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On 8 May, Narva Museum hosted the 2nd International Conference Culture and Border, where the Estonian National Museum’s Research Secretary Agnes Aljas delivered a talk titled Borderless Museum: Digital Heritage and New Audiences. Her presentation explored how the digitisation of cultural heritage has enabled museums to operate in new, so‑called borderless spaces and to reach broader and more diverse audiences.

Drawing on the ERM research projects Digital Cultural Heritage as a Societal Resource and iGame, Aljas discussed how AI and digital collections shape the use and interpretation of heritage and transform the role and accessibility of museums. She highlighted the creative potential of game jams based on museum collections and patterns, as well as collaborations with young creators who developed the Roblox world “Tartu”. According to Aljas, museum innovation should prioritise meaningful and hybrid digital solutions rather than technology for its own sake.

The conference, held at the University of Tartu Narva College as part of Europe Day, also addressed how cultural values transcend national borders and the challenges related to their movement, protection and preservation. Particular attention was given to issues of cultural heritage smuggling and propaganda, as well as the role of cultural institutions in shaping perceptions of borders in the past, present and future. Colleagues from Ukraine shared their experiences of rescuing museum collections and collaborating with European museums during wartime.

The conference Culture and Border, now in its second edition, focuses on current questions related to the preservation and interpretation of cultural heritage in today’s world.

More information on the Narva Museum's webpage.

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The i-Game project is carried out within the framework of the European Union’s Horizon Europe research and innovation programme and has received funding from the European Union. The project is coordinated by the Centre for Research & Technology Hellas (CERTH) and the Business and Cultural Development Centre (KEPA), with partners including Raising the Floor, Cookie Box Group Gamification & Serious Game, Nurogames GmbH, KU Leuven, Unisystems Luxembourg, Open Impact, Museospace, Prato Textile Museum, and the Estonian National Museum.

This work was supported by the Estonian Ministry of Culture's research and development program “Estonian Culture Research and Development Program 2023-2026” under grant KUM-TA 43 “Digital Cultural Heritage as a Societal Resource”.

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