A colorful palette of ideas of students projects was presented at the Gunnerus library yesterday. “Experts in team” is a master’s degree course in which students develop their interdisciplinary teamwork skills and allows them to prepare themselves for their working life. Village 9 worked during the spring semester with ideas on Digital dissemination of the past and discussed the possibilities and the limitations technology can offer as a tool. The idea was to work interdisciplinary and discuss the challenges technology poses around the lifespan and the documentation strategies of today’s digital data production that the Museum and Library section deals with. Creative ideas as to what would be the best strategy to structure and disseminate the metadata of archives and special collections in the future is a demanding and ongoing task for our library and suggestions from young professionals is a way to stay in tune with the current technological developments. At the same time, contact with the general public is the main factor for the development of new visualization tools and allows us to think new ways of approaching our users and their interests and achieve. For that, I must thank hashtag#NTNU IDI and my colleagues as well as the students that worked with great enthusiasm through the semester giving us the opportunity to experiment through this collaboration. I must also thank IDI professor Letizia Jacceri for mentoring and guiding me all these years through a number of collaborative projects. hashtag#eithashtag#technologyhashtag#interdisciplinary
The Gunnerus library at Kalvskinnet Campus in Trondheim extends an invitation to a seminar on academic writing and work the 27.03.2019 from 15.00-16.00 at the library
Erlings Skakkes 1B
Dimitra Christidou, a senior researcher in the NTNU Department of Computer Science.
A seminar on methods used for conducting evaluation in museums. By discussing the ways in which researchers approach and explore learning in museums, the seminar aims at triggering inspiration regarding the methodologies one can use to explore a phenomenon or a question. In the seminar, we will also discuss the importance of ‘Peer feedback’ for improving writing performance and critical thinking.
Dimitra Christidou she is currently enganged in H2020 COMnPLAY SCIENCE project at NTNU. Her research focuses on museum learning, visitor studies, multimodality, and embodied interaction. Dimitra holds a PhD in Museum Studies from University College London (UCL) and has worked as a researcher in the museum sector in Sweden, Austria and Greece.
1st and 2nd of November 2018
organized by NTNU University Library at Trondheim,
Division of Culture and Science.
Detailed Program here
Practical information here
Venues: Suhmhuset, Gunnerus library, at Kalvskinnet Campus
Associate Professor at the University of Toronto’s Faculty of Information, and since January 2016 Director of Collaborative Programs in the Faculty. For the last three years (July 2012 to June 2015) Director of its Museum Studies postgraduate program (MMSt), teaching courses in museum digital technologies and media, as well as museological theory and management. He is also a founding Research Fellow of the Digital Curation Unit, IMIS=”Athena” Research Centre (http://www.dcu.gr), working in the field of curation theory and cyberscholarhip requirements analysis and design. Highly experienced in in the field of cultural management and cultural heritage informatics.
His lecture will concentrate on: DiMPO, the Digital Methods and Practices Observatory Working Group of DARIAH, the Digital Research Infrastructure in the Arts and Humanities, aims to provide evidence-based , timely and useful information and insight on the scholarly practices, needs and attitudes of European humanities researchers working in the digital environment. For this purpose, it conducts literature review, questionnaire survey, qualitative and domain modeling research on the activities, methods and digital infrastructures developed and used for humanities research. More than a dozen DARIAH researchers from Austria, Croatia, Denmark, Finland, France, Germany, Greece, Ireland, Lithuania, Poland, Russia, Serbia, Slovenia, Spain, Switzerland, and the United Kingdom already participate in DiMPO activities. Its 2015 online questionnaire survey attracted 2,177 respondents from across Europe, and DiMPO seeks actively to expand its reach in the new launch of the survey planned for 2020. Its work on conceptual modeling of scholarly activity led to the development of the NeDIMAH Methods Ontology (NeMO), a formal specification for the conceptualization and documentation of scholarly methods and activities of researchers in the digital environment which integrates a consensus taxonomy of digital scholarly methods. DiMPO is currently working on a project to collect and document qualitative evidence on digitally-enabled humanities work across Europe through mutliple-case studies and qualitative intrerviewing. After a brief introduction to DARIAH, this presentation presents the objectives, activities and workplan of DiMPO, situating them methodologically in the context of the study of scholarly work and digital infrastructures requirements analysis.
The NTNU University library, Gunnerus branch extends an invitation to a Digital Humanities seminar at Kalvskinnet campus Trondheim, Norway
1st and 2nd of November 2018
A unique possibility to meet Digital Humanities Scholars from renowned Universities with years experience in DH research.
Choose a workshop by registering here
“Introducing Research Practices and Tools for Digital Humanities”.
Workshops :1.11.2018 limited numbers
# Dhntnuub2018 # Trondheim #DH
Keynote speakers: Day One
Associate Professor at the University of Toronto’s Faculty of Information, and since January 2016 Director of Collaborative Programs in the Faculty. For the last three years (July 2012 to June 2015) Director of its Museum Studies postgraduate program (MMSt), teaching courses in museum digital technologies and media, as well as museological theory and management. I am also a founding Research Fellow of the Digital Curation Unit, IMIS=”Athena” Research Centre (http://www.dcu.gr), working in the field of curation theory and cyberscholarhip requirements analysis and design. Highly experienced in in the field of cultural management and cultural heritage informatics.
Derek Jakson, Harvard Business Publishing -. Derek received his MS in Information Science and Technology from Simmons College in Boston, Massachusetts, USA with a particular interest in digital archives and digital preservation. He has worked on many projects for archival institutions such as Yale University Manuscripts and Archives, The John F. Kennedy Presidential Library, Tufts Digital Collections and Archives, and Robert D. Farber University Archives & Special Collections at Brandeis. Later he moved with experience in metadata and digital formats he moved to publishing and currently is the Manager of Content Production for Harvard Business Publishing where he is participates in organizing HBP’s Metadata, Document Format Conversion and Production Processes, Developing Automated Conversion Software, and Content Accessibility.
Andrew Perkis,Professor at NTNU , Andrew Perkis received his Siv.Ing and Dr. Techn. Degrees in 1985 and 1994, respectively. In 2008 he received an executive Master of Technology Management in cooperation from NTNU, NHH and NUS (Singapore). He has been with NTNU since 1993 and currently holds a chair within Media Technology. His current research focus is within methods and functionality of content representation, quality assessment and its use within the media value chain in a variety of applications and change management and business modelling for the media sector. He was one of the founding authors of the concept of Universal Multimedia Access (UMA) and Quality of Experience (QoE). He is also involved in setting up directions and visions for new research within media technology and entertainment as well as directions for innovations in Immersive Media Technology Experiences.
The value of working in interdisciplinary teams and projects was the main theme of theITS21 Conference in Trondheim organized by NTNU 20-21 of June 2018.
The NTNU University Library, (the Gunnerus branch) participated in one of the sessions focusing on how to develop the needed skills for interdisciplinary collaboration and innovation with a paper entitled :
Libraries and archives as institutions of memory face a challenge when it comes to staying in tune with the demands that the development of technology poses on our society. In order to bring libraries and archives forwards to the digitalization current of the 21st century, I dare to say, one has to share and reflect upon workflows. The NTNU library in Trondheim has had a series of projects ( E-pensum, Mubil, Ark4) since 2012 in collaboration with national and international teams of special expertise in the field of Archive and Heritage education studies that has led to several insights on the subject.
I am working on an article on the subject and I am interested in reflections around the skills of communication in such environments! The hardest task, as it seems to me, and the one most needed for a successful collaboration is communication. It`s central not only because its is time consuming and difficult to establish among disciplines and individuals that have never worked together before; but it requires social intelligence.
Often in such projects when people meet to discuss an idea, there is already funding on the table, but the teams might new to each other and they bring not only expertise but their own personalities into the project. So the process of learning to work together is connected to a specific aim but one has to develop skills as to observe, listen, and be compassionate as a person and as a professional. The same issue appeared at annual Dariah meeting in Pariswhen we were talking about Digital Humanities and interdisciplinary work. Its seems to me that it is a recurrent theme, that of successful communication between the humanists and the IT designers and developers which is undercommunicated.
How can we grasp and define these processes, how can we learn and reflect on interdisciplinary communication skills in project and research design..
Just posing a question!
Alexander Lyngsnes and Alexandra Angeletaki are presenting tomorrow the 12. of April at the IFLA conference in Oslo
Libraries in the sky: large-scale collaboration strategies and infrastructures to enhance the use of digital heritage collections
IFLA RBSCS mid-term conference, National Library of Norway (Oslo)
The paper: Archives and libraries brought into the 21st century through the use of technology. Lessons learned and challenges to reflect upon.
The presentation: https://docs.google.com/presentation/d/1MZyxZZZzKKsvYOtr4pdhvM-lsRiGKCgug67jTW4F_OA/edit?usp=sharing
19th of February from 10.00 until 14.00.
Program: Lectures (10-11) – Games (11-13) – Reflections (13-14)
Enjoy learning about science, mathematics, history through playing.
Play with the prototypes and give us feedback.
The event will be on in English.
Some refreshments will be served.
The event is partly sponsored by NTNU ARTEC, Trondheim Kommune, Gunnerus Library, and IDI NTNU. It t will be organized as an International Conference for teenagers. Parents and educators also welcome. It will offer small lectures about science and culture by international researchers and artists from Japan and Europe as well as NTNU professors and Master students;
All those who are attending this event, please confirm your participation sending the full name of all participants and a contact phone number to: email@example.com
UMI-Sci-Ed (Exploiting Ubiquitous Computing, Mobile Computing and the Internet of Things to promote Science Education) is a Horizon 2020 project, which aims at enhancing the attractiveness of science education and careers for young people (14-16 year olds) via the use of latest technologies.
ARK4 is a digital library of games and quizes about history, archaeology, botany, litaerature and culture.
Novelica is a game to make people forget about negative feelings about mathematics.
Leo con Lula is a game that facilitates learning of reading skills for those with disabilities.
THAT IS WHERE IT WILL TAKE PLACE
The issue of lost cultures or cultures under threat is nowadays more urgent than ever. Increasingly more archaeological sites are set as targets of terrorist attacks, leading to their severe damage or even their total destruction. Such numerous examples documented in recent times call for action.
In the aftermath of these attacks, individuals or groups, spontaneously or more organized, were activated having as goal to preserve or reconstruct as much as possible of the threatened heritage. In this way, several – mainly crowdsourcing – projects made their appearance in the Web calling people and institutions to contribute in order to virtually rebuild the sites damaged or destroyed. Among the endangered sites recently declared as targets of terrorism are Palmyra, Mosul and Nineveh.
In a different angle, with the aim of spreading the word and knowledge on these sites, the topic of Lost Cultures was set as the theme of two new knowledge testing games. Created in the context of the project ARK4 and in collaboration with Europeana Research, these games constitute an initiative of the Digital Curation Unit, Athena RC, project partner of both Europeana Research and ARK4. Adding to a series of knowledge testing games initiated with a Children’s Literature quiz, these games attempted to reuse digital content from the Cultural Heritage field, and in particular Europeana, to reach a wider audience.
The first game entitled “Lost cultures 1: Nineveh of Henry Layard” focuses on the ancient sites of Nineveh and Nimrud, excavated by Austen Henry Layard in the 19th century. The second game (Lost Cultures 2), which reuses digital content entirely deriving from Europeana, focuses on the ancient site of Palmyra. Since its destruction, the ancient city of Palmyra in Syria has been a popular topic among archaeologists and the public and has been reconstructed in various ways, from crowdsourcing projects to 3D virtual modeling initiatives. These games, which have been widely circulated in social media, could be considered as another effort to preserve the memory of the sites of Palmyra and Nineveh.
For those of you who did not have the chance to visit those sites or for the lucky ones who did, give a try to these knowledge testing games and have a glimpse of these important heritage sites.
– See more at: http://research.europeana.eu/blogpost/lost-cultures-within-europeana#sthash.7gLjWyR8.co4fN0M4.dpuf
By Eliza Papaki