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VSEM – The Virtual 3D Social Experience Museum


									   VSEM – The Virtual 3D Social
      Experience Museum

Max Arends, Doron Goldfarb, Dieter Merkl, Martin Weingartner

                                          Electronic Commerce Group
                     VSEM – The Virtual 3D Social Experience Museum
                           Institute of Software Technology and Interactive Systems
                                                     Vienna University of Technology
                         Favoritenstrasse 9-11/188-1 . 1040 Vienna . Austria/Europe
                                                         Tel: +43 (1) 58801 - 18815
   Funded by the Austrian Science Fund (FWF)
   Duration of Project: April 2009 - April 2012
   Project Members:
     Dieter Merkl
     Max Arends
     Doron Goldfarb
     Martin Weingartner

   Homepage:

... What does VSEM stand for?

What is the function of a Museum?
   Purpose of a museum (according to ICOM):
      acquire
      conserve
      researche
      communicate
      exhibit
       the heritage of humanity and its environment
       for the purpose of:
          education
          study

          and enjoyment

ICOM: International Council of Museums
so at first we were looking...

      actual museums
     then we wanted to find out...
how museums make use of WEB Features to provide a social

                     We looked at...
   69 websites of art museums
   Analised them according to 48 categories like:
       Virtual galleries
       Database Searches
       Content Download
       Cross references
       Audio and Video information
       Internal WEB 2.0 Services like Wiki, Blog, Tagging,etc.
       External WEB 2.0 Services like Twitter, Facebook, etc.
       Virtual 3D User Environments
       etc

               And found out that:
   Many museums make use of WEB 2.0 features

   Integration of WEB 2.0 features like tagging, rating and
    comments has just begun

   Very few museums make use of virtual 3D environments

   Issues about copyrights are of growing concern

   Many features could be applied successfully to a realtime
    online collaborative platform as proposed in VSEM

   ... and the results were published and presented at the
    IADIS WWW/Internet 2009 Conference in Rome

Then we got interested in...

          » Mobile Devices in a Museum
          And we found out that...
   The number of applications on the Itunes-Appstore are
    constantly increasing:

         ... and that there are very
             interesting projects
   like the
       CHIP Project
       PEACH Project

   with Features like
      Spot Tagging
      Behind the Scenes Information
      Recommender systems

   We represented our research results at the
    JITT Workshop 2009 in San Sebastian
    A JITT Journal-paper will be written until March 2010

     We combined our experience...

   Bookchapter for:
       Handbook of Research on Technologies and Cultural Heritage:
        Applications and Environments
            published in IGI Global
            still in review

Marius at Minturnae, DROUAIS,
It fixed me like a statue a quarter of a hour or half an
hour, I don‘t know which, for I lost all ideas of time, even
the consciouness of my existence.
Thomas Jefferson

Aesthetic Experience and Learning
           The Art of Seeing

Dimension           Strategy
 Perceptual           Provide as many bridges a
                        possible between the
 Emotional             viewer and the art
 Intellectual
 Communicational

                  Some Facts about Games
     The average game player is 35 years old
     Forty percent of all game players are women.
     In 2009, 25 percent of Americans over the age of 50 play
      video games, an increase from nine percent in 1999.

    Entertainment Software Association (ESA). 2008. Industry facts.

        Informal Learning and Web 2.0
     the principles of informal learning and social media match
      very closely,
     museum visitors use these tools,
     visitors want to have more two-way interactions with
      museums, and
     the physical and on-line experiences are very closely linked

    Kelly, L., 2008. Museum 3.0: informal learning and social media. Social Media and Cultural Communication Conference,
    February, 2008.

           Platform Evaluation
   Second Life         O3D

   OpenSim             Unity

                     VSEM Prototype

                           Museum Data

   Challenges
      Diversity of Languages & Terminologies
      Semantic Complexity
      Huge volume of Data
      Quality of Data

   CIDOC CRM (Conceptual Reference Model)
    since 2006: ISO 21127:2006 (

   Thesauruses as „controlled vocabulary“
                 VSEM Prototype

                       CIDOC CRM

   Event centered approach
                         VSEM Prototype


   Getty Vocabularies (
      AAT     ( Arts & Architecture Thesaurus )
      ULAN    ( Union List of Artist Names )
      TGN     ( Thesaurus of Geographic Names )

   Iconclass (
      Classification system designed for art and iconography
                VSEM Prototype

        VSEM DB

   VSEM DB follows
    CRM-based MUSINFO scheme
    proposed by (Crofts, 2004)
                     VSEM Prototype

                           Data Sources
   Museum Databases
      Usually not publicly accessible, Proprietary Collection
       Management Systems

   Museum Websites ( browsable online collections )
      Variations in content and display style
      Data Aggregator Webservice (

   Downloadable Collections
      „Spreadsheet“ Format
      Web Gallery of Art (
                    VSEM Prototype
                      Web Gallery of Art
   Provides information about ~17.000 artworks by ~2.200

   RAFFAELLO Sanzio;
    (b. 1483, Urbino, d. 1520, Roma);
    The Transfiguration;1518-20;Oil on wood, 405 x 278 cm;
    Pinacoteca, Vatican;

   Transformation of WGA data to VSEM DB
VSEM Prototype
VSEM Prototype
VSEM Prototype

   Prototype development

   Cooperation with museum professionals

   Incorporate mobile devices

   User Evaluation


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