cultural
Heritage
•

In the past decade, cultural heritage institutions around the world have begun to explore
the potential of crowdsourcing: using online platforms to employ the help of audiences in
core tasks such as collecting, describing, or curating heritage collections. However, while
numerous experiments have taken place, we still lack a comprehensive model for
determining which types and methods of crowdsourcing are relevant for which specific
purposes.

•
•

M.O.C.C.A. aims to develop such a model. Based on the analysis of two current
crowdsourcing projects:Red een portret’ (Save a Portrait) project and the tagging of
the Maria Austria photography collection, both hosted at the City Archives of
Amsterdam and developed in collaboration with Picturae – the project will balance the
various methods of crowdsourcing against the purposes of the heritage institutions, and
define a set of conditions and requirements. Such a model is much needed:
crowdsourcing will most likely become a permanent feature of the workflow of heritage
institutions, creating a need for an efficient employment of these forms of user
participation and the further development of the technical and organizational
infrastructure it requires.

•

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Concert 3.0
•

While digital technology is impacting contemporary culture in
important ways the classical music concert is one area which has only
recently opened up to this kind of innovation. In this collaborative
project with the Royal Concertgebouw we will focus on designing and
testing strategies that specifically address the offline conditions of
common classical concert culture from the listener’s perspective. The
project seeks to develop ways for listeners to create digital anchors
during concerts and to use those as starting points for a more
integrated, protracted and knowledge rich experience. Also, the
project looks into ways in which digital humanities approaches can be
used to enhance the quality of concert experience by bringing stateof-the-art music research closer to actual listeners.

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Contact:


Creative Industries Research Center (CIRCA):


http://circa.uva.nl

J.A.A.Simons@uva.nl; S.M.vanderBeek@uva.nl
Center for Digital Humanities (CDH)






http://cdh.uva.nl



L.W.M.Bod@uva.nl; S.M.vanderBeek@uva.nl

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Jan Simons (UvA) over call Reflective 6 van Horizon 2020

  • 1. Dr. Jan Simons – Creative Industries Research Center Amsterdam (CIRCA) Horizon2020 Reflective 6 2015: Innovation Ecosystems of Digital Cultural Assets
  • 2. CIRCA Typ hier de footer 2
  • 3. Center for Digital Humanities Typ hier de footer 3
  • 4. Horizon 2020 structuur Typ hier de footer 4
  • 5. Top-down / bottom-up Typ hier de footer 5
  • 6. Typ hier de footer 6
  • 7. Typ hier de footer 7
  • 8. Typ hier de footer 8
  • 9. Reflective: algemene doelstelling  This call will explore the European diversities and the opportunities they bring, enhancing the understanding of Europe's intellectual and creative basis and paving the way for the European society to critically reflect upon itself, including its historical, cultural and normative roots and the historical trajectories of Europe’s democratic institutions. By addressing the key issues of cultural heritage, identity formation as well as intellectual, artistic, creative and historical legacy of the European Union, this research will contribute to a more resilient, innovative and creative European society pursuing the goal of 'Unity in diversity' whose importance and relevance has been highlighted by the recent financial and economic crisis. It will also foster the potential of digital technologies for facilitating the modelling, analysis, understanding and preservation of European cultural heritage, thus allowing richer interpretations and user experiences, as well as creative re-use. Typ hier de footer 9
  • 10. Reflective 6: Innovation ecosystems of digital cultural assets Typ hier de footer 10
  • 11. Reflective 6: Challenge  Specific Challenge: The digital age has revolutionised our habits, behaviours and expectations. The utilisation of digital technologies for research in the humanities and social sciences demonstrates the need for innovation at the service of scholarship and its advancement. The shift to digital is impacting on identities and cultures and transforming the shape of the knowledge that we will transmit to future generations as our legacy. This specific challenge responds to the growing urge to share the wealth of cultural resources, research and knowledge in our collections….. Typ hier de footer 11
  • 12. Reflective 6: Scope  Scope: Support and promote access to and resue of cultural heritage resources as part of research and innovation. Projects should enable new models and demonstrations of the analysis, interpretation and understanding of Europe's cultural and intellectual history and/or bring cultural content to new audiences in novel ways, through the development of new environments, applications, tools, and services for digital cultural resources in scientific collections, archives, museums, libraries and cultural heritage sites. The developed technologies or services should be generated in the context of humanities research perspectives (identity, culture, questions of place, historical and cultural knowledge) alongside meeting real user needs. They should stimulate cross-border, cross-lingual multi-disciplinary research of Europe's cultural heritage, enabling collaboration, partnerships and coproduction of knowledge across sectors and communities of researchers and users. Proposals should demonstrate appropriate methods of re-using and repurposing digital assets, paving the way for wider exploitation of Europe's cultural resources and boosting innovation. (…) Typ hier de footer 12
  • 13. Reflective 6: Expected impact   Expected impact: Activities under this topic will stimulate new research perspectives for the humanities and social science communities, provide innovative and creative methods for approaching cultural assets, generate tools and resources to access and exploit the rich and diverse European digital cultural heritage in a sustainable way, and promote further its use allowing its reinterpretation towards the development of a new shared culture in Europe. It is expected that these activities will create a viable and sustainable cross-border, cross-lingual and/or cross-sector exploitation of European digital cultural heritage assets by putting into place new networks of researchers, scholars, ICT professionals and specialists of digital heritage. Typ hier de footer 13
  • 14. Reflective 6: Type of project  Type of action: Innovation actions Typ hier de footer 14
  • 15. Reflective 6: mogelijke projecten     Augmenting Masterpieces Concert 3.0 #Hooked M.O.C.C.A Typ hier de footer 15
  • 16. Augmenting Masterpieces: Interfaces between the Physical and Digital Collection of the Rijksmuseum  The traditional exhibition setting is a spatial viewing arrangement requiring distance, linear sequences and mobile spectators moving from object to object. As a result of this static environment, there are many details that the visitor easily overlooks. Especially since the multiple layers of the artworks can only be accessed through intimate acts that are traditionally forbidden: touching, zooming, tapping, rearranging. Digitising the collection – in 2D photographic archives, databases of information and 3D renderings – offers new ways to bypass these restrictions. For that reason, it has become a common practice to augment museums and exhibitions with virtual counterparts and extensions.   Developing these kinds of interfaces, however, is both a technological and theoretical challenge. How can digital images be integrated into the museum setting? The design challenge of developing new interfaces poses an urgent theoretical question: how do the cultural techniques of intimate gestures touch, zooming, tapping, rearranging - affect the experience of visiting the Rijksmuseum? What affordances of the digital can be employed to augment the original masterpieces? The design firms working on the back-end and front-end development of the website and multimedia tour for Rijksmuseum encounter these questions in practice on a daily basis.   This research project aims at creating a theoretical framework, formulating existing and desired features, testing user experience, developing prototypes of new interfaces for virtual and physical interaction in the museum context and creating a final product to be used for augmented museum tours.  Typ hier de footer 16
  • 17. Modeling Crowdsourcing for Cultural Heritage • In the past decade, cultural heritage institutions around the world have begun to explore the potential of crowdsourcing: using online platforms to employ the help of audiences in core tasks such as collecting, describing, or curating heritage collections. However, while numerous experiments have taken place, we still lack a comprehensive model for determining which types and methods of crowdsourcing are relevant for which specific purposes. • • M.O.C.C.A. aims to develop such a model. Based on the analysis of two current crowdsourcing projects:Red een portret’ (Save a Portrait) project and the tagging of the Maria Austria photography collection, both hosted at the City Archives of Amsterdam and developed in collaboration with Picturae – the project will balance the various methods of crowdsourcing against the purposes of the heritage institutions, and define a set of conditions and requirements. Such a model is much needed: crowdsourcing will most likely become a permanent feature of the workflow of heritage institutions, creating a need for an efficient employment of these forms of user participation and the further development of the technical and organizational infrastructure it requires. • Typ hier de footer 17
  • 18. Concert 3.0 • While digital technology is impacting contemporary culture in important ways the classical music concert is one area which has only recently opened up to this kind of innovation. In this collaborative project with the Royal Concertgebouw we will focus on designing and testing strategies that specifically address the offline conditions of common classical concert culture from the listener’s perspective. The project seeks to develop ways for listeners to create digital anchors during concerts and to use those as starting points for a more integrated, protracted and knowledge rich experience. Also, the project looks into ways in which digital humanities approaches can be used to enhance the quality of concert experience by bringing stateof-the-art music research closer to actual listeners. Typ hier de footer 18
  • 19. Contact:  Creative Industries Research Center (CIRCA):  http://circa.uva.nl J.A.A.Simons@uva.nl; S.M.vanderBeek@uva.nl Center for Digital Humanities (CDH)    http://cdh.uva.nl  L.W.M.Bod@uva.nl; S.M.vanderBeek@uva.nl Typ hier de footer 19