Valuation of heritage buildings is usually performed by architectural-historical experts, who use a typology of heritage values based on conservation philosophy. Increasingly, social and spirituality values are included in heritage assessment frameworks.What happens to valuation systems when external events influence the chances of survival of heritage buildings, such as earthquakes induced by gas extraction in the Netherlands? While the mining company uses a narrow economic perspective on value, the public fears for loss of character of their historic towns. New safety regulations constitute a new and even stronger threat to heritage buildings. Recently, a heritage assessment framework was published, to help with value assessments in the affected region. In this paper, we compare experts’ and laypersons’ values by analyzing the new assessment framework as well as public documents. We conclude that heritage value assessments should incorporate social values, including memories and symbolic meanings, to create a balanced valuation system.
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The advent of information and communication technologies (ICTs) has had and is having a major impact on Indonesian cultural resource management, and on the safeguarding methods of its tangible and intangible cultural heritages. Despite varied levels and visible gaps between rural and urban regions in terms of technology usage, innovative initiatives have been created, which correspond to the needs and expectations of a technology-savvy public. As a starting point, a number of public institutions dealing with tangible cultural heritage (e.g. museums, palaces, temples, World Heritage Sites (WHS) do use innovative digital tools in order to communicate to various audiences, as well as to enrich visitors' experience, especially taking into consideration young generations. This paper will firstly examine the role of ICTs in intangible cultural heritage (ICH) (e.g. Batik, Wayang puppet theatre, etc.); secondly, the authors will explain how ICTs can help to communicate and promote the values, history, and significances of ICH products, both for locals and tourists, with the goal of raising awareness on cultural identity. However, the knowledge of ICH still requires contacts with its own communities and is vulnerable, as it can be exposed to excessive cultural commoditization through e-platforms. This study aims at giving an overview and some examples of digital interventions for cultural heritage communication implemented by various stakeholders in Indonesia. In addition, this paper analyses to what extent a participatory approach engaging local communities, academics, private sectors, NGOs and the government, can ensure higher levels of effectiveness and efficiency, hence supporting the conservation of UNESCO tangible/ICH in Indonesia. This paper aims at: (1) presenting the development of digital heritage platforms in Indonesia; (2) providing a grid of analysis of digital heritage knowledge platforms dedicated to UNESCO tangible and ICH in forms of websites and mobile apps.
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Cultural heritage buildings and sites are threatened by the effects of climate change, especially in coastal zones. Risks not only include floods and submersion, but also less visible risks such as effects of moisture levels or, alternatively, drought. At the same time, it is important to involve people in the care of heritage buildings and sites, to stimulate them to cherish, admire, and to enrich their lives with the heritage locations, buildings and stories.This paper aims to contribute to our knowledge on the application of valuation approaches. The topic of heritage and sustainability calls for an approach that encompasses a broad range of values. Theoretically, this paper relies on the approach of ‘Design for Values’. This approach starts with the identification of the values that are aspired to in a design project. These values are connected to norms, which describe how the identified value can be reached. On a more technical or concrete level, requirements are noted down, which specify the precise conditions a design must fulfill. In this way, a ‘value hierarchy’ can be outlined, which forms a guide for the designing process. In a value hierarchy, the levels are connected in two ways: downward by ‘specification’, and upwards, by the phrase ‘for the sake of’. After the design is finalized, a verification step is needed to ascertain if the aspired values indeed have been achieved in the design.The empirical case study for this paper is provided by the investigations of the Wisloujcsie Fortress and surrounding area at the SOS-workshop in Gdansk in October 2022. In our investigation of the site several problems and challenges came to light, which we summarized in a SWOT-analysis. For sustainable development of the area and the conservation of cultural and natural heritage we identified values connected to heritage, water, public access, and social values, see figure 1. In the paper, we will further elaborate on the norms and requirements that follow from each of these values. Also, we want to reflect on a preliminary verification step. We conclude that to produce designs that successfully achieve the climate and sustainability goals of the SOS-Climate Waterfront project, a ‘model valuation framework’ could be a useful guide for the design process. The first elements of such a framework are presented in our paper. Applying such a valuation framework stimulates ethical reflection during the design process and evaluation of the result. It thereby strengthens the connections between sustainability goals and urban design.
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phōnē – Giving Minority Languages a Voice is a project application to safeguards and promotes cultural and linguistic diversity in Europe. We will connect people who belong to a language minority in their countries with European values across language and cultural borders. 10 institutions will cooperate for the first time, breaking new ground for the RML theatre sector and improving their standing nationallyand internationally. phōnē will be the first ever major international collaboration between theatres working for minority languages.“Languages are vehicles of our cultures, collective memory and values. They are an essential component of our identities, and a building block of our diversity and living heritage.”The loss of a language means not only the loss of a basic element of communication, but also of a complete system of knowledge developed over time. The disappearance of a language also means the loss of a unique, unrecoverable universe associated with a particular environment. It means the loss of diversity.Phōnē wants to make an active contribution to the vitalisation of endangered minority languages. In order to keep endangered languages alive, theatre is one of the most suitable media because it provides a space for language, but also because it uses non-language-based forms of communication. In this way, theatre in particular makes it easier for people who do not yet have a confident knowledge of theminority language to get started. This will safeguard cultural and linguistic diversity in Europe. Strengthening the cultures and their languages will also strengthen the economic basis of the theatres working in these minority languages.phōnē is aiming for three main objectives to strengthen theatre in its role of vitalising endangered minority languages.A – Giving Minority Languages a voiceTogether we will search for narratives that tell about the people in their minority language region. Thestories are about and from people who live and work in remote regions of Europe and are written anddeveloped in the respective minority language.B – Giving Minority Languages a European stageThe developed texts need a stage to reach the widest possible audience. As different as the expectednarratives will be, so different will be the stages (outreach / site-specific / digital) on which they are presented.Different formats support the goal of addressing the broadest possible audience in the communitiesand involving them both passively and actively in the use of their minority language.
Within this interdisciplinary project, we explore the integration of open-source databases, location-based gaming, and immersive storytelling to improve cultural heritage dissemination, interpretation and understanding of European values among younger target audiences. The students develop a game prototype which will be tested with the target audience during the project. The game is aimed to be implemented at cultural heritages sites along the heritage route of St Martin. The learning objective is to foster digital expertise, remote and virtual working proficiency, and the development of an interdisciplinary working attitude in a joint course setup of virtual workshops and MOOC-based lectures.
In de toekomst zullen wateroverlast en droogte steeds vaker voorkomen. Hoewel water van grote betekenis is voor ons dagelijks leven - en Nederland een rijke traditie heeft van waterbeheer - maken sociale, culturele en historische waarden slechts sporadisch deel uit van watergerelateerd beleid. Omdat er bij wateropgaven veel verschillende partijen aan tafel zitten, is het belangrijk te snappen welke waarden meespelen bij besluitvormingsprocessen. Een serious game kan helpen bij het formuleren van die waarden om bij te dragen aan een beter ‘waterbewustzijn’ van zowel beleidsmakers als bewoners, en bewoners beter te betrekken bij hun eigen leefomgeving. Six Architecten, actief in bouw- en renovatieprojecten waarin water en erfgoed een rol spelen, lopen aan tegen een beleidsomgeving van tegengestelde belangen. De gameontwikkelaar IJsfontein in Amsterdam ontwikkelt serious games en heeft veel ervaring met het visualiseren van historisch materiaal voor musea en archieven, maar zoekt naar de kennis om deze vaardigheden toepasbaar te maken binnen de hedendaagse klimaatopgave. Met deze twee praktijkpartners werken onderzoekers van de TU Delft, op het gebied van watererfgoed, ontwerpen voor waarden (Delft Design for Values) en games (TPM), samen aan de WaterWaarden-game. Voor dit project gaan we in gesprek met beleidsmakers en bewoners om te achterhalen welke waarden er meespelen bij een selectie van objecten (zoals kades, dijken, gemalen) binnen de casus Amsterdam. Waternet, het waterbedrijf van de gemeente Amsterdam en het waterschap Amstel, Gooi en Vecht, zal bijdragen bij het contacten leggen met betrokken en het toetsen aan de beleidswerkelijkheid. Door de waarden en uitdagingen in specifieke opgaven in Amsterdam te analyseren en in de game te verwerken, werken we toe naar een prototype en een aanvraag om deze serious game te ontwikkelen tot een gameplatform dat in de toekomst ook bij wateropgaven in andere gebieden gebruikt kan worden.