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The museum world is rapidly changing from being collection-centred to being community-centred and for the public. Apart from broadening access to collections through, for example, digitisation initiatives, new ways of involving the public more meaningfully and at various levels have emerged. Experiences inside museums have become more engaging, by extending the experience beyond the physical visit, or by involving the public in various forms of crowdsourced stewardship of collections. In this book, we explore the design implications that go along with these developments, all concerned with diversifying and making the engagement of the public in museum experiences more rewarding. We focus on the design implications associated with museums reaching out to crowds beyond their local communities, on experimenting with novel technologies and on conceiving experiences embedded in connected museum systems and large institutional ecosystems. By looking at and reflecting on trends, we attempt to sketch a picture of how future museums will change and, particularly, how they will relate to their public as a result of responding to or embracing these trends.
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A general trend of museums and cultural heritage institutions besides digitizing their collections is to involve the public more and at various levels. Technology plays an increasingly important role in this involvement. Developments we have observed in museum experience design, include trends towards 1) dialogical engagement of the public; 2) addressing crowds as audiences; 3) the use of Internet of Things (IoT) and Do-It-Yourself (DIY) technology in museums; and 4) designing for museum systems and institutional ecologies instead of for individual museums only. In this one-day workshop we especially focus on exploring the implications of museums reaching out to crowds beyond their local communities, and of museums increasingly becoming part of connected museum systems and large institutional ecosystems. By means of a tangible game we will brainstorm about future opportunities and challenges, cluster and evaluate them, and suggest future work.
The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
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Civic crowdfunding is een nieuw en snel groeiend instrument om buurtinitiatieven te financieren. Er bestaan echter nog veel vragen bij gebiedsprofessionals op het gebied van civic crowdfunding. Om maatschappelijke projecten te laten bloeien, moeten ze snel kunnen beoordelen of een project suc-cesvol kan worden en of de gemeente een rol kan nemen. Deze kennis ontbreekt nu. Er is te weinig bekend over welke crowdfunding initiatieven succesvol zijn en hoe gebiedsprofessionals een ge-meentelijke organisatie zo benaderen, dat ze snel en effectief voor bewoners kunnen optreden. Het onderzoek richt zich op nieuwe functies voor professionals binnen gemeenten, zoals gebieds-managers, gebiedsmakelaars en participatiemedewerkers. Zij zoeken in samenwerking met bewo-ners, (sociaal) ondernemers en maatschappelijke organisaties naar mogelijkheden om bewonersini-tiatieven te laten bloeien. Het onderzoek richt zich specifiek op de vraag hoe gebiedsprofessionals hun gemeentelijke organi-satie kunnen inrichten op deze vorm van burgerparticipatie en hoe zij kennis en menskracht kunnen mobiliseren in gebieden (civic crowdsourcing). Door het programma ontstaat een kennisnetwerk tussen Hogeschool van Amsterdam, Hogeschool Rotterdam, de VNG Academie, professionals bij ruim 14 gemeenten en de twee belangrijkste civic crowdfunding platforms in Nederland