This is my dumping ground for quotes and other stuff relating to the wonderful world of digital & communications.
the Royal Shakespeare Company will present A Midsummer Night’s Dream to a global audience over three days via the magic of the internet…. the project, called Midsummer Night’s Dreaming… will unfold in real time. The production will use a number of online formats, from live-streaming to written blogs, all shared through the social network Google+ over the Midsummer weekend, from 21 June.
In a way, GIF is taking over TV shows like ‘The Soup’ or ‘Best Week Ever’ as the more accurate pop culture barometer
Magic Tate Ball, a free app for Nokia and iOS that selects art works based on your location and surroundings.
The app uses the movement sensors in your mobile device so that you can shake it like the iconic Magic 8 Ball and takes in information like the time, date and weather in order to provide an image of a work of art
On the near-term horizon — that is, within the next 12 months — are two categories that are changing the way museums interact with their patrons and global community: mobile apps and social media…
Two to three years out, is where we will begin to see widespread support of two technologies that are experiencing growing popularity within museum education and interpretation: augmented reality (AR) and open content. By nature, museum educators create bridges between objects, ideas, and visitors, and augmented reality can allow this to happen more fluidly and easily than ever. Open content is changing the way museums make images, documents, and other ephemera from exhibits and collections available, with the goal of placing rich media and information online that is licensed forsharing, reuseor even (if licensed for derivative works), for remixing…
at four to five years away from widespread adoption, are the Internet of Things and natural user interfaces (NUIs). Both technologies create opportunities for interaction. The Internet of Things… is fueling considerable innovation in how devices communicate with each other and with us. Exhibits that will make use of natural user interfaces that react to touch, movement, voice, and facial expression are going to be more intuitive for museum patrons…
83% of the organizations in this survey say the internet and digital technologies have made their audiences more diverse.
81% say these technologies are “very important” to their organization for promoting the arts.
78% say these technologies are “very important” to their organization for increasing audience engagement.
64% say digital technologies are “very important” to their organization for fundraising.
63% say digital technologies are “very important” to their organization for helping them use their resources more efficiently.
55% say technology is “very important” to their organization for engaging in arts advocacy.
the new perspectives provided by three-dimensional modeling have given even experts … some “Eureka!” moments.
In the simulated Giza, for example, Mr. Manuelian noticed how a shaft of light entered a reconstructed tomb from its eastern side, seemingly illuminating a niche on the western wall that hides a false door, for the spirit of the dead to enter from the west.
Mr. Manuelian said he had not noticed that light beams seemed to focus on similar niches in many tombs. … “The visualization gives you powerful ways to see the site from angles and dimensions that no human is physically capable of seeing.”
Text digitization in the cultural heritage sector started in earnest in 1971, when the first Project Gutenberg text — the United States Declaration of Independence — was keyed into a file on a mainframe at the University of Illinois. The Thesaurus Linguae Graecae began in 1972. The Oxford Text Archive was founded in 1976. The ARTFL Project was founded at the University of Chicago in 1982. The Perseus Digital Library started its development in 1985
At one point in the story, Gulliver encounters a fascinating machine while visiting the Academy of Projectors in the land of Lagando. Gulliver describes the machine, called The Engine: It was twenty feet square, placed in the middle of the room. The superfices was composed of several bits of wood, about the bigness of a die, but some larger than others. They were all linked together by slender wires. These bits of wood were covered, on every square, with paper pasted on them; and on these papers were written all the words of their language, in their several moods, tenses, and declensions; but without any order. This is one of the earliest known mention of a machine that could be considered as a computer in literature, more than a hundred years prior to the first calculating engine designs by Charles Babbage. The Engine might be seen as a computer, but perhaps it’s better thought of as a sort of random-number generator. The machine would create prose and poetry, entirely mechanically. The method of its operation involved turning the frame on which all the words of the language hung and having students read them aloud while capturing the results
a 3D model of the Giza Necropolis, a free application available to all Internet users, which was unveiled Tuesday at Boston’s Museum of Fine Arts.
This digital model is the only way we can see Giza in its ancient splendor, due to looting, erosion, urban sprawl and artifacts being sent across the world.
The Big Internet Museum has launched with the aim of taking that mantle.
Dividing into numerous ‘wings’, such as Audio-Visual, Social Media and Gaming, the museum site lets you navigate through ‘exhibits’ from the history of online life, from Arpanet and Usenet to YouTube and Instagram. A special will be filled with temporary exhibitions from time to time. If there’s something you think is missing, you can submit ideas for future exhibits.
A former recreational bodybuilder from Bulgaria, Ms. Popova is the unlikely founder of the exploding online emporium of ideas known as Brain Pickings…. Her paternal grandmother was a rabid biblio and had a collection of encyclopedias, Ms. Popova said, and she credits the act of randomly opening volumes and happening upon entries for her passion to discover old knowledge. “The Web has such a presentism bias,” she said, with Facebook updates, tweets and blog entries always appearing with the latest first. By contrast, flipping through the encyclopedia was “an interesting model of learning about the world serendipitously and also guidedely.
For example, the Getty has a new youth-oriented application for smartphones through a game it calls Switch, in which an evil genie has wreaked havoc at the museum. The paintings in an app are not the exact duplicates of the paintings on the wall, so players must find the differences. The challenge is to correct details in a copy of the museum painting on the iPhone so that it matches the actual image. In the first test, there were a series of details including the absence of a brooch in an oil painting of Leonilla, Princess of Sayn-Wittgenstein-Sayn, by Franz Xaver Winterhalter. The player has to figure out and correct what is inaccurate.