Index

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Citation

(2024), "Index", Nichols, J. and Mehra, B. (Ed.) Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums (Advances in Librarianship, Vol. 54), Emerald Publishing Limited, Leeds, pp. 319-326. https://doi.org/10.1108/S0065-283020240000054025

Publisher

:

Emerald Publishing Limited

Copyright © 2024 Julie Nichols and Bharat Mehra


INDEX

Aboriginal and Torres Strait Islander (ATSI)
, 192

Material Culture
, 114

peoples
, 126

Aboriginal cultural centre design
, 138

Aboriginal cultural heritage
, 226

Aboriginal Cultural Heritage Act (ACH Act)
, 62–63

Aboriginal Cultural Materials Committee (ACMC)
, 59

Aboriginal culture
, 58, 121

Aboriginal Elders
, 59

Aboriginal ethno-architecture
, 157

Aboriginal knowledge systems (AKS)
, 10–11

Aboriginal people in Australia
, 60

Aboriginal/ngadjuri vernacular
, 98–100

Aceh Method
, 25

Adelaide Gaol Project
, 77–78, 252

Algorithm
, 274

Alternative descriptors
, 93

Aṉangu Pitjantjatjara Yankunytjatjara (APY)
, 121

Ann Newchurch (AN)
, 207–210

Anthropology
, 91

Archaeology
, 91

Architectural agency
, 155

Architectural communication
, 292

Architectural education
, 293

Archives
, 139

Art curators
, 127

Art gallery
, 139

Art making
, 127

Artefacts
, 42

and making
, 195–196

Artworks
, 127

Astronomy
, 237

Audiovisual (AV)
, 122, 262

Augmented reality (AR)
, 74, 116, 128, 252, 270

AACG fire exhibit and megafauna displays
, 255–257

in architecture
, 292

challenges
, 263–265

experience
, 278–279

Immerse App
, 122

ImmerseAR
, 261–263

immersive story construction in COVID-19 era
, 255

project design
, 257–261

SAM and UniSA
, 252–253

storytelling
, 253–255

AUSLAN (Australian sign language)
, 264

Australia
, 58, 114, 219, 226

Indigenous Advisory Committee
, 65

Australian Aboriginal art
, 126

Connection: Songlines From Australia’s First Peoples
, 131–133

visitor ’s immersive engagement
, 130–131

Australian Aboriginal Cultures Gallery (AACG)
, 86, 114–115, 252

aboriginal fire exhibit
, 120–121

building relationships
, 116–120

fire exhibit and megafauna displays
, 255–257

international precedent
, 115

limitations for change
, 115

long-term ambitions for improvements
, 122

short-term ambitions for improvements
, 121

technology
, 116

Australian Aboriginal peoples
, 7

Australian First Nations peoples
, 156

Australian Institute of Aboriginal and Torres Islander Studies (AIATSIS)
, 60

Australian International Council on Monuments and Sites (ICOMOS)
, 105

Australian Museums and Galleries Association (AMaGA)
, 173

Australian Research Data Commons (ARDC)
, 73

Authenticity
, 127

Authorised heritage discourse (AHD)
, 98

Bay Discovery Centre
, 172

Black drop effect
, 236

Boardgames
, 72

Bodies of experience
, 181–182

Body of Knowledge
, 85–87

Born Digital
, 29, 36

Burra Charter
, 97

Burra History Group’s website
, 102

Caring for country
, 214–215

Central Land Council (CLC)
, 76

Centrality of country
, 155–156

Chronophotography
, 239

Cinema
, 237

Cinematic VR
, 276–277

City of Holdfast Bay
, 171

City of Vienna’s online cultural treasures experiences, The
, 252

Clapsticks
, 138

country and culture
, 140

as cultural data
, 142–149

GLAM sector and cultural artefacts
, 140–142

Co-creation
, 73–78

methodology
, 25

Co-design
, 5, 12–14, 26, 138, 153

Collaborative Yarning Methodology (CYM)
, 187

Collections
, 58

Collective benefit, Authority to control, Responsibility, Ethics (CARE Principles)
, 29–30, 35

Colonial narratives
, 100–102

Colonial vernacular
, 91

Colonisation
, 154–158

Colonists
, 187

Commodification of cultural heritage
, 271

Commodity
, 220–222

Common sense 180° stereoscopic projection
, 280–283

Computer Automatic Virtual Environment (CAVE)
, 280

Computer games
, 69

Computer-generated imagery (CGI)
, 274

Conciliation
, 178

Connection: Songlines From Australia’s First Peoples
, 131

digital representation of painting materiality
, 131–132

digital storytelling of creative practices
, 132

immersive engagement
, 133

Content Management System (CMS)
, 9

Country
, 140, 156, 202–203

country-focussed design
, 156

and land management
, 203–204

and materials
, 204–205

responsive to aboriginal concept of
, 156–157

voices of Ngadjuri
, 205

Crowdsourcing
, 44

Cultural artefacts
, 140–142

Cultural burning
, 120–121

Cultural centres
, 14, 25, 144–145

design
, 184

as dynamic sites of indigenous knowledge
, 11–12

Cultural data
, 142–149

Cultural heritage
, 4, 58, 68, 90, 127, 202, 219–221

as co-creation
, 74–77

curation
, 24

trends in increased AI application in cultural heritage archiving
, 43–44

Cultural heritage management (CHM)
, 220

Cultural identity
, 127

Cultural knowledge
, 204

Cultural materials
, 10

Cultural records
, 152

Culture
, 140

Curation
, 138

Curatorial design strategies
, 129

Curatorial opportunities
, 143

Dark tourism
, 77

Data
, 139

Data curation
, 90

on Country
, 203

in GLAM
, 24–25

Data governance

in GLAM sector
, 28–29

in online world
, 27–28

David Weetra (DW)
, 212–215

Deep learning techniques on images for classification
, 43

Deep self-learning
, 104

Digital archives
, 28

Digital design
, 126

Digital flexibility
, 255

Digital games
, 68, 71

Digital heritage technologies
, 24

Digital humanities
, 70

Digital representation of painting materiality
, 131–132

Digital storytelling of creative practices
, 132

Digital technologies
, 28, 73, 129

Digital visualisation tools
, 293

Digitalisation, practicalities and ethics around
, 34–36

Digitisation
, 5

Dining table
, 273

disorder
, 294–295

Direct gaze
, 273–274

Drawing Plus (2021–2022)
, 302, 305

Dreaming
, 140

stories
, 100, 104

Dreamtime stories
, 140

Empathic Computing Laboratory (ECL)
, 270

EMu database
, 45

Endurance narratives
, 98

aboriginal/ngadjuri vernacular
, 98–100

colonial narratives
, 100–102

self-learning and self-healing narratives
, 102–105

Entwined vernaculars
, 91

background
, 94–98

endurance narratives
, 98–105

learnings as potential application in GLAM
, 107–108

vernacular narratives + mining heritage
, 105–107

Epic’s Unreal Engine
, 78

Ethics and cultural sensitivities of data management
, 24

IDG and ITS’ relevance to GLAM sector
, 27–32

implications
, 33–36

past structural injustices for indigenous peoples
, 36

practicalities and ethics around digitalisation and technology
, 34–36

respect for indigenous community protocols and process
, 35–36

setting scene
, 24–26

Ethno-architecture
, 157

Exhibition
, 285–286

design
, 126

Exploration-based immersion
, 131

Extended reality (XRs)
, 128, 230, 270

GLAM sector
, 279

positionality
, 271–272

relationships and making art
, 272

work
, 272–279

Fire
, 116–120

exhibit, foods, and medicines
, 122–124

First Nations peoples
, 11, 115, 222

First Nations world view
, 152

Fly-on-the-wall
, 277

Four Ways to Occupy a Hearth (2019)
, 296–299

Galleries, libraries, archives, and museums (GLAM)
, 1–2, 21–22, 24, 30–32, 68–69, 86, 92, 126, 152–153, 164, 182, 202, 219, 226, 229, 252

data curation
, 184

decolonisation
, 164

IDG and ITS’ relevance to
, 27–32

indigenisation
, 93

institutions
, 5, 7, 26

potential outings in
, 287

reconciliation
, 170

sector
, 140–142, 279

Gameplay
, 68

Games
, 68–69

designers
, 70

engines
, 69–70

indigenous games in Australia and virtual heritage
, 72–73

issues and challenges
, 78–80

mods
, 70

virtual heritage and co-creation
, 73–78

visualisation
, 292

for visualisation and simulation
, 69–72

Gamification
, 78

Graphical user interface (GUI)
, 50

Haptic HONGI
, 270, 283–285

Head-mounted displays (HMDs)
, 276

Healing
, 185

Heritage
, 68, 220, 222

Hindmarsh Island Bridge in South Australia
, 219

Historic Building Information Modelling (HBIM)
, 28

Human Computing Lab (HCL)
, 270

Image recognition
, 43

ImmerseAR
, 259, 261–263

Immersive engagement
, 133

Immersive museum exhibitions
, 127–128, 130

Immersive screens and projections
, 116

Immersive space
, 129

Immersive story construction in COVID-19 era
, 255

Immersive storytelling
, 254

Immersive technology
, 128

Indigenisation
, 170

Indigenous Archives Collective (2021)
, 35

Indigenous cultural and intellectual property (ICIP)
, 218

Indigenous cultural heritage
, 24

Indigenous cultures
, 26

Indigenous data
, 24

Indigenous Data Governance (IDG)
, 25, 30–32

Indigenous Data Sovereignty (IDS)
, 26, 29–32, 207

in culturally specific context
, 33

process
, 33–34

Indigenous games in Australia and virtual heritage
, 72–73

Indigenous knowledge
, 11–12

Indigenous peoples
, 202

Indigenous world views
, 9–11

Information systems
, 3

Information technology (IT)
, 34, 44

Intangible cultural heritage (ICH)
, 218

commodity
, 220–222

context
, 218–219

cultural heritage
, 219–220

future research
, 219

Intangible qualities
, 139

Intellectual soup model
, 25

Interdisciplinary collaboration
, 34

Intermittent motion mechanism
, 247

International Council of Museums (ICOM)
, 173

International Council on Archives Conference (ICA)
, 13

International museums
, 115

International Union for Conservation of Nature (IUCN)
, 222

Interpretation
, 147

Intersite of knowledge
, 233

Janssen’s apparatus as
, 236–240

Janssen’s apparatus
, 232–233

as ‘intersite of knowledge’
, 236–240

activating interconnected systems of knowledge for museum audiences
, 247–248

device in action
, 242–244

prototype development
, 244–247

techne as transferable system of knowing
, 240–241

Journalism Education and Research Association Australia (JERAA)
, 254

Julie Nichols (JNi)
, 205, 212

Juukan Gorge in Western Australia
, 219

Kaurna Advisory Group
, 171

Kaurna Nation
, 164

Kickstarter
, 72

Knowledge-based immersion
, 131

Land management
, 203–204

Learnings as potential application in GLAM
, 107–108

Libraries
, 68, 139

Library and Information Science (LIS)
, 8

LibraryCraft
, 71

LIBRAS (Brazilian sign language)
, 264

Light Register
, 296

Localised knowledge
, 205

Long-term ambitions for improvements
, 122

Luritja people
, 74

Lynette Newchurch (LN)
, 205–207

Mana motūhake
, 270

Māori women
, 270

Master of Architecture (MA)
, 292

Materiality
, 232

Measurement
, 232

Mechanical motion
, 240

Metahuman game technology
, 78

Metropolitan Museum of Art’s Met 360 Project, The
, 252

Microsoft’s Minecraft
, 70–71

Mining development
, 58

Mixed reality (MRs)
, 128

Modding
, 70

Monster Mine
, 102

Motion-based media
, 299

Mukurtu
, 9, 31–32, 35

Mungo National Park in New South Wales
, 219

Museum artefacts
, 235

Museum of Applied Arts and Sciences (MAAS)
, 243

Museums
, 42, 114, 129–130, 170

Museums Australia
, 128

Narrative
, 292

dining table disorder
, 294–295

educational ‘setting’
, 310

opening communication pathways
, 292–294

personal works
, 296–299

quotidian registers
, 295

student narratives and projects
, 299–302

National Broadband Network (NBN)
, 73

National Gallery in Canberra
, 228

National Museum of Australia (NMA)
, 131, 165

Native Title
, 221–222

Natural language processing (NLP)
, 44

rule-based approach using
, 44–48

New museology
, 128

New South Wales Art Gallery in Sydney
, 127

New Zealand
, 226

Ngadjuri cultural heritage
, 105, 184

Ngadjuri community and brief history
, 187–188

yarning
, 184–187

Ngadjuri Nation
, 25

Ngadjuri Nation Aboriginal Corporation (NNAC)
, 25, 34–35, 145, 181, 184, 202

Ngadjuri songlines
, 96

Ngadjuri voices
, 205

Non-Indigenous legislative acts
, 221

Online guides
, 28

Open Data
, 27

Open Science
, 27

Opinion piece
, 219

Organization for Economic Co-operation and Development (OECD)
, 28

Orientalism period
, 7

Orthodox plans
, 295

Ownership, Control, Access and Possession (OCAP)
, 30

Pandemic
, 252

Papua New Guinea (PNG)
, 48

Paradigm shift
, 156

Passive sensory immersion
, 131

Phenomenological vernacular
, 91

Pilot research project
, 24–25

Placemaking
, 158

Portable fire
, 118

Post-museum
, 168

Prison tourism experiences
, 78

Procedural rhetoric
, 69

Quandamooka
, 10

Quotidian registers
, 295

Real-world cultural heritage
, 71

Reality capture
, 274–276

Rebecca Agius (RA)
, 210–211

Recalibration of architectural agency
, 293

Reinforcing
, 257

Rejuvenescence Ngadjuri Cultural Centre (RNCC)
, 145–149

design philosophy
, 148

Digital Exhibition Space design
, 147

Keeping Place
, 143–144

Relational ontologies
, 9–11

Relationship building
, 172–175

Remembering
, 257

Repatriation
, 209

Repatriation processes
, 11

Representation
, 229–230

Research Fellow
, 114

Reskinning
, 257

Review process
, 15–16

Revolutionary Terrains (2019–2022)
, 300

Risk taker
, 174

Robert Rigney (RR)
, 191

Rule-based approach using NLP
, 44

requirements
, 45–46

research approach
, 44–45

Rules
, 48–52

Rulesets
, 48–52

S.T.A.L.K.E.R.
, 77

SAM Data Analyser
, 48

Sand Talk
, 187

Scar Tree
, 64

Science, technology, engineering, mathematics (STEM)
, 120, 304

Self-healing narratives
, 102–105

Self-learning narratives
, 102–105

Sequential imaging
, 240

Short-term ambitions for improvements
, 121

Simulation, games for
, 69–72

Skyrim
, 71

Social cohesion
, 153, 155

Social justice
, 8–9, 14

Solar parallax
, 236

South Australian Museum (SAM),

application on case study
, 52–53

AR partnership
, 252–253

strategic plan
, 43

South Australian Museum (SAM)
, 2, 42, 252

Spectacle in popular visual culture
, 237

Speculative curatorial ideas
, 143–144

Speed of light
, 238

Stereoscopic projection
, 280–283

Stories
, 74

Story-making
, 265

Storytelling
, 104, 132, 253–255, 292

Stronger Together
, 75, 77–79

Student narratives and projects
, 299–302

Tabletop games
, 71–72

Tangible qualities
, 139

Te Papa Museum in Wellington
, 226

Techne
, 235

as transferable system of knowing
, 240–241

Technology
, 116

practicalities and ethics around
, 34–36

technology-driven multi-sensory design
, 127

Terminal 3
, 278–279

Theory on electromagnetism
, 238

360-degree tour
, 128

Three-dimension (3D)
, 69

digitisation
, 79

games
, 69

universe
, 294

Tiati Wangkanthi Kumangka
, 165

Bay Discovery Centre
, 172

case study
, 170–172

conciliation
, 178

exhibition design
, 175–176

new perspectives
, 168–170

relationship building
, 172–175

small museums and local government
, 176–178

voice
, 165–168

Tjala Arts
, 123

Tjilbruke Spring
, 170

Traditional knowledge, contemporary applications of
, 158

Traditional Owner groups
, 59–60

Transdisciplinary team
, 274

Travelling While Black
, 277

Tribal Council
, 73

Truth-telling
, 100, 126

University of South Australia (UniSA)
, 25, 58, 91, 120, 202, 252, 292

AR partnership
, 252–253

User testing
, 80

User-contributed immersion
, 131

Vernacular documentation (VERNADOC)
, 92, 105

Vernacular heritage
, 6–7

Vernacular know-how
, 6

Vernacular knowledge
, 6–8, 14

Vernacular Knowledge Research Group (VKRG)
, 58

Vernacular narratives + mining heritage
, 105–107

Virtual heritage
, 73–78

Virtual reality (VR)
, 122, 128, 253

Virtual Systems Multimedia (VSMM)
, 79

Visitation
, 252

Visitor’s immersive engagement
, 130–131

Visual Art
, 114

Visual culture
, 239

Visualisation, games for
, 69–72

Wakefield Plan
, 165

Wallworth, Lynette
, 277–278

Western art markets
, 127

Western world view
, 152

architecture, colonisation and social conditions
, 154–158

problem of architecture
, 153–154

Whole body
, 131

Wikipedia
, 28

World Intellectual Property Organization (WIPO)
, 218

World views
, 14

Wurlies
, 99

Yacca leaves and grasses
, 99

Yandi Dish
, 64

Yarning
, 184–187, 205, 207

aboriginal ownership and building relationships
, 206–207

artefacts and ancestral knowledge
, 213–214

artefacts and making
, 195–196

caring for country
, 214–215

connection to country and ancestors
, 191–192

country
, 208

culture and country
, 210–211

everyday hopes and desires
, 194

ownership
, 209–210

racism and discrimination
, 192–194

repatriation
, 189–191

research methods
, 184

role of country and materials
, 205–206

role of government and voice
, 188–189

Prelims
Introduction: Co-design and Social Justice Opportunities in Data Curation and Information Systems Design
Part 1: Infrastructure (Sectional Synopsis)
Chapter 1: The Ethics and Cultural Sensitivities of Data Management: Some Considerations
Chapter 2: Enhanced Material Management: Application of Natural Language Processing and Rule-based Modelling for Simplifying Storage Requirements in a Museum
Chapter 3: Reflections from the Field: Country in a Plastic Bag
Chapter 4: Galleries, Libraries, Archives, and Museums [GLAM]-focussed Games and Gamification
Part 2: Body of Knowledge (Sectional Synopsis)
Chapter 5: Entwined Vernaculars: Heritages of Tolerances, Reconciliation and Resistance
Chapter 6: Working to Improve the Fire Exhibit at the Australian Aboriginal Cultures Gallery [AACG]
Chapter 7: An Exploration of Digital Representation of Australian Aboriginal Art in Museums for Immersive Engagement
Chapter 8: Clapsticks: Investigating Curatorial Opportunities and the Representation of Cultural Data
Chapter 9: Investigating Alternate World Views: Implications for Design, Architecture and Cultural Records
Chapter 10: More Than an Exhibition: Finding Voice, Tiati (Truth), and New Perspectives
Part 3: Body of Experience (Sectional Synopsis)
Chapter 11: Yarning Journeys: Ngadjuri Perspectives on Cultural Heritage
Chapter 12: The Significance of Country: Ngadjuri Voices and Cultural Heritage
Chapter 13: Agency and Authority in Intangible Cultural Heritage [ICH]
Chapter 14: Aboriginal Cultural Heritage in South Australia: Where to Next?
Part 4: Representation (Sectional Synopsis)
Chapter 15: ‘Intersites of Knowledge’: Jules Janssen's Nineteenth-century Astronomical Apparatus and a Contemporary Moving Image System
Chapter 16: Augmented Reality [AR] Storytelling for the Galleries, Libraries, Archives, and Museums [GLAM] Sector: A Case Study with the South Australian Museum Fire Exhibit and Megafauna Displays
Chapter 17: Can the Transdisciplinary Co-creation of Extended Reality [XR] Artworks Help Decolonise the Glam Sector?
Chapter 18: Beyond the Inanimate Line: Expanding Narratives of Drawings in Contemporary Creative Practice and Architectural Education
Conclusions and Future Speculations
Index