European Tourism Day 2023

The European Tourism Day is organized on 5 May 2023 from 9:00, in the Charlemagne Building of the European Commission in Brussels and online.

This event will be an opportunity to discuss the state of tourism in the EU in the context of the green and digital transitions, to follow-up on the Tourism Transition Pathway and to share best practices for its co-implementation.

Commissioner for Internal Market Thierry Breton will open the event and exchange with tourism stakeholders in an orientation debate entitled: ‘How to create a resilient, world-leading tourism ecosystem with innovative SMEs and thriving communities?’.

Panellists will then debate in three dedicated sessions:

  1. Digitalisation of tourism: towards the data space for EU tourism
  2. Green transition: sustainable tourism services and destinations
  3. Skilling and upskilling of tourism actors

The conference will be a one-day, onsite high-level meeting with the possibility for additional audience to follow via web-streaming. The session will feature simultaneous interpretation in English, French, German, Italian and Spanish.

The final agenda of the European Tourism Day 2023 will soon be available on the event’s webpage.

REGISTRATION:

To attend the European Tourism Day 2023 conference onsite, you are invited to register via the link below.

https://scic.ec.europa.eu/ew/register/dgscic/European_Tourism_Day_Brussels_May_2023/e/lk/g/55940/k/

STREAMING:

Should you prefer to attend the event online, no registration is needed. You will be able to follow live on: https://single-market-economy.ec.europa.eu/events/european-tourism-day-2023-2023-05-05_en

If you wish to have additional information about:

  1. topics and roll-out of the event, please contact: GROW-ETD@ec.europa.eu
  2. logistics, please contact growETD2023@cecoforma.com

Mixed reality educational game in the Rogatec Open-Air Museum

Text and media by Rok Kremžar, Pro Virtuala

Digitalisation of cultural heritage has been a growing trend in recent years, allowing museums and other institutions to share their collections with a wider audience. One of the latest innovations in this field is the use of mixed reality technology and HoloLens 2 smart glasses, which enable visitors to experience cultural heritage in a whole new way. One such example is the Rogatec Open-Air Museum, which has created the world’s first and only game that uses HoloLens 2 and MR technology to showcase and bring cultural heritage to life.

The museum’s interactive game takes visitors on a journey through the history of bread-making. Using the HoloLens 2 glasses, visitors can explore and solve farm tasks in a gamified experience that reveals the effort, time, and tasks that were once necessary to create bread from a grain of wheat. By completing the tasks successfully, visitors receive rewards and gain a deeper understanding of the laborious process of making bread in the past.

This innovative approach to cultural heritage offers a fun and engaging learning experience that encourages movement and coordination skills while immersing visitors in the natural surroundings of the open-air museum. The HoloLens 2 glasses are suitable for both adults and children over the age of 7, making it a perfect family activity for those interested in history and technology.

To experience this one-of-a-kind game, visitors must reserve a time slot through the museum’s website, www.rogatec.si. The glasses are available in good weather conditions and at temperatures above 10⁰ C and below 32⁰ C also with the possibility of playing in different languages (Slovenian, English, German, Italian, Croatian, Serbian and Russian). This use of HoloLens 2 technology at the Rogatec Open-Air Museum showcases the limitless possibilities of digitalisation in the cultural heritage field and offers a glimpse into the future of immersive museum experiences.

More information: https://www.rogatec.si/en/unique-experience-with-hololens-glasses/


CitizenHeritage: A new participatory practice

Hosted by the Erasmus University and preceded by a variety of students’ activities, this multiplier event of the CitizenHeritage project delivered selected presentations from academic colleagues at the University as well as presentations by CitizenHeritage partners who shared with the audience recent research on participatory approaches in cultural heritage and stories from the project’s journey so far, also in the light of gaining feedback from participant students, CHIs, colleagues, and the general audience. The presentations are available in the project’s website.

23 March: Workshop sessions

24 March:

9.00-12.30 Conference

14.00-17.00 Transnational project meeting (Citizen Heritage partners only)

Event’s webpage: https://www.citizenheritage.eu/multiplier-events/rotterdam/


Training students in the creation of a visual identity for the local cultural heritage

The mining site in Spania Dolina – photo by Pietro Masi CC-BY-SA

Matej Bel University is coordinating an impressive action for territorial and tourist promotion in the INCULTUM Pilot 3 Mining Treasures of Central Slovakia in the region which has significant cultural and technical heritage related to its mining history. As part of this work, a new website was recently developed in the Pilot to offer information and other servics that promote the area and its touristic offer. In the context of this action, in the period February-march 2022 a creative training for the University students was organised together with the ICT company that is in charge of the web platform, with the scope of engaging students in a challenge to create proposals for the logo and visual identity of the website “Mining Treasures of Central Slovakia” (mining treasures = banícke poklady).

Elements of the visual identity

The main communication channel is the website, which already has a predefined font and colour palette. These two brand codes should be used in the resulting visual identity and should not be replaced by other colours and fonts.

Training for logo design: The mining treasure logo should have an information function, not a communication function. A logo is not a sentence; a logo is a period at the end of a sentence, therefore, it must meet the following criteria:

  • Appropriateness: the logo must be appropriate, not expressive, the less it communicates, the better. The logo must fit exactly into the identity.
  • Distinctiveness: The logo must be distinctive enough and clear.
  • Simplicity: The logo must not contain many layers that complicate it. It must be easy to read, it must work in very small and large sizes, and at the same time in a monochrome version.

The final logo design was completed together with a professional typographer. Therefore, the quality of the concept was important, not the final visual processing. Furthermore, the students received training on font and colour palette. This was important because on the website, we use a wider colour palette, primarily from a functional point of view, so that we can distinguish the categories of activities. A more concise version is sufficient for communication. For the identity, it is necessary to select from the web palette the primary colour or colours that we will use on the communication media and define how to use them. Finally, the importance of the graphic element was explained. A graphic element can be part of a logo, a pattern, or anything else that helps us unify identity applications. It is necessary to define how all these brand codes will be used on social networks, as banners, in presentations or videos. Therefore, it is necessary to show the identity in context, for example, on social media post activity, universal cover, as a title page of a printed brochure about mining treasures or gift bag.

Outcomes

Based on the training received, 31 students created small working groups and worked several weeks independently on the visual identity of the mining treasures. Their work led to the creation of 19 proposals for the visual identity, logo, and design manual of the interactive mining treasures platform. Numerous interesting and relevant proposals for the logo were received, so it was quite challenging to choose the winning logo that will represent the “Mining Treasures of Central Slovakia” (mining treasures = banícke poklady).

The winning logo design is:

The logotype consists of the abstract symbolism of mining, a hammer, which is interspersed with a cross as a sign used in the context of marking a place, a goal, etc. (treasure). The logotype as a whole thus refers to the discovery and wandering of “mining treasures”.

The winning logo design was modified by the designers into the final form that we use on the platform, social networks, in presentations, materials, and documents. The winning logo was embedded with a pin symbol, which we use to indicate activity on the platform map. The pin sign also appeared in other student logo designs.

Number of students trained: 31

Number of proposals for visual identity: 19

Final visual identity and logo design: 1

Language: Slovak

All students who participated in this training received participation certificates.

 



Update on Erasmus+ Project “From Intangible Expression to Digital Cultural Heritage”

text and images in this post courtesy of the project “From Intangible Expression to Digital Cultural Heritage”.

Erasmus+ Project “From Intangible Expression to Digital Cultural Heritage” includes partners from Turkey, Italy and Bulgaria and aims at boosting introduction of national as well as European intangible cultural heritage subjects with innovative technological methods in primary schools.

 

On 27th of February the team had its first meeting. One the first day of the event started with a story of Tim’s Adventures in Italy, duty of the Italian partner. During the visit to Italy the team did their activities while visiting many cultural sites.

On the second day of the meeting Turkey team had to write an article about The Caves of Stiffe, which the team visited on its fifth day in Italy. The article was read by the participants from Turkey and it was shared with the other partners.

On the third day of the meeting both Turkey and Bulgaria teams had the pleasure to write articles about the places which had been visited during the first horizontal meeting in Italy. Firstly Bulgaria team shared their article about Celebration of European Cultural Heritage, and with the help of this article an opportunity to remmeber The Celebration of European Cultural day was given, taking place in Italian school Instituto Comprensivo “B. Croce”. On this same day every group presented their culture to the others, displaying their stands presenting materials from each countries, such as traditional  games, folk dances, foods, costumes and so on.

Afterwards Turkey team gave some information about the fascinating  village Aielli, which they visited trying to find wall paintings by different artists with a map, like a orienteering game. In Aielli  the team also visited the Astronomical Observatory tower, “Torre Delle Stelle”.

On the last day of the meeting Bulgaria team presented their article about the Italian Capital Culture 2022, Procida.

You can find out all the articles that were shared on the online meeting by following this link.

 


UNCHARTED Central Event in London

 

The members of Uncharted Consortium – Courtesy of Goldsmiths

The UNCHARTHED Central Event was held last 12-13 January 2023 in the fantastic location of Goldsmith University of London and saw the participation of entire consortium, project advisory board members and many invited stakeholders involved in the project.

It was an opportunity to discuss and debate collectively about the tensions in societal values of culture reflecting if the value conflicts be managed or mitigated.

The event opened with a Symposium,  a one-day public debate to present the findings of the project to a broader

A moment of Symposium

audience which was also attended by invited stakeholders. The conference also included a poster exhibition which showcases empirical findings from primary case studies undertaken by the nine partners. The second day was dedicate to co-creation workshop of the UNCHARTED project, which has led to a productive comparison of the research and work planned by the five work packages.

The appointment is at the next meetings.

Poster exhibition, presentations delivered in London and video recording of the event are accessible online at the dedicated page on the project website. Stay tuned!

Goldsmiths Campus


INCULTUM Pilot in Portugal presented at Almargem’s Newsletter

text and images in this post courtesy of University of Algarve.

INCULTUM project and Portuguese Pilot are disseminated in the news in the last issue of Almargem’s Newsletter (nº 36, March 2023), a special edition dedicated to Water. Almargem’s Newsletter has more than three thousand readers interested in subjects related to the landscape, heritage and local communities.

Entitled “Campina of Faro: Water heritage as a basis for community-based cultural tourism, in the scope of the INCULTUM European project“, the text written by prof. Desidério Batista focuses on the objectives of the INCULTUM and the Portuguese Pilot, the methodology used in its development and the innovative activities and solutions carried out in the pilot with the participation-collaboration of stakeholders and local communities.

Almargem – Association for the Defense of Cultural and Environmental Heritage of the Algarve has a large experience of good practices of natural and cultural heritage revovery, and will participate in the next workshop (April 2023) that the University of Algarve is organizing in the scope of the Portuguese Pilot, in partnership with IN LOCO, an INCULTUM associated partner.

To read the last issue of Almargem’s Newsletter (Portuguese language), you can download the information bulletin here (PDF, 355 Kb)


Europeana survey about enrichments to cultural collections

img. CC-BY Wellcome Collection via Europeana. Geology: various uncut gemstones, and the substrate in which they are found.

In recent years, the volume of enrichment activities in the Europeana ecosystem has increased significantly, by adding new human and machine-generated metadata, transcriptions, subtitles, and other types of enrichments to cultural heritage data published in the Europeana website. As more and more enrichments are being produced by the Europeana Foundation and partners, the need for defining clear goals and expectations around them is also growing.

For this reason, Europeana has started working towards a policy for enrichments and has the necessity and the pleasure to invite cultural insstitutions in the process. To achieve that, infacts, it’s fundamental to understand the various stakes, practices, thoughts and opinions in the area of enrichments, and to do that, we would like to invite you to fill out a survey designed specifically for this purpose.

The survey has 22 questions, out of which nine are mandatory. The answers will help shape a vision and  principles that will guide decisions and requirements for future enrichment activities.

The survey will be available until 27th of March.

More information and the link to the survey, which should not take more than 15 minutes to fill in, are available at this link.


INCULTUM Pilot in Portugal presented at “Café com Letras” 2023

All photos courtesy of prof. Desidério Batista, University of Algarve.

 

On 24th March the “Café com Letras/ Coffee with Letters” was hosted at FNAC do Forum Algarve in Faro, engaging in  conversations and talks about “Water and its Heritage”. The event was organised by the Algarve Regional Directorate for Culture, the Algarve University Library and was aimed at the general population with a large participation of public officials, teachers, university students, cultural agents, artists and intellectuals of the region.

During this event, Professor Desidério Batista had the opportunity to speak about INCULTUM, and in particular about the Portuguese Pilot, providing training on the promotion strategies that the Pilot experiments in the area. This is an important occasion for the dissemination of the work developed so far on water heritage as a basis for community-based cultural tourism in the “Campina de Faro”.

“Café com Letras” was also broadcasted live by Algarve University Radio (RUA FM).

To discover more about University of Algarve Library and its events, follow this link.

For further information about “Café com Letras”, send a message at biblioteca@ualg.pt.


What do young generations think of digital museums?

Research project of MA students in the Museums in Context course at the Erasmus University Rotterdam, MA Cultural Economics led by professor Trilce Navarrete.

Authors: Sara Ingoglia, Aline Albertelli, and Cas de Boorder

 

All images courtesy of the authors.


Digitization has become a highly debated topic in the business and academic fields. Some museums have started exploring the digital world as a consequence of the Covid-19 pandemic, while others were already experimenting in this field in response to the evolutions affecting their external environment. A frequently-made assumption is that by going digital, museums would attract younger audiences, but is this true?  

To inquire into this topic, we distributed a survey in our personal and professional network of youngsters through social media platforms. The main purpose of our online questionnaire was to investigate young people’s perception of digital museums, in order to better contextualize their answers, we explored their overall attitude towards museums and their digital behavior.  Our main result is that young audiences recognise the opportunities offered by digital tools claiming that digital museums are more than a mere trend; however, those that experienced the digital museums (44% of our sample) would like it to be more interactive. All respondents appreciate the ease of use and entertainment provided by other cultural products online, which could provide clues on how to connect with individuals that have never engaged with a digital museum.

The final sample included 156 individuals, between 17 to 34 years of age, thus pertaining to the Millennials and Gen Z groups. The general demographic features encountered match those of previous studies of cultural consumption in which most of the respondents are females of a western background (69% of our sample). Our respondents can be defined as very culturally active but not cultural experts since they claim to visit a museum once every 2-3 months or more often but self-evaluate their cultural heritage knowledge as average (6 on a scale from 1 to 10).

Considering today’s trends identified by Kikalishvili, we were expecting respondents engaging with museums to be included, to make social encounters, to address current issues and to be engaged; while the need of engagement and social interaction was identified, it was surprising not to find activism as a driving factor to visit a museum or the desire to feel included (however, this latter could be connected to the predominantly western background of the sample).

Fig.1 Respondents’ motivation to visit a museum

In relation to their online behavior, we found a positive inclination towards digital technologies with only 10% of respondents not considering themselves digital natives (the others answering either positively 58% or with a maybe 32%) as expected. Our results support the conception that Gen-Z and Millennials are widely comfortable with digital environments.

Concerning the assessment of the digital museum experience [1],  44% of the sample asserts to have experienced a digital museum; although in general terms this may be seen as a low result since below average, in this context this can actually be considered as a positive outcome. Since the introduction of online services by museums is quite recent and in an initial development stage, finding that almost half of the sample already engaged with a digital museum makes us feel hopeful for the future.  In this regard, we only see a way forward for digital museums, this view is confirmed by our sample’s claim that digital museums are not a trend.

Fig. 2 Correlation between frequency of physical visit (vertical) and having experienced a digital museum (horizontal)

In addition, we considered interesting to understand whether the frequency of physical visits and the decision to participate in digital museum experiences were interrelated; in this respect, we found that those who engage more often in physical visits are more likely to visit a digital museum.

Two main points can be highlighted regarding young people’s perceptions of digital museum experiences: first, respondents that had experienced digital museums services asserted that they would increase the level of interactivity provided, reaffirming their need to be more active while coming into contact with museums as found in previous research; this suggests that digital experiences provided by  museums are yet to be exploited to their full potential.

Second, those individuals that never experienced a digital museum stated that they consume other cultural products online of which they appreciate the ease of use and entertaining features. While we must consider the uniqueness of the museum service compared to other cultural products online (such as music and films), understanding what young people are looking for in terms of online cultural consumption and leisure activities can be somehow useful.

This data should therefore be considered with flexibility but it could provide interesting insights for museums aiming to cater the needs of younger audiences.

We have also explored young people relationship with phygital experiences in the museum, meaning the use of digital tools while in a physical space [2]. As these tools are usually optional, the results can provide a nice representation of the willingness of young museum visitors to engage with digital technologies in the museum sphere. About this, 67% of the sample declared to have used phygital tools in the museum thus showing a positive inclination to engage with technologies during a museum visit.  In addition, we asked our respondents what they deemed most important when visiting a museum and linked this information to their choice to use phygital tools. A very compelling point is that individuals that have used phygital tools show a larger percentage (18%) of inclination to take part in a social activity while visiting a museum, thus breaking the stigma that digital leads to visitors’ isolation and loss of social interaction.

Fig. 3 Correlation between use of phygital tools and motivation to visit a museum

Our research wanted to analyse how digital natives, more precisely, Gen Z and Millennials, perceive the introduction of digital technologies in museums. Current literature assumes that these generations are more prone to engage with technologies and appreciate the integration of technologies various products and services.
However, it can be asserted that younger audiences are still exploring and discovering digital and phygital museums and have yet to understand how to approach these as separate entities from the physical museum. In the same way, museums are just starting to experiment with new technologies to offer innovative services to visitors and they are still not completely aware of the possibilities provided by these tools.

Our results are twofold:

  • From the museum perspective, it can be stated that institutions can improve their digital services to cater the needs of younger audiences. Likely over time, with more research on audiences’ needs and more awareness on the potential offered by digital technologies, museums will be able to become more interactive and accessible through their online presence.
  • From the visitors’ perspective, audiences have to bear in mind the peculiarities of cultural heritage consumption also in the online dimension; thus, visitors have to consider that while engaging with a museum’s digital content they are required to be “mentally present” and concentrated on what they are doing. In other words, experiences offered by a museum are not comparable to listening to music or watching a movie but this does not mean that they cannot be entertaining.

 

The data illustrated above represent part of the main findings of our research in the framework of the Museums in Context course at the Erasmus University Rotterdam; overall, this study provided useful new insights on how young audiences interact with digital museums and highlighted some central points to be considered by the institutions when designing future digital heritage experience.


[1] By Digital Museum we refer to “All the online services that enable an individual to interact with the museum institution” (e.g., museum website, museum profiles on social media, third party platforms…)

[2] Phygital = the union between the physical and the digital world. Phygital experiences enable people to access a physical space while taking advantage of the benefits of digital technologies. (Inside the museum, the most common examples are QR codes and touch-screen totems).