HX VIRTUAL REALITY MUSEUM TOUR OUR TIME CAPSULE ONLINE
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2017 - Time is captured in the preservation of the former electricity generating complex at Herstmonceux in Sussex, information that would not normally be available to anyone living outside the village of Herstmonceux, but with the advent of the digital revolution this may change if we can secure the funding needed to develop the concept of the virtual museum.
This unique reminder of our past could have been open to the public, but for the onerous conditions that the local authority would seek to apply if the Trust were to allow site visits. Insurance too might then become an issue as would the cost of staff. The spanner thrown into the works by Wealden officials may work to our advantage if the site can be experienced as a cultural and learning experience by millions of people online. In our conservation works we receive no financial help from Historic England, the Heritage Lottery Fund, or Wealden District Council. This means that we have to work harder and more imaginatively than others who rely on (qualify for) state funding. Copyright © photograph 30 June 2017.
In the digital age, where the financial burden of works to be able to allow visitors to the site are beyond the capacity of the Trust and Wealden District Council have shown that they would be unwilling to allow repairs to the original specification or visitors to the site - where they appear not to want to encourage tourism in Sussex, the cost of the additional works to meet current building regulations might not only tend to undermine the originality of the structure that has stood the test of time, but also cause long term loss - and so detract from the conservation efforts of the Trust. For these reasons a virtual tour is planned to replace any opening to the public of the complex.
In terms of climate change, a virtual tour uses considerably less energy to educate the public, hence may be described as a low carbon economy project.
THE CHALLENGE
In furtherance of the Virtual Reality Museum of the future (the project) we are inviting help from video producers and IT specialists in the hope that we can make the experience something special and develop the technology for other museums around the world - again in the spirit of reducing carbon miles traveling to educational establishments - where a tour may be digital and equally informative.
In the UK our local authority are particularly keen to prevent carbon miles in Sussex, virtually (if you'll pardon the pun) bringing to a halt tourism and film production in a single blow. No wonder the rates are so high, where you are paying for their poor investment record overseas (immorality that should be illegal) and more maladministration than you could shake a stick at. All the more reason to think outside of the box, if we are to be able to share the amazing history attaching to this unusual building stretching back over 120 years - and still the building continues to support cutting edge innovation today.
If you have any ideas or proposals for such a project please contact Lime Park Heritage Trust. We understand that in some cases that grants may be available for innovative social and cultural projects as mentioned in some of the extracts of the support websites below.
FILMING NO GO - Wealden District Council's David Whibley explains in the letter above that although a permitted development, that in fact filming is not allowed in Sussex because of the Ashdown Forest and carbon emissions that may be associated with shooting scenes - no matter what the Secretaries of State intended. That is the danger with a conditional Permitted Development, with such wording the local authority will trip you up every time. This is one reason that we are going over to a virtual museum where no council can extract their pound of flesh. We would not want to upset Wealden in their efforts to preserve the ancient woodlands, no matter how disingenuous their intentions and hidden agendas, broadly revealed by repeated testing of the water.
WHAT IS A VIRTUAL MUSEUM
A virtual museum is a digital entity that draws on the characteristics of a museum, in order to complement, enhance, or augment the museum experience through personalization, interactivity and richness of content. Virtual museums can perform as the digital footprint of a physical museum, or can act independently, while maintaining the authoritative status as bestowed by the International Council of Museums (ICOM) in its definition of a museum. In tandem with the ICOM mission of a physical museum, the virtual museum is also committed to public access; to both the knowledge systems imbedded in the collections and the systematic, and coherent organization of their display, as well as to their long-term preservation.
There have been introduced various kinds of imaging techniques for building virtual museums, such as infrared reflectography, X-ray imaging, 3D laser scanning, IBMR (Image Based Rendering and Modeling) techniques. In the case of EU-funded projects, the ViHAP3D, a new virtual reality system for scanning museum artifacts, has been developed by EU researchers. Another interactive three-dimensional spatial environment is QTVR. Being a pre-rendered, fixed environment it is more restricted in regards to moving freely around in 3D space but the image quality can be superior to that of real-time rendered environments. This was especially the case in the mid-1990s when computing power and online speeds were limited.
MOBILE
MUSEUMS - A mobile museum is a museum educational outreach program that bring the museum to the people rather than vice versa. Typically they can be in Recreational Vehicles (RVs) or trucks/trailers that drive to schools, libraries and rural events. Their business model is to use grant or donor support, as they goal is to make the museum exhibit accessible to underserved populations. Below are some examples of mobile museums.
OTHER ONLINE MUSEUMS
So far, three thematic museums have been completed: Discover Islamic Art (www.discoverislamicart.org) (online since 2005, Database of 2,113 objects and monuments from 22 countries, 19 Virtual Exhibitions); Discover Baroque Art(www.discoverbaroqueart.org) (online since 2010, Database of 588 objects and monuments from 7 countries, 9 Virtual Exhibitions), and Sharing History (www.sharinghistory.org) (focusing on Arab-Ottoman-European relations between 1815 and 1918, online since 2015, Database of 2,636 objects and monuments from 22 countries, 10 Virtual Exhibitions).
Carnamah Historical Society — an
Australian historical society whose Virtual Museum: to be known and distinguished as Carnamah won a Museums and Galleries National Award in 2014.
The portal offers search & retrieval and integrated access to digitized collections of 10 national museums namely National Museum of India, New Delhi; Allahabad Museum, Allahabad; Indian Museum, Kolkata; National Gallery of Modern Arts (NGMA), New Delhi; National Gallery of Modern Arts (NGMA), Mumbai; National Gallery of Modern Arts (NGMA), Bengaluru; Archaeological Survey of India (ASI) Museum, Goa; Archaeological Survey of India (ASI) Museum, Nagarjunakonda; Salar Jung Museum, Hyderabad and Victoria Memorial Hall, Kolkata.
All participating museums are using JATAN: Virtual Museum Builder, a software developed by C-DAC
for the purpose of standardization. The National Portal for Museums of India also won Special Mention Grand Jury Manthan Award in e-Culture, Heritage & Tourism category in 2015.
EUROPEAN REGIONAL DEVELOPMENT FUND
The ERDF aims to strengthen economic and social cohesion in the European Union by correcting imbalances between its regions.
Some ERDF resources must be
channeled specifically towards low-carbon economy projects:
NESTA - DIGITAL R&D FUND FOR THE ARTS
The Digital R&D Fund for the Arts supported ideas that use digital technology to build new business models and enhance audience reach for organisations with arts projects. Why did they do this?
The fund, a partnership between Nesta, the Arts Council England and the Arts and Humanities Research Council (AHRC), encouraged collaboration between the arts, digital technology providers and the research community in order to undertake experiments from which the wider arts sector could learn.
What did they do?
£7million was made available for projects over the period 2012-2015 for projects up to a value of £125,000. Two new strands within the fund were introduced in 2013 to encourage applications around big data and research with funding up to £300,000.
The fund itself is now closed but you can access the free resources created as part of the programme of work from the timeline below, which includes a digital toolkit for the arts, research papers and a portal for exploring the results of the Digital Culture survey. The National Archives has also published an archive version of the website.
The background
The Digital R&D Fund for the Arts in England followed a pilot exercise (The Digital Research & Development Fund for Arts and Culture) during 2011/12 between the Arts Council England, Arts & Humanities Research Council (AHRC) and Nesta to support arts and cultural organisations across England who wanted to work with digital technologies to:
* expand their audience reach and engagement and/or * explore new business models
Each of the pilot projects was selected because they would produce research and data that other arts and cultural organisations would value highly and, possibly, develop new products/services that could be used by other organisations. A key element of the fund is the partnerships between arts and cultural organisations, technology providers and researchers.
We invited Dr Paul Gerhardt, of Archives for Creativity, to work with the pilot projects to compile brief case studies of each project, and to capture the main learning points. You can read a summary of his findings here, and the more detailed case studies via the links below.
CulturApp: Dickens London Trails
THE ARTS COUNCIL
In partnership with Nesta and AHRC, the Artc Council funded 52 arts and culture organisations to collaborate with tech companies and researchers to explore new ways to reach audiences or generate income.
This is the fourth year of research tracking the changing uses and impact of technology among arts and cultural organisations.
You can also look at a
Data Portal which has been specially designed to help you explore the results from Digital Culture survey in more depth.
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