but also regarding patient administrative data, instrumentation and diagnostic equipment, departmental systems, and patient care, continuing a trend that began in the laboratory and spread to clinical care areas.
Most ICT solutions use internet-based technologies to rethink redesign, and rework how businesses and public services operate.
'E-health addresses new healthcare trends by facilitating individual information capture, data mining, and concomitant access by multiple stakeholders..
breaking down the barriers between independent professional roles. 2 The Commonwealth Health Ministers Reference book 2008 E-Health Challenges Most existing health information systems are inadequate in terms of
Other issues to be addressed include training, physical security and confidentiality of patient-related data. Human factors:
Required skills include computer and web technologies, as well as the organisational and managerial competences and leadership necessary for the changes in working methods and job roles.
Standardisation The automation of processes and services is not feasible without data standards that allow communication through open access internet-oriented software languages.
and conflicts in defining minimum data sets for operational management and clinical decision-making. Standards development and implementation is a slow process
Security and privacy The data protection of health records against intrusion, unauthorised use, data corruption, intentional or unintentional damage, theft,
and national planning capacity in information systems and technology Convening groups for the implementation of standards Providing continuity of funding Ensuring the equitable distribution of resources,
Notwithstanding the fact that for the past 25 years the use of computers and telecommunications in healthcare has been a constant item of development agendas,
and commitment to data management responsibilities in all functions at all levels, creating an additional burden to the already demanding professional workload.
and exchanging patient data, with concomitant distrust for off-site data storage and access control. There is a clear danger that by failing to adopt ICT solutions the public sector may become incapable of competing with the private operators,
Data from those sources is limited however very. Speeding up adoption depends on the presence of factors such as incentives, competition, return on investment, and regulation.
and foster the use of appropriate technology and knowledge assets. f Email: rrodrigues@ehealthstrategies. com Website:
www. ehealthstrategies. com Speeding up adoption depends on the presence of factors such as incentives, competition, return on investment, and regulation
Nick Poole 13 Mobile museums: where things stand. Charlotte Sexton 15 Legal aspects of digitising the museum:
and an asset that is at the core of museum work today. These four strategic areas are also behind NEMO's current core activities:
highlighting the value of museums for society, increasing collection accessibility for European citizens, ensuring museums are able to exploit the benefits of the digital shift
These are just some of the issues and questions at the core of museum business today.
With issues of copyright and accessibility in mind, Harry Verwayen presents the European Internet portal Europeana,
Kimmo Levä examines the three stages of digitisation for museums, placing an emphasis on the current third stage that focuses upon accessibility
Volker Rodekamp describes in detail the centralisation and digitisation of the collections of the Stadtgeschichtliches Museum Leipzig (Museum of City History Leipzig),
Effects of this digitisation project include not only significantly increased access to the museum's online collections,
The project serves as a prime example of the successes digitisation can bring to a museum and its community.
Julia Pagel, NEMO Project Manager Kelly Donahue, NEMO Executive Assistant 8 While the Internet's democratic potential has created corresponding demands and great opportunities,
heritage organisations have been slow in engaging in digitisation. Why has this been the case? Understanding historical developments is crucial for appreciating both the multitude of current initiatives like Europeana and the emergence of other new actors in the field.
The Internet's promise of providing fundamental access to and distribution of European culture to within reach of its citizens,
strategies that in part, can be understood as reactions to the activities of commercial enterprises such as Google.
At the same time, new collaborative and civil society based projects such as Wikipedia have emerged also, whose dynamics remain unparalleled even by commercial actors.
In today's world, the Internet's relevance for our shared cultural heritage depends upon its open structure
Archetypes of these three different actors are Wikipedia, Google and Europeana. While on the one hand these actors are competitors and hold suspicions of one another, on the other hand,
Museums were never the driving force behind digitisation or the new Internet possibilities of access, negotiation,
The most important example by far is Wikipedia. For a long time Wikipedia was viewed critically and even ridiculed, however now, Wikipedia enjoys a considerable reputation
and has established itself in the field of encyclopaedias. Other companies have also, with immense courage and high investment, started to digitise
and make more information accessible online. The Google books Project, the most famous example of mass digitisation, is by no means the only one.
While Google's projects were, and still remain controversial and contested, they have been very successful and many museums are currently cooperating with them, for example within the Google Art Project.
Google is a dominant commercial player in the field, but there are many others-competition is just a mouse click away.
Although clearly museums have so far not been the vanguard in the process of digitisation the need for them to become more active players is Where do museums stand in the digital age?
Private companies, heritage institutions and the civil society. Paul Klimpel 10 crucial. Museums'tasks of collection, preservation, study and exhibition of cultural heritage remain vital ones,
but the ways in which these are carried out must change and be adapted to the digital age.
In the modern times of Ebay and countless other e-commerce enterprises where a buyer can be found for almost anything,
This will force them to increasingly rely on collaboration with data centres, external companies and experts. 3. Obtain Museums today must not only create digital objects themselves,
Standardisation in the digital world includes web services, personal data standards and metadata exchange interfaces. Data modelling and collection in the digital age is a far greater challenge than the more classic'book-finder'.
'4. Explore Digitised collections and modern, networked databases open up countless new valuable research possibilities. In order to take advantage of such opportunities in the digital age,
museums must meet two basic conditions: they must digitise their holdings and they must make their inventories available online.
This requires the standardisation of metadata so that the records can actually be used. The Europeana Data Model has made important steps toward such standardisation and offers a valuable example for museums.
However, it will still be quite some time until museums implement these standards. 5. Announce The possibilities are great for museums to make their holdings available through the Internet. 11 Although, again, this rests on the condition of digitising one's collections and the standardisation of those collections'metadata.
The most ambitious and demanding project in Europe so far is that of Europeana a crucial contribution to making the European cultural network discoverable.
Questions of exhibition design are only very indirectly related to digitisation. Sure, there are'virtual exhibitions, 'or the use of new technologies such as smartphone apps as a replacement to the traditional audio guide.
Such technologies can often create attention and awareness prompting a physical museum visit. But, digital technology here has only a subordinate function,
The museum's place is in the centre of a society that is becoming increasingly interconnected through digitisation and in the centre of a rapidly changing network of institutions,
Soberly consider the new players in the digital age, Wikipedia, Google and the countless others.
In the area of digital preservation, for example, data centres have skills that museums will never attain.
For example, the Bavarian State Library and Google entered into a very beneficial partnership, but as they did not publicise the cooperation agreement from the very beginning the reputation of the partnership suffered.
and digitisation and the Internet can help make it accessible to everyone. What museums do with public funds for society must remain public
The Internet has been a part of daily life in the developed world for more than two decades.
whom Wi-fi access, smartphones and tablets are simply a fact of life. The question is
therefore less about how museums can respond to a'digital'age, but of how one can design exciting,
In the field of technology, emerging trends such as wearable technology, convergent smart devices, smart materials, sensors and 3d printing will begin to open up new capabilities to create
Nick Poole 14 Science, the environment and business will evolve, building on tools that support the interpretation of large volumes of data,
The core value of a museum in the modern world-to enable visitors to lead more meaningful,
The current rise in popularity of mobile technologies such as smartphones and tablet devices is forcing cultural organisations, and especially museums
'and to be seduced by the next sexy gadget, especially as mobile technologies in particular have become almost ubiquitous over the last five years with the phenomenal take-up of smart phones and tablets like the ipad.
However it is important not to dismiss the power that an'old fashioned'audio tour still has in transporting the listener,
museums are now recognising the potential of these new mobile devices to extend the museum's appeal
especially if that requires the use of mobile hand-held devices. There are several essential factors to consider as a museum develops its engagement strategy:
Wi-fi), which will require both investment and effort to install. 18 Organisation-many projects will involve organisational change,
it is essential for any museum thinking seriously about going mobile to consider the following
Today, museums are asked to provide services ranging from digitisation and aggregation of digital cultural content, to interactive navigation, culture experiences, lifelong learning, social media and augmented reality applications.
and act as a larger cultural data centre, providing among other things, global, uninterrupted cross-platform access to priceless content.
collective management societies, individuals and their personal data, individuals throughout their transactions, etc. In this sense, it is absolutely natural that a law could pose certain barriers towards access-towards the use
and thus extend the scope of protection to new media, networks, mobile networks and devices, and social networks.
Intellectual property rights legislation-in many cases contradicts the open use of content and its metadata on global networks.
when simple digitisation activities are implemented or even when a museum's web portal provides access to content online.
Privacy law-is threatened by the reuse of digital cultural content (especially contemporary arts, books, photographs, newspapers,
when personal data is at stake. E-commerce legislation-regulates business transactions made on the Internet. The commercial exploitation of a museum's digital content is regulated also.
Orphan works regulation-is being finalised at the EU level and will significantly affect the museums, libraries and archives sector.
and under this assumption, the digitisation, dissemination and further exploitation of this content in the digital environment will be prominent.
a simpler and more global legislative framework with a clear set of rights statements understandable to the Internet user and focusing especially on the use of digital objects in global networks will be necessary.'
Especially now that computing is everywhere, in every pocket, on every desk, in every home, people, including children,
and more of a focus on developing communities who reuse the data, content, knowledge and technology that Europeana and its partners make available to them.
it means that Europeana will develop open source products, such as channels, for partners who want to reach deep into specific interest groups, like fashionistas and foodies.
which has until now been dominated by private companies, like Google or Wikipedia. Through Europeana, the EU has established a platform that will not only democratise information
or citizens'personal data. 26 27 Kimmo Levä uses Finland as a case study to examine the three stages of digitisation for museums,
A different way of doing things Museums today must accept the Web 2. 0 assertion that
if you do not have an Internet presence, you do not exist at all. For museums, this entails digitisation in every function.
It not only calls for investments in new technologies, but also demands more inclusive and expansive ways of working and thinking.
From local to global Digitisation and networking in the information society are part and parcel of globalisation,
the stages of digitisation In Finland, the digitisation of collections and museum work is currently moving into the third stage of development,
The first stage occurred in the 1990s and basically involved digitisation. Museums digitised photos, documents and collection data.
However, despite such digitisation, material was stored still on hard disks in museums. During the second stage of digitisation, in the early 2000s, museums began to implement collection management systems that made material accessible to the audience via the Internet.
Currently, in the third stage, the primary focus is upon creating a network where museums share the same collection management system
client interfaces and services based on the digitised material. A vital part of this third stage is to make client interfaces a well-known brand.
Notwithstanding the problems, digitisation presents a great opportunity for museums. It gives them the chance to open mobile and purely virtual museums alongside brick-andmortar establishments.
In actuality, mobile and Internet services are not just a possibility but a necessity. 29 COPYRIGHT QUESTIONS FOR MUSEUMS Internet accessibility does not come without copyright problems,
which arise not from the mere existence of copyright laws, but rather, from their complexity.
The thrust of the law is basically this: those who created the original artwork, photograph or artefact need to be compensated.
the open data ideology and expectations concerning museums are undermined as open data enthusiasts and the majority of museum customers expect to receive everything from museums for free.
The open data philosophy does not bind the end user and it is highly likely that someone will generate money along the way from the museum's efforts.
Results of the digitisation project include significantly increased access to the museum's collections, increased on-site visits to the museum and increased communication and outreach within the local community.
Since 2010, this data has been shared nationally and internationally with online portals such as Europeana, Deutsche Digitale Bibliothek and Kalliope.
the museum also implemented a database of all victim groups in Leipzig during the Nazi regime.
A reply button was included that allows website visitors the ability to email any additional information they have directly to the museum.
In addition to serving public requests, the museum's online database is used for several education services and projects.
The online database connects the museum with local and regional schools thus supporting explorative learning, developing students'research skills, preparing
while at the same time, the museum received about 700,000 online visitors to the collection database. In the end, the museum received about two-thirds more visitors to its digital collections than to its physical exhibition and collections.
that still need to be entered into the online database. To accomplish this, the museum will need another six to eight years
It has become clear that the broadened presence of the museum's collections on the Internet
including how museums contribute to a sense of European citizenship and the impact of social networks on museums'identities.
but rather it is essential that museums make effective use of their power of intellectual seduction to encourage a European perspective. 4. What are the implications of the impact of social networks on the museum identity and actions within the community?
As the Internet is used as a primary information source and is seen as authoritative, which was not always the case,
from the idea of the Internet as a showcase for attracting visitors, to the Internet as a fully digital and fully'connected'vision of the museum's presence;
today the museum on 38 the Internet is a comprehensive and articulated digital entity sometimes exhibiting its own autonomous life.
This digitisation and virtualisation of museums, has created also new professional positions, such as cyber curators, that could not have existed ten years prior. 5. In the era of globalisation,
it becomes evident that the core of the problem is a matter of museum linguistics.
This included counting the number of donations, the amounts raised and the effects of the social media communication campaign.
and the counter on the website was updated. Progress was monitored constantly so that further actions could be planned,
even while they enlist the aid of the written word, still or moving images, models, simulations, computer programmes, etc.
A good Internet search engine informs us better. Life itself is the great instructor and each individual has his or her own favourite pastime for entertainment (for some people, of course,
In order to encourage the notion that culture is a necessary element for development, closer to the core of decision-making and public debate,
Continued digitisation of our everyday lives is undeniable and irreversible; the young generation does not even talk about'digital'anymore.
He also coordinates several projects concerning cultural heritage at the Internet and Society Collaboratory. He moderated an expert group
Mr. Levä is currently a Board member of ICOM's Committee of Management and Leadership (INTERCOM) and the Vice chairman and Board member of the Culture for All Association.
Before becoming Director, Ms. Pagella worked on the new display settings and restoration of Palazzo Madama that opened to the public in 2006.
Charlotte Sexton is the President of the Museum Computer network (MCN), responsible for the organisation's administration and strategic direction.
and photographer. 65 Dimitrios Tsolis is a lecturer at the Cultural Heritage Management and New Technologies Department at the University of Patras and a researcher in its Computer engineering and Informatics Department.
and digitisation of cultural heritage. He has authored more than seventy research papers. Jorge Wagensberg is the Scientific Director of the Foundation'la Caixa'and the former Director of the Area of the Environment and Science at'la Caixa'.
Photo credit C. Sexton 2013 Amon Carter Museum of American Art, USA (Archive display. Page 21:
and the ability to communicate with people and with other machines (the so-calledWeb of Things').
'Other developments such as augmented reality (combining real world and digital information), Big data, and service robotics will expose consumers to a whole variety of new digital services in their daily lives.
For instance, General electric forecasts that embedding Internet technologies into machines could add $10-$15 trillion in economic growth worldwide over the next 20 years. 3 The quest for resource efficiency will become an increasingly important driver,
Industrial Internet: Pushing the Boundaries of Minds and Machines. November 2012. http://files. gereports. com/wp-content/uploads/2012/11/ge-industrial-internet-vision-paper. pdf Horizon 2020 Expert Advisory Group Innovation
in SMES: Consultation on Next EU Strategic Work Programme 2016-2017 6 All of these global challenges present major new business opportunities for SMES,
and now is becoming a global one. Multinational corporations (MNCS) traditionally the most important players in the R&d scene are relocating their research activities to countries
this is already a developing practice in various sectors ranging from semiconductor (fabless IP business models), to biotech, to telecommunication and software industries.
For instance, three of the top ten technology projects on Kickstarter are 3d printers from Formlabs, Printrbot, and Robo3d.
According to one forecast5, additive manufacturing meaning the process of joining materials to make objects from 3d model data,
usually layer upon layer (as in 3d printing) is set to become a high growth area of Manufacturing business-to-consumer markets will require development
For innovation-driven SMES, open source and co-creation are Horizon 2020 Expert Advisory Group Innovation in SMES:
where the open source software model has been pioneered and promoted by small software suppliers and independent developers.
The reasons for this appear to be rooted in the intangible nature of software and the difficulties in protecting software innovations.
Horizon 2020 Expert Advisory Group Innovation in SMES: Consultation on Next EU Strategic Work Programme 2016-2017 9 3. Gaps and Bottlenecks in SME Management of Innovation The strength of SMES lies in their agility, imagination
The classical example is the DVORAK keyboard, which is considered superior to Horizon 2020 Expert Advisory Group Innovation in SMES:
because all keyboards in the world would have to be replaced and everybody would have to learn to type again.
implying a maximum possible acceptance rate of 6%.Much more analysis will be needed to draw any programmatic conclusions from the data,
This could be achieved by selecting coaches with strong expertise in 7 E g. statistics from the IMPROVE benchmarking database with 1,
if there could be need a for an expert panel ofsuper-evaluators':'Thesegurus'in entrepreneurship and investing could help the Commission vet prospective evaluators,
and trumpeting the excellence on display. These aspects should also be reflected in the basic communications literature. o Develop a communications strategy,
978-0-9849993-7-8 11 http://fr. wikipedia. org/wiki/Jeune entreprise innovante 12 http://ec. europa. eu/digital-agenda/en
As such, it resembles more open innovation processes (e g. crowdsourcing) than traditional closed procurement processes. Innovation in Procurement:
This is similar to the Living Labs concept that has brought successfully 13 The idea comes from the ICT world where sandboxes are used routinely to beta-test software
as well as new solutions and services for the ageing population. o InnovativeDIY'products and services around 3d printing and additive manufacturing, including attention to European regulation/standards/risk management. o Challenges
and manufacturing/distribution traceability with privacy requirements associated with the internet of things. Recommendation 5. 2: Experiment with novel value chain-based approaches European Sandboxes that provide innovation-driven SMES with opportunities to experiment with new solutions at European scale in a controlled manner.
IP management, of course, includes branding/licensing, open source software and copyright maters, not just patents. o Development of small entity status fees at the European Patent office, similar to the USPTO practice,
and overall with SMES usually tagging along as minor partners in the wake of dominant RTOS,
The quality of the data should also be improved. Recommendation 6. 3: Open new territories to participation by innovative SMES in areas of Horizon 2020 where they are represented currently under.
and EASME websites but the access is still too confusing, in our view. The goal should be for a micro company to be able to search easily online to identify exactly the programme for which it is eligible,
Index Terms Blended learning, social media, smart phones, informal education, obsolete education. I. INTRODUCTION IBM predicts that in the next couple of years,
information will be doubled every 12 hours! Buckminster Fuller created the Knowledge Doubling Curve; he noticed that until 1900 human knowledge doubled approximately every century.
It is very important to understand why data, information, and knowledge are actually different things.
Data is always correct because it deals with the facts of the world. For instance during the crisis in Ukraine (March 2014) one could see on RT (Russian Television) man talking into the camera
There is no dispute that this footage was aired on RT (data. Now, the RT presented to us that these couple of hundred men armed with nothing but handguns are ready to take on the Russian Army (information.
Information captures data at a single point, by the subjective informant. So, the information is not always an accurate reflection of the data.
In this case the public is informed by giving certain interpretation of the data (a single man talking into the camera.
Computers can store data and information, but cannot store knowledge. Only human brains Manuscript received April 2, 2014;
revised June 17, 2014. Mladen Milicevic is with the Loyola Marymount University, Los angeles, USA (e-mail: mmilicev@lmu. edu;
So, the human brain uses two sources to build this knowledge-information and data. Speaking in semiological terms information and data are the signs
and knowledge is the human interpretation of those signs. In the case of Ukrainian paramilitary group, different humans will make an infinite number of interpretations regarding the data
and information presented to them. I tend to believe that the entire interview was staged in order to manipulate the public.
There is certain amount of data in the world, and there is plenty more information than data,
however the knowledge in the world in exponentially grater that both data and information. When comes to education we must be cognizant that the explosion of information is not equivalent to the explosion of knowledge.
The major problem of today's education is how to structure information into knowledge. Students are being inundated with undigested information
aside from Powerpoint presentations replacing most writing-on-a-blackboard styled ones. In the digital age the learning environment is blown completely open.
The advent of new digital technology and social media is fundamentally reshaping our living and learning.
We see youth becoming much more involved in exchanging information and knowledge over the web than ever before.
either traditional television or the new media (including cell phones, ipads, and social media. The average 8-to 10-year-old devotes approximately 8 hours a day to a variety of different media contents,
but almost 1/3 of the TV programming gets viewed on non-TV platforms such as computers, ipads,
or cell phones. Practically all youngsters have access to the Internet (84%%usually high-speed, and 1/3 have access in their own bedroom.
The time spent on a computer amounts to 1. 5 hours per day; out of which half is spent in social networking, playing games,
or viewing videos. New digital technology has made a huge impact on the life of youngsters:
75%of 12-to 17-year-olds now own cell phones, up from 45%in 2004.
Nearly all teenagers (88%)use text messaging. They actually talk less on their phones than any other age group except for senior citizens. 3,
4 Half of teenagers send 50 or more text messages per day, and one-third send more than 100 per day. 3 Teenagers mostly access social media sites from cell phones. 4 They are also avid multitaskers,
often using several technologies simultaneously 1. With this constantly changing landscape education should become less institutionalized and more personalized.
Digital technologies and social media allow students to learn from each other in informal settings anywhere and anytime
making learning in and out of school"increasingly porous.""Therefore the institutions have a problem,
When you go online, social networking sites, a video game, etc. you can be interacting with thousands of people (many of
That is the nature of the Internet where Wikipedia and Encyclopedia Britannica stand next to each other
Watching silly videos on Youtube is equally accessible as watching the educational videos on science,
when the Internet and cyberspace did not exist. It is easy to expect people to be more creative but the prevailing paradigm in education, politics,
The unwillingness of administrators to adapt is estimated to be the main obstacle to incorporating more digital and social media tools into classrooms.
Advocates of social media in the classroom claim that social media tools can ignite students'curiosity and ingenuity, exposed them to content experts and real-world examples of classroom lessons,
Digital and social media tools can also support students to develop technological skills; to be creative;
We may hardly remember what the core curriculum was and what the courses were but we remember the one teacher who affected us the most.
Teens, Smartphones and Texting. WASHINGTON DC: Pew Internet and American Life Project. Online. Available: http://www. pewinternet. org//media/Files/Reports/2012/PIP TEENS S martphones and texting. pdf 4 A. Lenhart, R. Ling, S. Campbell, and K. Purcell.
January 2014. Teens and Mobile phones. WASHINGTON DC: Pew Internet and American Life Project. Online. Available: http://www. pewinternet. org//media//Files/Reports/2010/P IP-Teens-and-Mobile-2010-with-topline. pdf 5 Survey conducted by Maguire Associates, Chronicle
of Higher education. The Innovative University: What College Presidents Think about Change in American Higher education Online. Available:
http://strategicplanning. fairfield. edu/sites/default/files/innovative uni versity 140516. pdf International Journal of Social science and Humanity, Vol. 5, No.
7 july 2015 658 Mladen Milicevic received A b. A. 1982 and an M. A. 1986 in music composition and multimedia arts studying with Josip Magdic at The Music
Academy of Sarajevo, in his native Bosnia-herzegovina. In 1986 Mr. Milicevic came to the United states to study with Alvin Lucier at Wesleyan University in Connecticut, from
From the University of Miami in Florida, Mr. Milicevic received his doctorate in computer music composition in 1991
and he has made numerous presentations at various international conferences on a wide range of topics such as music, film, aesthetics, semiology, neuroscience, sociology, education, artificial intelligence, religion,
In his academic carrier Mladen Milicevic has served on numerous committees such as rank and tenure, core curriculum, academic technology, university website, mission and identity, faculty senate with many
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