Advanced Museum Services
Maurizio Calderamo
1
, Simona Ibba
2
, Filippo Eros Pani
2
, Francesco Piras
1
and
Simone Porru
2
1
SoSeBi Srl, Via dell'Artigianato, 9, 09122 Cagliari, Italy
2
Department of Electrical and Electronic Engineering, University of Cagliari,
Piazza d'Armi, 09123 Cagliari, Italy
{calderamo, piras}@sosebi.it,
{filippo.pani, simona.ibba, simone.porru}@diee.unica.it
Abstract. The research project aims to develop a prototype of a web-based
application specifically designed to improve both the management of and the
dialogue between cultural heritage institutions, as well as providing cataloging
and web publishing tools for museums, primarily focusing on user interaction.
The main goal of the project is to build a product capable of understanding the
future evolution of museum services, which can no longer ignore how
technological developments are shaping and inspiring users' new habits, together
with more advanced and diverse expectations and needs. This project is
developed by the Department of Electrics and Electronics Engineering of the
University of Cagliari and SoSeBi Srl. It is financially supported by the
Autonomous Region of Sardinia with European local development funds.
1 Introduction
Typically, the cultural heritage sector shows an enormous potential for innovation, with
astounding development prospectives. This evolution scenario is of particular interest
to Italy, being it a country which owns a rich cultural heritage. Such heritage can also
be relevant as an economic asset, with fairly interesting and diverse consequences and
peculiarities.
Most software offered both in the Italian and international market almost always
separate functions related to the description and preservation of artifacts from functions
related to the presentation and sharing of the same artifacts with users, without much
concern for usability and user experience.
We thus believe that there is more than enough room to introduce an innovative
product that exploits the technology potential of web-based architectures.
In a globalized economic context cultural heritage is a strong element of attraction
for a region; starting from it, and thanks to ICT, it is possible to trigger disruptive
development dynamics.
The use of new technologies can offer a plethora of new opportunities for
dissemination and access to cultural heritage, especially to museums. A modern
museum can be seen as a complex ICT system, strongly interconnected, and responsible
for a vast amount of data to manage. Museums have to be extremely dynamic because
of time-changing temporary exhibitions, which are more frequently associated with
highly-usable applications to increase visitors' involvement [1], [2].
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Piras F., Calderamo M., Porru S., Ibba S. and Pani F.
Advanced Museum Services.
DOI: 10.5220/0006163500380050
In The Success of European Projects using New Information and Communication Technologies (EPS Colmar 2015), pages 38-50
ISBN: 978-989-758-176-2
Copyright
c
2015 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Aware of the potential shown by ICT when applied to cultural heritage, the
proponents aim to start an innovation plan with the objective of developing a prototype
of a web-based application dedicated to the management and communication between
museums, and to the cataloguing and publication on the web, including the interaction
between users. In fact, ICT application to cultural heritage is particularly interesting
because of the various innovation opportunities that can be specifically provided to this
context.
The latest ICT technologies can trigger a disruptive evolution in a museum system,
ranging from information management and communication systems to the creation of
a new typology of interactive museum [3].
Thanks to the Internet and to the new means of interaction with information systems
(e. g., immersive and natural means), the ways of enjoying a museum are multiplying.
In the near future we will be able to think about a cultural space projected towards the
external environment not only for pure management purposes, but also for entertaining
and educating.
Nowadays, as we can witness the birth of a innovative museum model which is
interactive, interconnected, multimedial, and more and more similar to a lively cultural
space to the service of a everwider audience, the main goal appears to be that of
studying and designing a unique software solution capable of providing the following
functionalities:
traditional cataloguing management for collections hosted in museums;
management of the exchange of items between museums;
online publication of the museum collections;
augmented reality and user interaction (creation of virtual thematic paths with
integrated digital information);
semantic search and automated items cataloguing.
At the present day, museums in Italy are not provided with a single product capable
of combining the accuracy requested by cataloguing activities with the user need of
accessing museum items on the Internet. From a technological point of view, the
software, as for the reasons previously stated, will be installed on a cloud computing
web platform which will allow scalable access also for mobile devices.
This paper is structured as follows: the second section describes the prerequisites
and motivations behind the proposed project; the third section describes the context of
the research proposal. In the fourth section, the schedule of the project is outlined. The
last section hosts our final observations about the project.
2 Project Prerequisites and Motivations
A number of national surveys indicate limited growth for museum software
applications demand. It is possible to assert that the museum software market has
reached the maturity stage. IT companies compete for a market share, economies of
scale push for price reduction, and services value is rising. It is precisely to services
that the project proponents will address most of their efforts in terms of investments.
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Studies and industries surveys predict an increasing demand for new high-
technology services, whose valorization will possibly constitute a new source for
revenues for all of those companies which will recognize the signs of this growth.
In order to fully satisfy the new needs of the reference market, the new product will
be designed and developed exploiting the technological assets that web-based
architecture offer, such as the QR code technology, and communication with the main
players in the market, including Google. The software will also fulfill all the technical
standards promoted by the Cultural Heritage Ministry through the dedicated web portal
provided by “Cultura Italia”
1
.
The technological innovation of the new product is threefold: quality enhancement,
evolved performances, macro-functionalities integration.
The future scenario for cultural heritage in which museums will operate will feature
an ever more central role of the web as a means to access knowledge, represented by
the collections belonging to cultural heritage institutions. The web itself is facing a
constant acceleration in technological innovation, thus offering more and more
advanced and sophisticated virtual environment exploration capabilities to users. This
makes more room for innovation in all of the contexts, and will deeply modify people
lifestyle and interaction on the Internet.
Through virtual tours, cultural tourism will turn into a fundamental development
opportunity for public institutions. New ways for accessing cultural heritage, enriched
by an immersive user experience for the museum visitors, will be offered to the public.
Semantic technology will allow for those software systems capable of effectively using
the available assets described in both public and private institutions' repositories to
cooperate on the web, at a global level.
The cooperation between these smart agents, together with their interoperability, will
integrate all the cultural assets hosted by museums connected through the web, thus
making for a more effective and easier to find cultural heritage for the final user, which
is currently fragmented due to the vast plethora of technological-divided institutions.
Users will be all the more drawn to share their virtual tours experiences through
social networks, thus opening new scenarios for interaction and museum exploration.
In fact, those experiences will be shown and suggested to their friends and
acquaintances with matching artistic taste. This will in turn create “emotional paths”
mediated by their own network of online relationships.
In this scenario, proponents aim at realizing a prototype of a new software for
museums, which will have the peculiar feature of integrating five macro-functionalities
into a single application. Usually, those functionalities are provided by different
software products.
The main goal is to design a product capable of fulfilling the needs originated by the
new direction he Cultural Heritage sector is heading to. The application will not be
indifferent to the technological developments demanded by the current users needs,
whose expectations and demands are more and more advanced; they are also modeled
and inspired by consumer technologies promoted by multinationals in the digital sector,
such as Google, Apple, Facebook, Amazon. Moreover, the very same users
expectations are to be found in entertainment exploration activities in museum
environments, which is also an aspect that is gaining momentum because of the need
to answer the request for new means of access by younger generations.
1
Cultura Italia, www.culturaitalia.it
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The resulting new generation application, characterized by an innovative view on
the concept of museum automation application, is expected to be the pioneer of a
general development trend in the museum sector, that is, it will be capable of
anticipating and understanding the market evolution in the next years. The current
Italian and international market landscape only offers applications which clearly
distinguish functionalities that are used for describing and preserving cultural assets
from those used for presentation and sharing among users. Less focus is then to be
found on usability and user experience, thus making more room in the market for an
innovative product featuring the integration of macro-functionalities, when associated
with a market proposal as innovative as the product itself.
As a result, the final product will be a network-oriented software, entirely web-
based. All the data management processes will be externalized into a Cloud Computing
infrastructure, and offered to the users as a service (Software as a Service, or SaaS).
3 The Research Proposal Context
Most of the Italian museums build their peculiar features mainly on their historical
background. Taken as a whole, Italian museums originated just after Italy was unified,
to avoid losing the cultural heritage as a consequence of the transfer of religious
buildings (e. g., churches) ownership to the central state. Therefore, Italian museums
were not conceived as depositories for exotic masterpieces intentionally collected, but
as places hosting heterogeneous objects, locally collected, and grouped out of necessity.
They were first created in a civic form, and placed inside buildings often of great
worth. Italian museums are also more densely aggregated in central and, sometimes,
northern regions.
Countless museum typologies exist, classified according to the sector they are
concerned with and the objects they host.
There are art museums and historical museums, the latter often dedicated to the city
where they are placed or to a main historical period or event, such as the Risorgimento
museums or Resistance museums. Always belonging to this typology, there are also the
archaeological museums, dedicated to the most ancient objects, and those concerned
with a specific civilization, which collect historical and artistic items, such as the
Egyptian Museum in Turin, or the various museums dedicated to the Etruscan
civilization in Tuscany and Lazio.
In all the cities that count among their past inhabitants a famous person (artist,
intellectual, historic character, etc.) it is possible to find a house museum, that is, a
museum placed in the very same space where they had worked or lived.
In addition, there are anthropological and ethnographic museums, dedicated to
different human civilizations and to their artifacts and endeavours. Besides local history
museums, Italy offers many other museums, such as those on rural traditions, traditional
craftsmanship (e. g., tailoring and dressmaking, marble and wooden artifacts, pottery),
or to a specific food (e. g., chocolate, citrus fruits, olive oil, cheese).
Considering natural science, we must mention the natural history museums, which
host collections of animals, plants, minerals, and reconstructions of natural
environments; also science and technology museums, documenting the evolution of
human discoveries in science.
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In Italy, as well as throughout the world, capitals and other major cities are home to
the great state museums which arose mainly in the nineteenth century, and that host
countless objects and artifacts, mostly from earlier private collections. In recent times,
a number of museums specialized on many different topics have sprung up even in
small towns, aiming at valorizing and promoting the most peculiar local traditions and
finest local products.
There are also museums that have been founded thanks to donations from private
collectors. They usually focus on a certain objects typology, such as dolls, toys, stamps,
and so on. Recently, in Italy as well as in different parts of the world, a novel museum
typology has been established, one specifically designed for children, which offer
itineraries and laboratory activities designed for educating children. This kind of
museum has become particularly popular among schools and families. Museums and
similar institutions are, to a considerable extent, true cultural centers, capable of
combining the basic functions of safeguarding cultural heritage, research, and
exhibition, with those related to the promotion of educational activities, discussion,
information exchange, exhibitions, and contemporary art production, that is, those
concerning the entertainment of local communities. In a statistical study published in
2013, ISTAT
2
conducted a survey in collaboration with the Ministry of Heritage and
Culture, where regions and autonomous provinces were throughly analyzed to list not
only all the Italian museums, but also similar institutions, that is, museum-like
institutions, either public or private, either managed by the public administration or not.
4 Research Project Description
The new ICT technologies can radically improve a museum system starting from the
information management and communication systems, so as to finally shape a new type
of interactive museum. Thanks to the Internet and the new forms of interaction with
computer systems now available, users can now choose among different ways of
enjoying a collection hosted inside a museum: in the near future, it will be possible to
think of an outward-looking cultural area, with more and more recreational and
educational services combined with the more usual informational ones.
The expected product will be a modern application with an innovative vision of the
concept of automation of museum services, that is, a pioneer software capable of
following the current development direction that the museum sector is taking,
anticipating and taking advantage of market trends in the years to come.
Our aim is to create a product that can anticipate the direction in which the museum
and cultural/artistic heritage sector is evolving. That is a sector that can no longer ignore
the technology development fueled by users' new habits, expectations, and needs,
which are in turn shaped by consumer technologies coming from multinational
companies in the digital industry.
Such expectations interest different aspects, namely game-like exploration of
museum space, which is becoming popular to address the learning style of young users.
2
Istituto Nazionale di Statistica, www.istat.it
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The software will be designed for the Internet, as it will be entirely web-based, while
the management of all data will be outsourced to a Cloud Computing infrastructure,
and will be provided to clients as a service (Software as a Service). The platform will
have the distinctive and innovative feature of integrating five macro-functionalities
(which are usually managed via different software products) in a single application:
1. traditional management of collections hosted in museums: cataloguing, digitization
of museum collections, etc.;
2. management of the exchange of objects between museums: development of an
application to explore the entire cultural heritage belonging to each museum;
3. online publication of museum collections: development of a “front-end web portal”
for the exhibition of museum collections, which can increase and facilitate the access
by a multi-target user base;
4. user interaction and augmented reality: use of QR code to create virtual cultural
paths, customized and thematic, according to the new technological paradigm of
augmented reality;
5. semantic search: automated items classification in separate categories on the basis
of formalized taxonomies or user-generated folksonomies, which will be possible
through the interpretation of their descriptive content.
The homogeneous integration of the above functionalities will be an original feature
of the software platform. The application will address two different types of users:
museums end users and museum curators, which will also be able to easily handle loan
requests in order to improve the exchange of items between the various museum
institutions.
The prototype will be developed leveraging open source technologies in accordance
with the need of the Public Administration for using free software, and, at the same
time, to follow recent market trends that testify how FLOSS software is gaining
popularity also thanks to the greater social value it offers (especially if compared to
proprietary software).
The platform will be integrated with the most widespread social networks to enlarge
the targeted customer segment and gather feedback. A new type of visitor is in fact
becoming common in museums as well as in most cultural spaces. These visitors want
to communicate, and report their experience in a non-conventional way through their
smartphones or tablets. Comments and opinions, carried through social channels, will
be monitored and analyzed with techniques coming from sentiment analysis and
opinion mining, in order to obtain a qualitative confirmation of the appreciation felt
towards the museum and its web application by users.
4.1 Project Subdivision
The project officially began on October 1, 2015, and its conclusion is estimated to be
on September 28, 2018.
The project covers a number of operation stages. Every stage of the working plan is
organized in Work Packages (WP), parallel phases in which operative objectives are
reached with a work group activity, through the production of expected results and
products and the application of a specific methodology.
The WP included in the projects are five:
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WP 1 - Traditional management of museum collections
WP 2 - Management of the exchange of items between museums
WP 3 - Semantic search
WP 4 - Online publication of museum collections
WP 5 - User interaction and augmented reality
Below is a brief description of each phase of the project development.
4.1.1 WP 1 - Traditional Management of Museum Collections
Ensuring compliance with both the current Italian and international industry standards
is a fundamental requisite for developing a software capable of dealing with a scientific
collection of museum resources. Assuring compliance with standards will allow for a
correct and consistent cataloging of items belonging to collections, also according to
the legislation of other countries. For this reason the first activity SoSeBi will have to
perform is a survey on standards and metadata to apply to the cataloguing and
digitization of museum collections in compliance with national and international laws.
In addition, with regard to this activity, it will be necessary to perform a survey also on
the assets and cataloguing management methodologies for museum collections, again
at both national and international level.
Concerning technologies and software development tools used in this project, the
proponents intend to undertake, within WP 1, a survey to investigate the possibility of
diversifying software production, as currently this process is strictly linked solely to the
technological paradigm related to proprietary programming languages. In contrast, the
investment through a special consulting activity aims at investigating the possibility of
introducing in the production process also Open Source technologies, assessing
weaknesses and strengths of open source software development tools and their specific
relevance to the realization of the software prototype.
The main proponents goal will be to define the application and the innovative
features of the Management Module. On the one hand, the macro-management
capabilities developed for collections will be an easy and effective means for the
museum operator to manage the descriptions of museum resources and the connections
between them. On the other hand, it will offer to the visitor the best and most effective
way for enjoying all the museum collections. This macro-functionalities allow for
controlling all management activities requested by museums, in a modular way with
respect to exchange, publication, interaction, and semantics. To achieve these results, a
graphical interface driven by a uniform and consistent operating logic will be
employed, thus allowing the back-end operators to make use of the different
functionalities without having the feeling of using different software products.
The web interface of the back-end addressed to museum operators provides a
customizable dashboard, specifically designed for focusing on the most used
functionalities. For example, an operator will have the opportunity to highlight the
cataloguing functionalities, whereas the museum director will have easier access to staff
management features or statistical data. On the dashboard, all the software
functionalities will be easily accessible. Their layout and activation will fully depend
on the level and type of the operator and the tasks assigned to them.
Another goal is the creation of a macro-functionality capable of providing the
museum curator to aggregate information on the nature, extent, and structure of the
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assets hosted by the museum. The application will allow for the management of the
information associated to each resource according to a paradigm based on the concept
of complex networks, integrating “atomic” information (intended as referring to the
individual item, thus according to traditional cataloguing) with another type of
information associated with the connections between the various resources constituting
the assets of the museum (gallery, exhibition, etc.). This second type of information is
of a "topological" nature [4].
The application will be capable of generating, from the information contained in the
catalog, a complex network where the assets and their reciprocal relationships will be
made clearly observable (in aggregate form and at different levels of granularity). This
presentation will also be visualizable in a schematic form easily and immediately
explorable, and will investigate the complexity of the existing relationships between
items.
The proposed network is, in fact, a mathematical model on which to apply various
algorithms for network metrics detection, and perform analysis of a statistical nature.
For instance, it will be possible to obtain information on the nature and strength of the
connections between the assets through the use of clustering algorithms, or community
detection algorithms. The temporal evolution of the hosted resources will be
observable, and it will be possible to compare information on the resources with
information of other nature (e. g., geographical information). It will also be possible to
filter network elements on the basis of different parameters (period of history, style,
author, etc.), and then perform analysis only on subnets of interesting elements.
4.1.2 WP 2 - Management of the Exchange of Items between Museums
Another objective to achieve will be the creation of an application macro-functionality
allowing the operator to optimize the exchange of objects between museums, thus
making it possible to easily organize thematic cultural events.
The application will suggest optimal time and date for the scheduling of thematic
exhibitions on the basis of predefined constraints, such as the availability of the items
pertaining to the chosen theme. Each work will be eventually associated to a cost
comprising booking, transportation, and management. Date and place will be chosen
on the basis of the solution to an optimization problem, whose performance index
represents the potential profit deriving from the organization of the event.
The macro-functionality described within WP1 might find its best application in a
scenario where access to museum objects were extended towards other entities than the
museum, that is, for example, external users. In this context, the application will be
designed so to be able to integrate topological information on the reference structure
with those from other museums.
Starting from the information extracted from the local catalogue and those retrieved
from the catalogues of other museums, the application will also be able to generate a
complex network where all the items and the relationships between them will be clearly
distinguishable (in aggregate form and at different levels of granularity) [5].
The curator will be able to assess the nature of the relationships between the artifacts
kept in the institution where he works and those hosted in other institutions, in order to
evaluate any opportunities for partnerships in the organization of events, of guided
tours, or in drafting catalogues [6].
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4.1.3 WP 3 - Semantic Search
This WP concerns the realization of a module whose objective is to automatically (or
semi-automatically) generate a taxonomy starting from the available textual data on the
museum resources.
The project will feature automated classification of catalogued assets in specific
categories on the basis of taxonomies built through a detailed analysis over the textual
description of the resources. This objective will be achieved through the correct
interpretation of the related descriptive content.
Taxonomies are hierarchical structures aimed at organizing information; their use
allows to improve the performances of information retrieval systems, such as vertical
search engines. Vertical search engines typically use ad-hoc taxonomies which describe
the domain of interest. This happens in cases where it is needed to provide a specific
service (e. g., a service addressed to tourism) and/or a localized service (e. g., addressed
to tourism within a specific region). Currently, the problem of the generation of ad-hoc
taxonomies can be dealt with by using groups of experts which operate without the aid
of automated tools [7], [8]. In addition to the long realization time this approach
requires, it is also often difficult to assess the adequacy of the generated taxonomies,
with a negative impact on the performances of the search engine which is using the
taxonomies. It must be also considered that, as of today, the application domains are
changing very quickly. Thus, employing a manual approach is not suitable for promptly
updating the taxonomy. For these reasons, the study and the definition of automated (or
semi-automated) solutions for taxonomy generation, specifically tailored to the domain
of interest, is steadily increasing, due to the plethora of applications in which they could
be exploited.
WP3 also aims to improve the relevance of the results given as a response to user
queries. The most suitable way for effectively and efficiently finding relevant
information on museum artifacts both for visitors and curators is using a vertical search
engine, that is, a search engine focused on a particular area, able to get to the most
detailed information about indexed items (in this case, museum artifacts) and quickly
and effectively return the most relevant results to the user.
The main goal of the WP is then to define and develop suitable techniques and
algorithms for automated or semi-automated taxonomy building, specifically tailored
to the cultural heritage domain, and subsequentely implement a vertical search engine
on top of it.
4.1.4 WP 4 - Online Publication of Museum Collections
One of the main objectives within WP4 is the definition of the application features and
the innovative functionalities of the Publishing Module. This objective is related to the
definition and detailed description of the application functionalities, also with regard to
the information exchange with the other application modules and the subsequent
production of the document for the analysis that will reveal which information are
necessary to identify the software development guidelines for the developers team.
Another objective within WP4 will be to pay attention, during the online publication
phase, to the web interface provided by the application. It will be designed with a user-
centric approach, to establish a connection between the observer and the observed
object to make the individual the main protagonist in the interaction.
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The web front-end implementation, which will follow an immersive logic, will
present museum exhibitions as a open spaces, seamlessly integrated with the context of
cultural heritage tourism, and asking for continuous user interaction.
Therefore, context, space, and time, acquire great relevance: the experiential
interface is the place where relationships between individuals, places, historical
periods, businesses, and museum artifacts, are established.
The visitor is not a mere observer, as he interprets the object through an interaction
that starts online, before he visits the museum: the approach toward the museum object
is properly customized according to the visitor personal profile. Profiling allows for
customized browsing of that content considered as the most attracting to the visitor,
according to the user typology (e. g., school, critic, historian).
Through visual elements such as the front-end layout, multimedia, flash animations,
and 3D, the user is fully involved and invited to experience the effects of his presence
and actions when interacting with a museum exhibit or a single object. The object
acquires more value as the frequency of the interactions with users grow. Digital
information enhances the fundamental principles of any museum exhibition:
socialization as shaped by the museum communication strategy; the full understanding
of the real world which lays the foundations for a sensorial, practical approach to the
observation of the exhibits, as opposed to a virtual approach; the vision of humanity as
a multi-sensory experience able to enhance the human ability to relate to both the real
and the virtual environment. The user physical presence is at the center of his online
visit. The narrative associated to the various museum exhibits is thus made explicit
through a series of both original and user-generated multimedia content (which are also
highly integrated with the social platforms). The user experience generates strong
expectations about the exhibit: the object is presented to the visitor not only as
something esthetically enjoyable, but as an entity not separable from the context it
belongs to, with a special meaning.
The integration of artifacts, historical content, and user-generated content is a
innovative feature of the platform. The realization of the experiential interface requires
leveraging a deepest know-how on various fields, even profoundly different ones. The
achievement of the general and specific objectives of the project is possible only
through cooperation of the best actors belonging to different sectors.
4.1.5 WP 5 - User Interaction and Augmented Reality
Another key objective will be the definition of the application features and the
innovative functionalities of the interaction module. In addition, DIEE and SoSeBi will
work together on the creation of a macro-functionality whose aim is enabling the
visiting user to optimize their expendable time in a city of art or a large museum on the
basis of their cultural interests and context constraints [9], [10].
First and foremost, each user will be able to include in their profile their preferences
in terms of authors (painters, sculptors, architects, etc.) and will be constantly updated
on exhibitions and potentially interesting events.
Second, each user will be allowed to ask for a detailed tour plan about visits to cities
of art or great museums on the basis of a series of information the user provides to
enrich their profile. For example, user will be able to maximize the time spent in a city,
not only on the basis of the priorities he expressed, but also on constraints such as
opening hours and distance. Similarly, the user can optimize their visits to museums on
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the basis of the available time, their preferences, recommendations from other users,
information from their previous visits, information on temporary exhibits, etc.
Another goal that will be achieved will be the creation of a social network composed
by the system users wishing to exchange and share information with other users
showing similar tastes and interests.
It will be possible to enhance the service quality of the user decision support system
taking advantage from the social interaction between users. The users will be invited to
establish relationships with other users properly selected by the system on the basis of
the similarity ratio between profiles and experiences. This will be useful both to users
who access the service as museum (or, more generally, cultural site) visitors, and users
who access it as curators of events, exhibitions, or sites of various typologies.
The social dimension of the system allows for establishing direct relationships
between new users and experienced users (i. e., those who have already enjoyed a given
experience in a city) thus showing the latter's opinion on the visit and, eventually,
receive immediate feedback and suggestions to improve their own experience.
The analysis of the interactions between the users and the information offered by
social networks will be useful to the events/sites curators, as it will serve as a tool both
for reviewing and validating their work, and for improving what future events will have
to offer, social marketing, and expected data about tourists participation to a given
event, on the basis of the activity recorded on social networks and the number of
scheduled tours planned by the users.
The platform to be realized will be integrated with the most popular social networks
in order to expand the reference customer segment and collect as much users feedback
as possible. In fact, for museums, as well as for most of the cultural points of interest,
a new visitor typology is starting to acquire relevance, that is, the visitor who wants to
communicate and that, with the help of handheld devices such as smartphones or
tablets, wants to relate their experiences in an innovative way. The comments and
opinions conveyed through social media will be monitored and analyzed through the
use of sentiment analysis and opinion mining techniques. This will allow for obtaining
feedback about the perceived quality of a specific museum, together to that of the web
applications it provides.
4.1.6 Protection and Exploitation of the Results
Protection and exploitation of the project results will be ensured via the following
actions:
1. deployment of the new product, as the summary of the results obtained from basic
and industrial research activities, and subsequent commercialization. It must be
taken into account that the product is the tangible form of its intellectual content. As
exploitable at different levels of research and engineering, its market penetration will
be, especially from the company point of view, the most effective valorization effort
for the content it represents;
2. generation of a momentum effect for the creation of even new experiences and
acquired know-how through the activation of a networking mechanism, that is, the
creation of a system built upon the relationships with research institutions within the
region and the country (especially, with the University of Cagliari through the DIEE,
and also with other companies operating in the ICT and cultural heritage sector);
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3. production of scientific publications accounting for the results of the research effort
performed by the proponents.
5 Conclusion
The future of cultural heritage, in which museums will be called to act, will see the web
as an increasingly central means of access to knowledge and, more specifically, to
artifacts hosted by museums and other cultural institutions. Even the web is
experiencing a continuous multiplication of technology innovation processes, thus
offering advanced and sophisticated opportunities for exploring virtual environments
and for education.
To fulfill the new needs of the reference market (i.e., the customer segment
addressed by public and private museums) we chose to design and develop a new
generation software product, with an innovative vision on the very concept of museum
automation program. This product could pave the way to a disruptive development
trend in the cultural heritage sector.
The presented project is financed by the Autonomous Region of Sardinia with
European funds (Single Programming Document 2007-2013 - P.O. FESR 2007-2013
Line of Activity 6.2.2.d - Interventions to support competitiveness and innovation,
under the Regional Committee Resolution no. 33/41 of 08/08/2013).
The creation of the platform will stem from the strategic partnership between SoSeBi
Srl and the Department of Electrical and Electronic Engineering (DIEE) of the
University of Cagliari. The motivation behind this choice is to use the results obtatined
both from fundamental research and industrial research to elaborate an innovative
prototype, that aims at being unique in the domestic market as for innovative features
it will offer.
This project is coherent with the strategic objective of the regional planning in
Sardinia, since it aims to implement innovative methods of the ICT sector in the library
industry, and it complies with the objectives described in the Regional Strategic
Document (Documento Strategico Regionale, DSR) 2007-2013 for Sardinia.
Acknowledgements. Simona Ibba and Simone Porru gratefully acknowledges Sardinia
Regional Government for the financial support of his PhD scholarship (P.O.R.
Sardegna F.S.E. Operational Programme of the Autonomous Region of Sardinia,
European Social Fund 2007-2013 Axis IV Human Resources, Objective l.3, Line of
Activity l.3.1).
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