Building VirtualMuseum
Building VirtualMuseum
(1) Allaxia-Consiel
(2) National Museum of History of Sofia
(3) Naturhistorisches Museum- Prähistorische Abteilung of Vienna
(4) Museum für Vor-und Frühgeschichte of Berlin
(5) National Archaeological Museum Athens
(6) Budapest History Museum
(7) Comital Srl
(8) Euro Innovanet Srl
(9) Museo Nazionale Preistorico ed Etnografico L.Pigorini
(10) UIL
(11) Muzeul National de istorie a Romaniei of Bucharest
(12) University of Alba Julia “1 Decembrie 1918” University – Pre- and
Protohistorical Research Centre
(13) Eddleston Innovation Ltd
Status Confidentiality
Deliverable ID D2
Work-package Number WP 2
3 Executive summary
The report is part of the second phase of activity of the MUSEUM Project. It
clearly defines the nature and character of the virtual museum, which it does in
relation to other e-services and in particular to e-services delivered via the
Internet. It then unpacks the objectives and goals of a virtual museum and
examines their likely role in preserving knowledge, is dissemination in
personalised and accessible formats and channels.
The main content of this report is to prepare the ground for MUSEUM partners to
each begin piloting a virtual museum. It does this by analysing the functional
profiles in a virtual museum pilot team and how such a team might work in relation
to the parent museum. It identifies four key functional roles: project leadership,
computing expertise, content expertise and web expertise. These functions are
supported by seven areas of competence: photography, finance, e-learning, web
designer, web developer and web manager and communications. These four
major functions and seven support functions is not necessarily a full jobs, these
are simply the function necessary to undertake the virtual museum project and are
likely to be performed by recombining the function of existing staff and training.
The report details the Training Needs Analysis (TNA) approach to evaluating
training needs for the project and suggests ways in which shared e-learning can
support the virtual museum project.
The report concludes by summarising the potential beneficial impact of the project
on equal opportunities and social dialogue.
INTRODUCTION, PURPOSE AND STRUCTURE
The purpose of this report is to outline the nature and character of the virtual
museum and suggest ways in which training contributes towards its
accomplishment. In doing so, the report the touches on areas of change
management, team working, web design, marketing, cataloguing and databases,
e-learning and training needs analysis.
Section one of the report considers the definition, classifications and typologies
relevant to scientifically defining the virtual museum. In section two the goals and
objectives of the virtual museum are discussed and analysed with a view to
evaluating the functions required in a project team delivering a virtual museum
project. Section three of the report details these functions identifying four key
functional roles: project leadership, computing expertise, content expertise and
web expertise; supported by seven areas of competence: photography, finance, e-
learning, web designer, web developer and web manager and communications. In
section four, the report suggests a training needs analysis approach to identifying
training needs in each museum and ways in which relevant transnational e-
learning can be organised. The report concludes by summarising the potential
beneficial impact of the project on equal opportunities and social dialogue.
1 Definitions, classification and typologies
Internet technology diffusion allows the development of museum sites and their
increasing sophistication in terms of interactivity in augmenting culture, meaning
that traditional physical museums are progressively being complemented by new
approaches and offers via virtual museums. Particularly important are applications
enabling the access of museum-based artefacts and museum-generated
knowledge for e-learning and widened access.
This transformation creates new challenges for museums, especially for copyright
and for the funding of museums (in the absence of clear business models to
supplement physical ticket sales). Such challenges accompany opportunities to
increase access especially for small institutions and those located outside of major
visitor centres.
1
Gordon S (1997) The virtual museum – who needs it Proceedings of
the 25th anniversary conference of CAA – Archaeology in the age
of Internet Birmingham April 1997. BAR International Series
1999.S.
2
Gordon (1997) ibid.
In summary, the Internet is a fertile environment for cultural goods, with the
number of sites offering such products rising dramatically, using some of the
modalities listed below.3
Computer graphics enchantment and virtual reality (VR) are also important support
technologies for virtual museums. VR is the array of technologies allowing users
to enter into an artificial environment, based on computer software. Like many
computing technologies, VR has its origins in military research – in this case the
operation of aeroplane instruments via a helmet sensitive to eye movement and
voice command. Currently VR enjoys increasing use in training simulation and
design and the entertainment and the cultural sectors.
3
More than 10,000 all over Europe and more than 3,000 in Italy Kim
H. Veltman (2002) – European Networks of Excellence and
Japanese/Unesco Skill Roads
to attract visitors with entertaining and interactive exhibitions, flexibly designed to
target both scholarly and less erudite visitors. Such shifts in emphasis have
important implications for the curatorial staff, tending to widen the competence
base from collecting and cataloguing towards exhibiting and interactive displaying.
Given the variegated nature of museums, it is not possible to definitively
characterise the virtual museum, it is however possible to describe it.
This characterisation of the virtual museum closely aligns with the recent work of
Forte (2003) on the cognitive impact of ICT upon cultural heritage. Forte (2000)
argues that without presentation in an information context, cultural goods revert to
objects of aesthetic contemplation.6 His view is that virtual access to cultural
goods can give greater control and access to information for the viewer, thus
enriching his/her cognitive interaction by reducing the barriers found in physical
museums. Thus, the virtual museum is cognitive space with the property of
rendering intelligible, (and potentially dynamic), its contents in the network of
relations reflecting or recreating their original context.
6
Forte M, (2000) – About virtual archaeology: disorders, cognitive
interactions and virtuality.
7
B. Davis (1994) “Digital Museums”, in Aperture Magazine, Fall.
8
F. Garzotto, L. Mainetti, P. Paolini, (1996) Navigation Patterns
in Museum Hypermedia, International Conference on Hypermedia for
Museums, S. Diego (CA).
9
Jamie McKenzie (1997) – Building a Virtual Museum Community.
Paper presented to the “Museums & The Web Conference”, March 16-
19 1997, Los Angeles California.
• Learning museums - Based on web sites offering a wide knowledge base that
is aimed for multiple visits and in-depth studies.
• Marketing museums - Based on web sites developed with the main goal of
increasing the number of visits to the original museum and so offer information
on its activities, exhibitions and special events and usually have a virtual shop
too.
10
See Kinder T, 2002, Emerging ecommerce business models: an
analysis of case studies from West Lothian, Scotland, European
Journal for Innovation Management, Vol. 5, No. 3, pg. 130 – 151.
Figure 1: Spectrum of ecommerce business transactions
Hits
Hit to
Registration
ratio Registrations
Registration to
Hit to Transaction
Transaction ratio
Transactions
ratio
Transaction to
click-through Click-through
ratio transactions
Some income may be made from advertising (typically very little) and commission
for click-throughs, however, the main income is from sales and after-sales
services. The sticky site is well-designed, easily navigable and directs visitors
towards making a purchase (it inspires confidence in security and privacy).
Conversion ratios vary with product and customer base. By way of illustration,
using figure 3, if one in ten hits register, and one in ten of these make a purchase,
then one in a hundred hits conclude a transaction. Important dynamics in Internet-
based e-commerce e-tail businesses are therefore attracting hits (search), keeping
interest (assessment) and concluding sales (transaction). This is, of course, little
different from many off-line businesses and supports the view of some authors that
e-commerce models are little different from conventional business models
(Treleaven 2000). On the other hand, others believe that all business models are
now affected by e-commerce (DTI, 1999). The two views may be more
complementary than contradictory, as new and established organisations must
take account of business developments associated with e-commerce, such as
those of intermediation/ re-intermediation and Internet communities.
As anticipated in the definition of e-commerce above, e-commerce businesses
each have the three dimensions shown in figure 4. The three variables
(interactivity, connectivity and agility) have each appeared many times in
ecommerce theory. Interactivity here refers to virtual and physical and the relation
between them (the 'click-and-brick' balance). The emphasis here is upon
functional integration i.e. qualitative deployment of knowledge, rather than simply
the multiplication of functions. Finally, interactivity here is purposive and not an
end to itself. Complex knowledge embodied within hidden computers may (for
commercial purpose) produce as rich an interaction as a learned e-forum
discourse.
Nagel and Dove (1992) have used the term agile enterprises to mean a firm with
long-term inter-organisational relationships from which they learn in addition to
learning from environmental scanning. Here the term also means having the
absorptive capacity and/or knowledge generating ability to resourcefully participate
in knowledge networks. Critically, the term means the capability and desire to
continually innovate organisational or technological change in order to remain
aligned with unfolding business opportunities. Agility is knowledge and action,
agilmente.
High High
interactivity interactivity
low high
connectivity connectivity
Degree
of
Interactivity
Agility
Low
interactivity Agility
low
connectivity Low
interactivity
low
connectivity
Low
Degree of
Low Connectivity High
From the point of view of becoming a successful business, virtual museums must
therefore carefully develop an appropriate model capable of meeting
customer/visitor expectations for search-assessment and transaction, with product
offers that capable of delivery using state-of-the-art connectivity and interactivity.
Undoubtedly, this will require service re-engineering: new products and products
accessible at the front end of a museum visit in addition to their availability at the
back end museum shop. The challenge of creating virtual museums is the
challenge of migrating a particular physical service into an e-service.
In one sense the connectivity, interactivity and agility (CIA) framework represents
an e-services trajectory or socio-technical corridor. Museums, like many public
and private services, respond initially to the Internet by creating a web site –
digitally replicating opening times, location etc and perhaps non-interactive
pictures of key artefacts or exhibitions. Often such initial connectivity features
HTML/XTML pages and a mix of text and non-multimedia images and reflects the
limited resources available for virtualisation associated with a limited appreciation
of its potential. Developments in bandwidth, Java-related software and Internet
security support the interactive phase of virtualisation, during which emphasis is
upon customised web offers, perhaps including virtual visits or multimedia learning
opportunities. In short, higher levels of interactivity allowed museums to create
web-based products specifically designed to exploit this medium and no longer
merely migrated from the physical products.
Agility – the ability to learn from the market and environment and internalise this
learning in the form of new products, new structures and new ways of working - is
arguably the latest phase in the e-services trajectory. From the perspective of
virtual museums, the challenge in this phase is to prioritise and exploit virtuality, in
order to create a learning environment superior to that of the virtual museum. This
learning environment will be widely accessible, feature a high level of
personalisation, with the site becoming a key vehicle for storing and cumulating
knowledge on behalf of the museum. The agility phase challenges previous
resource distribution and demands a significant increase in the computing and
communications competences in the museum. Additionally, during the agility
phase, posing challenges to existing hierarchies, spans of control and ways of
working. In short, in the agility phase of virtuality, ICTs and their exploitation,
begin to take centre stage and becomes embedded into the whole life of the
museum.
Note that progression through CIA (connectivity, interactivity and agility) phases is
merely a metaphor for change and does not suggest a deterministic pattern of
social and technological change. The heritage, context, opportunities and people
in each museum varies, as too will the particular shape of its virtuality and the
pace at which change management towards virtuality occurs. It is likely that in
most cases, change will be evolutionary in nature and build upon concrete
opportunities and the particular blend of competences available and taking
advantage of ICT diffusion and innovations.
From the above perspective, we are defining the virtual museum in terms of
connectivity, interactivity and agility. Physical museums too will increasingly use
ICTs for research, cataloguing, databases, displays and administration and to a
degree may converge with those of the virtual museum. The points of difference
are that the virtual museum’s access door is the Internet and its product is a virtual
rather than physical store of artefact data (including representations) and its
services (learning, viewing, researching, collaborating, and buying) are e-services
delivered via the Internet and featuring extensive databases, search facilities,
interaction via message boards and ecommerce.
For some museums, the balance between space used for storage or
administration and exhibition space, is a significant constraint. This is especially
so where museums are located in historic city centres and/or where the costs of
expansion are prohibitive. Few museums generate sufficient cash flow from
charges, sales and sponsorship to dramatically expand access by creating more
exhibition space. Sponsors in particular are likely to focus on one-off capital
grants and not on-going costs of curatorial, security and facility management staff.
Virtual museums are complementary too rather than a replacement for physical
museums – a digital alter ego.11 One of the first aims of a virtual presence is to
attract increasing numbers of visitors to the physical museum using a virtual
brochure, details of location and opening times and of special exhibitions.
Virtual museum sites are often clicked-through from general tourist information
sites, travel sites etc. Visitors number to Melbourne, Australia are rapidly
expanding and a new site is designed to take tourists out of the city onto an art
trails through Victoria’s regional galleries.12 This is an example of what Adendorff
(2001) refers to as joining the dots - positioning cultural offers as an after-market
to mass tourism.13 In summary, the Internet is a marketing channel useful in
attracting visitors to physical museums.
11
Nevertheless the function of preserving cultural heritage is
still a goal of virtual museums.
12
http://amol.org.au/art_trails/
13
L. Adendorff (2001) Joining the dots – Museum trails and online
cultural tourism paper presented at Ozeculture conference in
Melbourne, June 2001.
2.3 Preservation goals
One of the main advantages of virtually preserving museum treasures is the re-
usability of this preservation. A single example will illustrate the point. Alessandro
Allori’s (1544) painting, Hercules and the Muses, is exhibited in the Museum of the
Goddess Athena, part of the Galleria degli Uffizi in Florence. As a simple
photographic image, the painting appears on number web sites. Allori’s painting
may appear as a knowledge nugget in information about Italian painters, portrait
painters, the Florentine school, his studentship under Angelo Bronzino, his study
of Michelangelo’s work, his training of his son Cristofano. In each case, the image
of Allori’s painting may feature in content aimed at primary school children
studying Greek myths, secondary age children studying Italian art or
undergraduates considering artistic families. Allori’s image may be reused in
numerous contexts and feature in books, slides, Internet sites, DVDs and even
(perhaps sadly) migrate to wallpaper, duvet covers and kitchen towels. The point
is that this one cultural artefact, once digitally preserved is re-usable an unlimited
number of times – a characteristic intrinsic to the nature of digital products.
Allori’s painting illustrates the importance of the virtual museum digitising artefacts
in forms that render them reusable. It is thus important that content is preserved in
open platforms, that with the appropriate intellectual property protection, can
migrate across platforms and is likely to have complementarity with new platforms
and applications.14 The costs of reproducing digital products is insignificant
relative to the sunk-costs of their original production, as all content providers who
suffer from piracy know to their cost. Nevertheless, digitising Allori’s painting (or
any other artefact) without reproducibility (over time, context and platform) may
mean that sunk-costs repeat. Choice of platform and compliance with industry
standards are critical factors when virtualising cultural artefacts. Complementarity
with ICT standards enables the originators of the digital version of Allori’s painting
to distribute it at negligible cost i.e. to use the ICT infrastructure as a (free) positive
externality or free network. As Cappellini (2000) points out, technological
complementarity also offers the opportunities of creating the impossible museum,
a virtual exhibition featuring in one (virtual) space, (for example) all of the paintings
of Allori’s extended family or of the Florentine school.15 Such an exhibition is likely
to be multimedia and feature sixteenth century music, moving images from opera,
theatre etc. In short, technological complementarity may give rise to cultural
products, impossible to deliver in the physical world.
14
B. Jackson (2001) – Collecting the virtual: acquiring digital
media. Paper presented at Ozeculture conference in Melbourne,
June 2001.
15
The term ‘not possible museum’ has been stated by V. Cappellini
(2000) La realtà virtuale per i beni culturali. Pitagora
editrice. Bologna
disciplinary researchers for who database mining is a rich source of cross-
references between disciplines. Mining the shared databases of the world’s
museums is also provides solid foundations upon which to build an ever-widening
array of international research and creative communities and networks.16
Of course, patterns of usage tend to occur in all e-services whether the result of
habituation or predispositions to particular areas of interest or modalities of
delivery. Cherri, Paternò and Piras’ (2003) in the Museum of Carrara, suggests
that visitors often fall into one of three sets: experts, tourists and children.18 It may
be useful to hypothesise how each of these sets may use a virtual museum.
• Experts may particular wish to use tools supporting thematic and trans-
disciplinary searches, coupled to 3D applications and digital reconstruction: a
high degree of configurability and informed choice.
• Tourists (who are not experts) may prefer a recommend table d’hote rather
than al la carte and prefer limited configurability: more intuitive choices using
readily understood narratives explaining the context of artefacts.
16
Nwks are more purposive, reflected in govs
17
Interesting example are of systems for a segmented target are
described in: F. Amigoni, V. Schiaffonati (2003) – The Minerva
Multiagent System for Museum Organization. Paper presented to the
workshop Intelligenza artificiale per i beni culturali, Pisa 23
september 2003; and in C. Baracchini, P. Lanari, F.Tecchia,
A.Vecchi - La piattaforma multimediale Piazza dei Miracoli (2003)
Paper presented to the workshop Intelligenza artificiale per i
beni culturali, Pisa 23 september 2003.
18
An interesting experience regarding the Marble museum of Carrara
with this target has been documented by C. Cherri, F. Paternò, G.
Piras (2003) - Imparare Attraverso la Multimedialità i Processi
di Escavazione del Marmo in Età Romana. Paper presented to the
workshop Intelligenza artificiale per i beni culturali, Pisa 23
september 2003.
• Children (some of whom may be experts and/or tourists) may prefer
edutaiment or chatboxs modalities, or exhibitions featuring games designed to
simulate curiosity.19
Each museum and each virtual museum, based upon its heritage and
opportunities will create a unique mission, set of goals, strategies and structure
accompanied by transparent success criterion and key performance indicators.
The task facing each virtual museum, based on the discussions above, feature the
following points.
19
Interesting solutions for chatbots are presented in: P. de
Almeida, S. Yokoi (2003) – Interactive Character as a Virtual
Tour Guide to an Online Museum Exhibition
3 FUNCTIONAL PROFILES REQUIRED BY A VIRTUAL MUSEUM
To avoid any confusion, staff functional competences does not necessarily mean
jobs and new staffing costs.
• Some of these competences will already exist in the physical museum and with
adjustment of roles and re-combinations of functions, the virtual museum
competences may be identified amongst existing resources. Museums like all
other organisations can expect ICTs to improve staff productivity and to result
in the recombination of functions that constitute a person’s job.
• The particular combinations and re-combinations of functions will vary between
museums as the competence of individuals varies. Additionally, one museum
may in-source IT functions another may outsource, one museum may share a
IT or web expert with another museum or agency, another museum may not.
• The extent of training necessary will vary between museums. A small museum
may train an IT person in database management and web design, whereas a
larger museum may have the budget to recruit new staff.
Every ship needs a captain and every project needs a leader who takes
responsibility for setting out a strategic vision, communicating this vision and
managing the change necessary to operationalise the successful delivery of the
project. Project leadership involves the management of change as opposed to the
management of set resources within established systems and processes – s/he
must show leadership. Relationships between an innovation project and parent
organisation are always critical in order to ensure that the project meets the
expectations of its promoters in outputs and value for money. Especially in a
matrix organisation, the project leader is unlikely to work full time on one project.
• The project leader will take ownership of the project plan agreeing with the
Project Champion (e.g. the Director) in the parent organisation a series of
SMART targets (specific, measurable, achievable, realistic and time-related)
that migrate the project goals and resources into a practical plan of action. The
Project Leader should be capable of conducting a critical path analysis of the
project, identifying key milestones and rolling targets and setting go/n-go
points.
• In doing so, the Project Leader will establish clear progress reporting
arrangements to the Project Champion and progress reports and any goal re-
negotiation with the Museum Board (or similar).
• The Project Leader is a budget holder and must establish systems that allocate
resources to tasks over time and measure their deployment and outputs.
• In e-service innovation, one of the Project Leader’s most important tasks is to
weld together the different disciplines (artistic, technical, social etc) necessary
for the project’s success.
• The Project Leader will suggest a project evaluation plan, method and
evaluators. This will include evaluation criterion and measurements.
20
Other authors stressed the three step process as: acquisition,
procession and publishing on the Web (D. Conte, L.P. Cordella, P.
Foggia, A. Limongiello, C. Sansone, M. Vento (2003) -
Acquisizione e Fruizione su Internet di Opere d’arte. Paper
presented at the seminary Contesti culturali e fruizione dei beni
culturali -Napoli, Certosa di San Martino 22-23 maggio 2003.
Another author resumed the process into: storage, retrieval and
interaction (B. Davis 1994 ibidem)
The task of computing expertise, is to continually reiterate between these three
sets of tasks and the people performing them - web designer, web manager,
systems designer, application provider and content specialist. Output from
computing expertise is a shared product between these disciplines and without
effective management costs will spiral and the project go out of control. From the
viewpoint of content practitioners (e.g. archaeologists), content is king, an
approach that tends towards hierarchic management rather than matrixed
teamwork.21
The role of the content expert, who will be experienced and well qualified in the
chosen knowledge domain is to identify artefacts, provide or select content
material (including bibliographies) and oversee the flow and routing in the virtual
learning environment.
21
Forte points out the relevance of the content expert when
thinking to the construction of aercheological 3D environments.
Aercheologists should manage the efforts architets, computer
scientists, graphic artists and multimedia experts M. Forte
(2000) – About virtual archaeology: disorders, cognitive
interactions and virtuality
22
Kinder T, 2002, Are Schools Learning Organisations – the
innovation of computers into secondary school classrooms and
their affect upon attainment, Technovation, Vol. 22, pg. 385 -
404.
• As a qualified practitioner, the content expert is well-placed to advise the
Project Leader on training opportunities for project team members and how the
final product can relate to existing educational courses. Additionally, the
content expert will advise the Museum Board, via the Project Leader on the
training needs of the museum, if it is to successfully expand its virtual
presence. This task is likely to involve a Training Needs Analysis covering all
museum staff.
• The virtual museum presence must be a multi-lingual and the content expert
may be able to advise on knowledge networks that the project can access able
to assist with translation and access content in a variety of languages.
Ideally, the content expert will then have sound e-learning pedagogic skills in
addition to expertise in the chosen knowledge domain.23 As such, s/he will be able
to evaluate the relevance of the numerous pedagogic software packages available
(the computing expert their compatibility with the system and platform).24
The functions of the computing expert (especially applications) and the content
expert (e-learning applets and iteration systems) must closely align with the final
web site or portal product of the project. A central task of the Project Leader will
be overseeing this alignment: in effect, bringing together the technical and content
layers of the project. Web expertise also relates to the business model the site will
use in terms of access routing for subscribers, purchasing customers and casual
visitors. The project requires three areas of web expertise: design, development
and management of the live site.
• A web designer will work with the Project Leader and Content expert in
planning the site layout. S/he will design the structure of the site, indexes and
metadata, in close co-operation with the Project Leader. This task also
involves the style, feel and navigability of the site – in each case with target
users in mind and reflecting the values of the participating museums. It is a
great advantage of virtual museum that its routing need not mirror the
sequencing in the physical museum - it allows thematic routing and
experimentation. Finally, the web designer will advise on how the site can
facilitate the generation of new web communities, based around site content.
23
In M. Forte (2002) – Communicating the “Virtual” a pattern of
cognitive interaction is outlined and is developed the idea of
reticular spatial learning as typical feature of VR.
24
In A. Sbrilli Eletti (2003) – Immagini dense. Le riproduzioni
digitali d’opere d’arte come interfacce di esplorazione delle
opere stesse. Paper presented at the seminary Contesti culturali
e contesti dei beni culturali. Napoli, 22-23 may 2003 is
avalaible the presentation of some cultural product of the
edutaiment kind, for promoting learning through an easy approach.
• A web developer’s function (perhaps the same person as the designer) will
work with content and digitalisation experts to implement the web design. S/he
takes graphics and content fusing them into the online pages – always with an
eye to usability by target visitors (e.g. language, symbolic meaning) in a clean
and clear structure. An important aspect of usability will be compliance with
standards for disabled users (deaf, visually impaired etc). The developer will
participate in technical testing and user piloting of the site.
• The web manager’s tasks begin as the site goes live and involves site
maintenance, updating and support to Internet communities. Thus, the web
manager is the guardian of the site’s mission and design integrity over time and
liaises with technical and content experts as the site evolves. Additionally, s/he
manages site information tools such as mailing lists, website databases, search
features and on-line forums. Continual evaluation of the virtual museum site
(customer/visitor feedback and user logs) will be analysed by the web manager
and result in continuous improvement ideas and marketing initiatives.
Section 3.3 above suggests that the content expert will preferably have pedagogic
expertise and ideally experience in e-learning. The e-learning functions may well
feature as part of a wider combination of functions and are not necessarily a
different job or person.
E-learning offers the use and reuse of multimedia, customised learning materials
the preparation of which involves high sunk costs (often a factor of six times the
staff time to prepare traditional materials).25 Thus, e-learning is only likely to be
justified economically where student numbers are high, core materials are often
reused and/or where materials are collegiately developed. E-learning (like all e-
services) opens up previously closed and localised markets to new competition
from overseas or between networks of providers, especially where certification and
validation is offered from prestigious organisations. E-learning assumes a high
level of sunk cost and investment in ICT infrastructure and staff development,
placing a premium upon collaborative development and the use of easily updated
and reused shells to structure courses.26 The advantages of e-learning are low
25
A useful selection of online papers on the advantages and
benefits of e-learning includes the following: Harris P, 2003,
ROI of e-learning: Closing in, at
www.learningcurcuits.org/2003/feb2003/roi.html and
www.careerjournal.com/hrcenter/astd/features/20030214-astd.html
Kettleborough J, 2002, Measuring the results of e-learning at
www.corollis.com/article_measuring.htm and Kruse K, 2002,
Measuring e-learning’s benefits at www.e-
learningguru.com/articles/art5_3.htm
26
Deeny E, 2003, Calculating the real value of e-learning,
Industrial and Commercial Training, Vol. 35:2, pg. 70 – 72.
cost, student control of learning pace, remote and nomadic access and ease of
assessment.
Many museums have a strong public service ethos and judge success in terms of
visitors and the quality of exhibitions as adjudged by peers. These are important
success criterion. Value-for-money and return on investment are equally
important and can be significant factors in justifying investment in projects such as
a virtual museum. Thus, the virtual museum project needs the support of financial
expertise in order to track costs and income, in short the difference that the project
makes financially to the parent museum. This is particular important since the
virtual museum’s on-going revenue costs are likely to as significant as the original
capital costs.27 It may also be possible for a finance manager to suggest
opportunities for sponsorship, advertising revenue and product sales. Only where
income and costs are clear is it possible to benchmark between museums and
institute best practice exchange.
The finance manager is unlikely to be a full time or new post and more likely to be
part of the duties of an existing staff member. S/he will be an invaluable source of
management information to the Project Leader.
27
K. De Vorsey (2001) in MIT Communications forum, The digital
museum, 8 march 2001.
3.8 A framework of the professional profiles
Figure 5 illustrates a virtual museum project team (inside the circle) and its
reporting function to a Project Champion and eventually the Museum Board (or
equivalent). To repeat the points made at the beginning of this section, each of
these four major functions and seven support functions is not necessarily a full job,
these are simply the function necessary to undertake the virtual museum project.
Each team member will understand and flexibly work towards the project gaols, in
addition (perhaps) to performing other functions.
Museum Board
Communications
Project champion
Finance
expert
e-learning
expert
Project Computing
Leader expertise
Content Web
expertise expertise
Web
design
Photographer Web
developer
Web
manager
This section details the training needs analysis approach and suggests ways in
which, using e-learning, museums might use transnational co-operation to deliver
relevant training.
Where carried out effectively, a TNA can be a valuable intervention tool, giving
focus to:
Once the focus of TNA activity has been agreed with the management team, TNA
investigators turn to feedback from individual members of staff. Methods
employed usually include one-to-one discussion, focus groups feedback and
confidential questionnaires. From this exercise it is possible to identify:
It is important that the TNA Adviser, although working for a training agency,
maintains a degree of impartiality, recommending appropriate training and not
simply that which is most easily available.
The TNA should be considered and adopted at the highest level of the company,
taking ownership of its analysis and recommendations as a guide to future actions,
course selections and evaluation strategy.
Finally, success criteria will be agreed for evaluating the success of the
implementation of the TNA and a cycle of monitoring and evaluation set out.
Success criteria must include both qualitative and quantitative measures.
Section 3.8 above concludes that a key part of launching a virtual museum project
is a clear job and person specification of the staffing complement necessary to
implement the project and section 4.1 suggests that a training needs analysis will
reveal gaps in the competence of existing staff and how these might be filled. Like
all innovation projects in established organisations, a key part of the innovation
processes is enabling staff to carry out new functions and work in new ways.
Training for the virtual museum project should begin with the pilot implementation
team (in this case on prehistoric exhibitions) with plans for the rollout of training
over time, that targets staff likely to become involved.
Competence training will be specific to each museum, since in each case the skills
profile of existing staff will vary. In one museum, more staff will be ICT literate
(e.g. ECDL level) than another; one will have pedagogic competence in-house and
another may not.
The availability of relevant training and cost is likely to vary between institutional
settings. It may be that where a training module is available to one museum, that
this itself can be digitised and offered across borders in a distance learning, e-
learning format. In this way, the MUSEUM Project itself may become a brokerage
for training. One added-value of the project, from a training perspective, can be
the establishing informal meetings of staff and cross-border interactions
(newsgroups and email discussions) in particular areas of training. In these ways,
the project itself will catalyse co-operation around training and exploit the use of
digital communities.28 A mission of museums is to store and disseminate
knowledge a facet of their work that should extend to their own staff. E-learning
for museum staff can become an important building block for promoting the virtual
museum vision and its own e-learning goal and encourage closer interaction
between the various disciplines working in museums.
28
In Jonathan Bowen, Mike Houghton, Roxane Bernier (2003) - Online
Museum Discussion Forums: What do we have? What do we need? is
available a relevant analysis of the resources for cultural
communities on the WWW.
4 JOB AND PERSON SPECIFICATIONS FOR VIRTUAL MUSEUM
Each museum begins building its virtual presence with a particular heritage in
terms of staff competence and capacity. One museum may have a great deal of
(for example) archaeological content expertise but little in Web management and
finance. In this example, the virtual museum project team may redeploy existing
expertise and bring in new people to fill its competence gaps. Thus, its is not
possible to prescribe a particular staffing structure, since each museum’s team will
be differently configured, whilst each should contain the competences set out in
section three above.
Figure 6 outlines the person and job specification of the Project Champion. It is
likely that this person will be a Museum Board member, capable of supporting an
innovation process with ramifications for the overall museum strategy, structure
and product line.
Figure 10 lists the main person and job specifications for the Web developer.
Job • To work with and support the Content Manager and Site
specification Designer in creating a digital learning environment using
the artefacts and materials generated by the project.
• To prepare and help implement and evaluate module
accreditation, validation and certification and student
support.
Figure 13 lists the main person and job specifications for the Finance Manager
(likely to be combined with other tasks).
Figure 15 lists the main person and job specifications for the Training expert (likely
to be out-sourced).
Figure 16 lists the main person and job specifications for the translation expert
(likely to be out-sourced).
The initial piloting of the virtual museum and plans for its subsequent rollout are
likely to impact positively on equal opportunities policies and actions in museums.
• Small institutions can gain advantage from sharing training resource with larger
institutions. This is particularly so where small institutions are located outside
of major tourist centres and/or are under-funded. The virtual presence allows
service providers to punch above their weight, in the sense of showcasing their
treasures with the same professionalism and settings available to larger and
better funded institutions. Technology can be a great leveller and offers the
smaller and perhaps less visited museum the opportunity of appearing
interesting and worthy of visiting.
• Like all innovations, the virtual museum is an opportunity to act positively
against gendered structures and staff profiles. In particular, virtual working can
be family-friendly if linked to opportunities for remote and flexible working. A
recent survey of virtual museums, shows that almost 50% (22 out of 50)
participants in projects by five museums were women and in three of the five
case the project team was headed by a woman.29
• By its nature, working with ICTs offers the opportunity to overcome physical
disability and often releases the potential of disabled employees.30
• Network participation is costly and the returns on investment may not be
immediately obvious. Participation in Internet communities of researchers and
specialists, by virtual museums enables museums to derive the benefits of
knowledge flows from advanced communities at a lower cost than participation
in physical networks.
In summary, as a set of tools ICTs can reinforce unequal opportunities and act as
another set of barriers to disadvantage sections of society. However, used
positively ICT tools can help to reduce barriers and strengthen equal opportunities.
This perspective can be introduced as a thematic to each virtual museum project
and evaluated as a key goal of each project.
29
The sample has been selected with a random process and the number
and the profiles of women arise from the analysis of the
information included into the site. The sites of the sample are
found at the following: Vivre au bord du Danube il y a 6500 ans
http://www.culture.gouv.fr/culture/arcnat/harsova/fr/index.html
A More Perfect Union: Japanese Americans and the U.S
Constitution. http://americanhistory.si.edu/perfectunion/
Van Gogh Museum http://www.vangoghmuseum.nl
Czech National Museum http://www.nm.cz/english/
Mysteries of Catalhoyuk http://www.smm.org/catal/introduction/
30
Even if the accessibility for disabled people is not yet common
in cultural sites. It is worth of mention the site Mysteries of
Catalhoyuk because it meets the requisites of accessibility of US
Government's Section 508 accessibility guidelines, see
http://www.smm.org/catal/introduction/
6 EFFECTS ON SOCIAL DIALOGUE IN TRAINING STRATEGIES
Such changes are an opportunity to promote social dialogue between groups from
different governances, led by the expectations of the customer. Some museums
have a tradition of hierarchic management by qualified professionals to the
exclusion of other groups of staff or their trade unions. An innovative project, such
as the virtual museum is an opportunity to shift towards a culture of team working
that is welcoming to the contribution from all groups of staff. It is especially
important when a project involves decisions on training and outsourcing that staff
can move forward with a shared vision.