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TABLE OF CONTENTS

What is Museum? ......................................................................................................... 3

The Future of Museums ............................................................................................... 4

What is Museums Chain? ............................................................................................ 7

Why Choose Us? ........................................................................................................... 9

What is Ethereum? ..................................................................................................... 11

What is an ERC20 Token?..................................................................................... 11

What is an ICO? ......................................................................................................... 12

Token Sale ................................................................................................................... 13

Token Specs .......................................................................................................... 13

Token Distribution ................................................................................................ 15

The Virtual Museum: Beyond Space, Time and Collections ................................. 16

Museums’ Visitors or Internet Users? ..................................................................... 17

Virtual Museums and Adaptivity ............................................................................. 19

Typical Elements of a 3D Virtual Museum ............................................................. 21

Building or Site Architecture .............................................................................. 21

Textures and Exhibit Objects .............................................................................. 21

Lighting, Sound and Mini-Map .......................................................................... 22

Questions or Concerns? ............................................................................................. 23

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WHAT IS MUSEUM?

Museums ensure understanding and appreciation for various groups

and cultures. They promote better understanding of our collective heritage

and foster dialogue, curiosity and self-reflection . Further, they serve to help

future generations comprehend their history and recognize the achievements

of those who came before them.

The museum as an institution tells the story of man the world over and

how humanity has survived in its environment over the years. It houses

things created by nature and by man and in our modern society it houses the

cultural soul of the nation. (It holds the cultural wealth of the nation in trust

for all generations and by its function and unique position, it has become the

cultural conscience of the nation.)A museum is an institution that cares for

(conserves) a collection of artifacts and other objects of artistic, cultural,

historical, or scientific importance.

There are many types of museums, including art museums, natural

history museums, science museums, war museums, and children's museums.

Amongst the world's largest and most visited museums are the Louvre in

Paris, the National Museum of China in Beijing, the Smithsonian Institution

in Washington, D.C., the British Museum and National Gallery in London,

the Metropolitan Museum of Art in New York City and Vatican Museums in

Vatican City.

The word museum is derived from the Greek word Mouseion which

means the seat of Muses. The name museum indicates a temple of Muses.

Greek mythology tells us that Muses were the daughter of Zeus, the Greek

Jupiter. They were born in Peira at the foot of Mount Olympus - the

mountain of gods. Nine of them were regarded as the divinities who presided

over arts and science.

“The Museum is not meant either for the wanderer to see by

accident or for the pilgrim to see with awe. It is meant for the mere

slave of a routine of self-education to stuff himself with every sort

of incongruous intellectual food in one indigestible meal.” -

Gilbert Keith Chesterton

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THE FUTURE OF MUSEUMS

The internet is today what electricity used to be in the last century: a

big accelerator of innovation. Every day in the world approximately 300

billion e-mails are sent, 5 million posts are written, more than 500 million

tweets are posted and 20 billion webpages are viewed in the main search

engine alone (in 1997 the search engine Altavista examined “only” 8,000).

More than half the world’s population regularly accesses the Internet (10%

more than 2015), and uses a smartphone, while more than a third has an

active social media account (21% more than last year). More than one in

five people in the world have purchased at least one item online in the past

30 days, and also the number of dwellings connected to the net is

substantially growing. In Europe, there were 83% in 2015, 13% more than

in 2010. These impressive figures depict a changing society, where new

technologies permeate all aspects of life, often by modifying consumption

patterns and products. In the music industry, the advent of digital technology

has revolutionized the relationship between artists, record companies, music

retail stores and consumers; and new business models were born. Music is

still made of notes, but in the 70’s its medium was vinyl, in the 80’s it was

cassettes, in the 90’s it was CDs: then came mp3s, downloading, streaming,

new devices (PCs, iPods, mobile phones) and selling platforms (iTunes,

Google Play, Amazon, Spotify). The role of the major companies, which once

led market dynamics and set the balance in the music industry, has been

downsized and re-defined: in the years between 2001 and 2013 the revenue

of the global industry went from 27.6 to 15 billion USD. Old devices and old

markets (like vinyl, for example) have not disappeared, but they now live in

a completely renovated ecosystem.

Music is just one example of how digital technology can change the

game. Texts, which once would be read in books bought in bookstores or in

the newspapers bought at the newsstands, are now read on the Internet or

downloaded on Kindle e-readers, tablets or mobile phones.

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The liquefaction of hierarchies and social functions leads museums to

open up; they are no longer closed systems as they used to be in the

twentieth-century, but parts of wide systems of scientific, cultural, and

territorial relationships. Users are no longer just consumers of cultural

products, but they are becoming active subjects of content production and

conveyance. The museum of the future will be a collective work. It will be

developed and co-created with the larger communities, which will support

it and share decisions on it. In this transition, digital innovation provides the

infrastructure that multiplies the opportunities for exchange, accessibility

and participation.

Museums have begun a long process through which they are adjusting

themselves to these new dynamics, in favor of more horizontal systems and

new communication languages. At one time, these cultural institutions used

to display objects. Today, they connect the multiplicity of ideas and the

knowledge that different peoples have developed based on these same

objects. The task that museums are now expected to carry out, on-site and

on-line, is sharing, inside and outside, collections and various contents

generated by artifacts.

Digital culture modernizes museums’ vocabulary; sharing is

definitively one of the keywords of the future. Sharing collections and

spaces, creating connections with new audiences; even those apparently

distant. Sharing means opportunity for growth and it represents a tool of

indirect marketing, useful to broaden the audience.

Digital technologies are a means to achieve the mission of the museum.

That is why they affect all aspects of the museum’s life and also the work of

all the staff, although to varying degrees. Everything starts with the

digitalization of the heritage; the database from which the museum draws

all its contents. Thanks to 3D scanning, it is now possible to have high-level

digital archives, which allow fast and easy access to a range of information

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on the stored collections. All stakeholders benefit from it, both the internal

ones (for the organization of exhibitions, the choice of possible acquisitions,

the evaluation of the assets, etc.) and the external ones (for research, etc.).

Equally important is producing content by creating additional digital

tools for the most diverse situations: to prepare exhibition halls, to make the

visit more interesting, and to organize events. Developing additional digital

tools is essential to give visitors, in an immediate and intuitive way, all sorts

of information that can bring them closer to the way the artists work, to their

personal idea of art, to the environment where their work developed, and so

on. The means used so far do not allow non-expert people to really feel

involved and fully grasp the artwork and its meanings. For this reason, some

museums have created internal departments for audio-video production.

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WHAT IS MUSEUMS CHAIN?

Museums Chain is a blockchain-based virtual museum platform for

everyone to see museums around the world and to discover the world's

heritage. Teachers, students of all ages, families, young people, employees

of the museum and others learn more quickly and retain more information

by living an experience rather than just reading about Museums.

The interest in the development of virtual museums is nowadays rising

rapidly. During the last decades there have been numerous efforts

concerning the 3D digitization of cultural heritage and the development of

virtual museums, digital libraries.

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The 3D virtual spaces and modern technology are more and more used

especially in the development of applications in e-learning and edutainment

by cultural organisations and museums. The abilities, the restrictions and

the limits of technology in this area have not yet been explored and defined,

as the advantages that virtual reality offers constantly increase. The virtual

museum is a sub-category of 3D virtual spaces and it is usually a replica of

a real museum.

One of the first recorded definitions of ‘Virtual Museum’ is dated

January 1997, written by Jamie McKenzie and published by the ‘Technology

& Learning Magazine’. Virtual museum, a collection of digitally recorded

images, sound files, text documents, and other data of historical, scientific,

or cultural interest that are accessed through electronic media. Virtual

museum exhibitions can contain great amount and depth of information.

Museums curators can digitally preserve the artifacts of their collections,

provide an appealing and engaging experience to the virtual visitors and

disseminate the cultural information. In addition to this, they facilitate the

access to museum exhibitions and provide assistance to the research of

students and specialists. Virtual museums have the potential to preserve and

disseminate the cultural information in an effective and low-cost way

through innovative methods and tools. They do not aim at replacing the

physical museums, but they act complementary. The cultural artifacts that

are exhibited in the physical environment of a museum are usually shown in

display cases, where only a limited amount of information about them is

available. In virtual museum exhibitions, museum artifacts can be digitized

and visualized into a virtual interactive environment. A virtual exhibit can

contain information that a physical exhibit in a museum showcase cannot.

We aim to preserve and immortalize the history and culture of a place

or event. We hope that our project will trigger historical, scientific, artistic,

or cultural interests among the visitors.

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WHY CHOOSE US? See the Museums around the World. While it’s hard to beat the

experience of seeing a seminal piece of fine art or important historical

artifact with your own two eyes, one could easily spend a lifetime traveling

the world in search of all of them. Fortunately, Museums Chain will make it

possible-easy, even-to visit most of the world’s most famous museums from

the comfort of your own home.

Museums Chain Marketplace. Find the perfect souvenirs from your

trip to the Museums Chain. Also, Museums Chain is the perfect place for

buying and selling 3D artifacts, 3D historical objects. Shopping for

historical, cultural products and services. This new alternative marketplace

allows people to both earn and spend money in a museums.

Monthly Income for Museums Chain Token Holders. We will

distribute 40% of profits to our Token Holders. The dividends will be issued

in Museums Chain token (MSM).

Team Tokens (MSM) will be Locked for 24 Months. We are setting

long term goals. Museums Chain team tokens (MSM) will be locked for 24

months (only team members) - No Market Manipulation.

Museums are good for business. The museum as an institution tells the

story of man the world over and how humanity has survived in its

environment over the years. It houses things created by nature and by man

and in our modern society it houses the cultural soul of the nation. (It holds

the cultural wealth of the nation in trust for all generations and by its

function and unique position, it has become the cultural conscience of the

nation.)A museum is an institution that cares for (conserves) a collection of

artifacts and other objects of artistic, cultural, historical, or scientific

importance.For example , The Louvre recorded a sharp increase in visitor

attendance from January to December 2017, with 8.1 million visitors. The

Louvre houses masterpiece artworks like Leonardo Da Vinci’s ‘Mona Lisa’,

the ‘Venus de Milo’ sculpture of Aphrodite, and what is considered to be the

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finest diamond in the world, the ‘Regent’. The National Museum of China in

Beijing comes in at number two, with 7.6 million visitors in 2014. However,

around the world, museum visitation is relatively steady. The world’s top 20

museums recorded more than 108 million visitors last year.

Museums have always positioned themselves as educational

institutions. There is no doubt that a primary role of museums is to engage

and educate the community. Education that is devoid of the cultures of the

people in the society is empty and incomplete. One of the fundamental

objectives of the museum is to educate, and it is only the museum that has

the capacity and the ability to impart cultural education effectively as it

houses the tools and materials for doing so in its collections. Museums are

an incredible way to learn about history, often hands-on. Museums possess

materials and information that can and should be used in enriching and

improving the school curriculum in various disciplines.

Digitizing items and exhibit them in a virtual museum, achieves the

survival, emergence and strengthening of all the elements they characterize

and define the collective memory of a society. It also promotes the social,

educational, cultural and economic objectives and contributes decisively to

the historical cultural and scientific promotion. Virtual Museums’

educational role and social contribution is achieved by increasing their

communication with each social group and their extroversion cultural roles.

It can also offer exchanges of experiences encouraging students’ audience.

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WHAT IS ETHEREUM?

Our tokens (MSM) are produced on the Ethereum platform, operating

standard ERC20.Ethereum is an open-source, public, blockchain-based

distributed computing platform and operating system featuring smart

contract (scripting) functionality. Ethereum is a decentralized platform that

runs smart contracts: applications that run exactly as programmed without

any possibility of downtime, censorship, fraud or third party interference.

Ethereum was proposed in late 2013 by Vitalik Buterin, a cryptocurrency

researcher and programmer. Development was funded by an online

crowdsale that took place between July and August 2014.

ERC20 is a protocol standard that defines certain rules and standards

for issuing tokens on Ethereum’s network. ERC20 is a technical standard

used for smart contracts on the Ethereum blockchain for implementing

tokens. Similar to the fact that we have an HTTP protocol for internet, we

have a standard protocol for tokens to be issued on Ethereum i.e. ERC20.

ERC20 defines different functions for the benefit of other tokens within the

Ethereum system. These are generally basic functionality issues, including

how tokens are transferred and how users can access data about a token.

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WHAT IS AN ICO?

Initial Coin Offerings (ICOs) are a relatively new way to fund start-

ups and projects. ICO is a way for a start-up or an established company to

raise capital, and a vehicle of investment for potential investors. In this

paper, we will focus on the possibilities to use ICOs to fund Blockchain or

cryptocurrency-based start-ups and projects.

Usually, capital and “shares” in cryptocurrency start-ups and projects

are represented by tokens. In an ICO, the companies seeking funding sell

their cryptocurrency tokens in exchange for financial investment or other

contributions; the funding is executed using Ethereum or other

cryptocurrencies.ICOs are usually performed at an early stage of operations

to finance the initiation, running expenses, and costs from the beginning of

the project until go-live. ICOs can also be used in later stages of the start-

up lifecycle as an alternative to VC funding for financing the company’s

growth ambitions. Like in IPOs, ICO investors are generally motivated by

the potential future success of the start-up and an increase in value of the

tokens issued.

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TOKEN SALE

Museums Chain will be issuing an ERC20 token called a Museums

Chain Token (MSM). MSM tokens are based on the Ethereum platform and

are ERC20 compliant.70,000,000 total tokens will be generated. No

additional tokens will be created. Unsold tokens will be burned. MSM

Tokens will be fully transferable, exchangeable and will be listed on

exchanges. The only trusted source of information related to MSM Token

Sale will be the official website (www.museumschain.com).

.0

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The Pre-sale price is $0,15 per token. But during the ICO, MSM token

is available at a price of $0.20 USD per coin. There is a 40% bonus period

on all purchases for the first 7 days of the pre-sale round. Purchases during

the next 7 days of the pre-sale receive a 30% bonus. The minimum investment

for the token sale is $50. For token sale pricing and timing, visit us at:

www.museumschain.com

71.4% of MSM Tokens (49,980,000) will be available for purchase

during the Token Sale. Exchange rate: 1 ETH = 3,000 Museums Chain

Tokens (MSM) -this may change with ETH exchange rates. Museums Chain

will only accept ETH. Consumers can use MSM Tokens to buy digital

products and services. The proceeds from the token sale will be used for the

development, marketing, promotion, and growth of the decentralized

museum ecosystem. Our funds distribution will be divided into three groups:

a)Development b)Marketing c)Partnership

Contributors should not contribute ETH directly from exchanges, as

MSM tokens will be returned directly to those contributing address, which

might not be able to accommodate our tokens. Don't use exchange

addresses. You are responsible for implementing reasonable measures for

securing the wallet, vault or other storage mechanism you use to receive and

hold MSM purchased from Museums Chain, including any requisite private

key(s) or other credentials necessary to access such storage mechanism(s).

If your private key(s) or other access credentials are lost, you may lose

access to your MSM Tokens. Museums Chain is not responsible for any

losses, costs or expenses relating to lost access credentials.

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TOKEN DISTRIBUTION

ICO – 35.7 % | Pre-Sale – 21.4% | Private Pre-Sale – 14.3%

Development Funds– 16.6 % | Team – 10% | Airdrop & Bounty – 2%

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THE VIRTUAL MUSEUM:

Beyond space, Time and Collections

The virtual museum: the next step on from the learning museum is to

provide not only information about the institution’s collection but to link to

digital collections of others. In this way, digital collections are created

which have no counterparts in the real world. This is the implementation of

André Malraux’s vision of the “museum without walls”.

The virtual dimension offer spaces and experiences that go beyond

architectural spaces and beyond collections’ limits. Let us try to list very

shortly some of the functions that a virtual museum can specifically fulfil:

Exhibitions online

Active role of users in building their own collections

Visual archives of past temporary exhibitions

Experiencing the backstage of the museum

Exhibitions of objects destined to disappear in a short time and

digitally recorded for ‘eternity’

Enrichment of users experience

Objects on show coming from any possible point of the world at

the same time

The possibility to compare digital objects of the most different

physical natures

E-learning and learning environments

Virtual exhibits provide a better and more effective means of

displaying born-digital content

Virtual exhibits allow us (and the user) more freedom to

manipulate objects in the collection.

Virtual exhibit is not as limited as a physical exhibit in the

amount of objects it can display.

A window into your museum, driving more visits

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MUSEUMS’ VISITORS

OR INTERNET USERS? Museums can take care of visitors by organizing and presenting

exhibitions, providing paper leaflets and catalogues, billboards, audio

guides, multimedia guides, etc. Internet users are taken care by an array of

online services.

In this paper we try to argue that considering their Internet audience

as important and as real as the physical visitors.Let us consider for example

the case of SFMOMA, the modern art museum of San Francisco. This

implies that communicating through a website has become part of the

mission of the Museum, and not something additional. Internet users were

2.8 million per year - 4.5 times the number of physical visitors!

Demographically, visitors and Internet users (of cultural heritage websites)

are becoming the same group of people. As Internet users grow up, some of

them will also visit cultural institutions and therefore their websites too.

Technology will not bring new audiences, but the traditional audience will

adopt the Internet for culture (as for any other matter). Therefore, we can

begin speaking of Internet visitors of the same relevance as physical visitors.

Internet visitors can be much more numerous than physical visitors

(five times, 10 times and even more). Virtual content (over Internet) can

reach a vast audience worldwide, with only a fraction of this being also a

physical audience.

Panoramic views are enriched with hotspots that can be used to

activate the fragments of the narratives, and with an audio file, guidance to

the most relevant information of the room. Such virtual tours may be used at

home to visit the exhibition virtually, or can be used, with an iPad, an iPhone

or any tablet, in the museum as a multimedia guide to support the exhibition

visit.

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Sources of Information about Exhibitions

Today the development of virtual museums are intensive. The efforts

and the organisations that work on the development of virtual museums in

Europe and all over the world are numerous. A country could benefit from

the cultural sector both socially and economically (EURO INNOVANET,

2008). It is worth mentioning that the contribution of the cultural sector to

the European Economy is extremely important and the different advantages

and goods that come from it should be highlighted in both economic and

social terms.

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VIRTUAL MUSEUMS

AND ADAPTIVITY The traditional roles of virtual museums and exhibitions are to provide

a public space for the exhibition of artifacts and to serve as a centre of

knowledge specialized in a thematic area. The typical goals of virtual

museums visitors could then be identified as: the exploration of the foyers,

the browsing of the exhibits they are interested in, the interaction with them

in order to learn by their experience, and the exchange of opinions with

other visitors about the content and the related knowledge area. Therefore,

virtual museums should facilitate navigation, exploration and

communication by using intuitive user interfaces and navigation aids. The

case of traditional 2D interfaces limits the user experience to simple page

viewing and sequential browsing and leaves no room for any immersion. On

the other hand, a 3D representation of the museum environment places the

artifacts in a natural-looking setting and may offer a much more realistic

and entertaining experience, provided that the environment will be enhanced

with a number of navigational queues, such as mini-maps, landmarks and

teleportation, in order to tackle the well-known navigational problems of

virtual environments.

Museum artifacts are usually distributed in foyers and display cases

following some inherent categorization proposed by the museum curator.

However, visitors have varied interests; some may be specifically interested

in a subset of the categories, e.g. a student doing research in a specific

historical period, and some may have broader interests, or may just wish to

wander around, until they find something that captures their attention.

Therefore, the distribution of artifacts in predetermined placeholders in real

museums may not match all visitors’ expectations, as it is practically

impossible to present different subsets of the collection to individual visitors.

Virtual museums, on the other hand, have no such limitations, as the content

can be dynamically distributed and rearranged resulting to an infinite

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number of varied presentations of the same museum collection.

Furthermore, it is significantly hard to extend or alter a real museum

collection, at least on a regular basis, whilst virtual museums can offer the

ability to perform instant changes on the collection presentation and to

expand the museum space infinitely. As a result, virtual museums may

enhance traditional museum visits by offering the ability to adapt, expand

and personalize the artifact collections.

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TYPICAL ELEMENTS OF A

3D VIRTUAL MUSEUM A 3D virtual museum is a computerized 3D virtual space populated

with objects of museographic interest (buildings, paintings, sculptures, other

works or art, historical or technical artifacts or other object that can be

found in a real museum).In this chapter we shortly describe the main types

of elements that can be found in a 3D virtual museum.

Building or site architecture. The site architecture consists of 3D

volumetry describing the building area that hosts the real museum.

Basically, it includes the floor, the ceiling, the walls, columns, arcades,

niches, various decorations, pieces of furniture without role of

exhibit.Architectural objects are usually 3D meshes of high complexity.The

architecture can be obtained by various means:

modeling starting from existing plans

modeling based on measurements

photogrametry ( manual or semi-automatic)

laser scanning

Textures. Textures are images mapped to the 3D surfaces, using

different mapping methods. Realistic representations require high

resolution textures, which are usually extracted from optimized on-site

photos. Other techniques like dynamic loading of textures, level of detail,

etc. are useful to solve the issue of speed and memory versus texture quality.

Exhibit objects. These are the 3D objects corresponding to the

exhibits in the real museum. 3D exhibit objects are basically 3D meshes and

mapped textures. Some of them, like sculptures of various technical objects,

might have high complexity. Similar to the architecture, they can be built by

a modeler or with photogrammetry / laser scanning. They add realism to the

virtual museum. Another advantage of using 3D exhibit objects is that the

user may rotate them as he likes, to see them from various angles/sides.

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.

Lighting. Lights and shadows add realism to a 3D scene. It is a

common practice to use some variable (dynamic) light sources in the 3D

scene to simulate some natural light variations, like sunlight or weather

conditions, in order to make the scene more realistic. Static lighting: pre-

defined with the 3D editor that is used to assemble the 3D space, these lights

have fixed position, color and intensity; as their contribution to the scene is

pre-calculated and mixed into the texturing, they won't require any CPU or

GPU time at runtime. Dynamic lighting: these lights have dynamic position,

color and intensity, and their contribution to the scene is calculated in real

time.

Sound. Sound enhances the immersion in the 3D virtual space. It can

be:

background music and sounds

voice records

audio for the video textures

various other sounds (example, step sound for animated characters)

3D spatial sound is to be used.

Mini-Map. The mini-map included in our virtual museum is a 2D

schematic view of the 3D museum (or just of the current floor), usually with

an orthographic projection. This map is overlayed over the 3D

representation of the virtual museum, usually in a corner of the display. It

can be shown / hidden by the user as he wishes. The mini-map facilitates

both the user’s orientation and its fast movement in the virtual space:

The current position of the user is indicated on the map by a

specific symbol

The map is divided in disjunctive sensitive areas, provided with

tool tips

The map contains teleportation points – with a click on such a

point, the user is teleported in the corresponding position.

Page 23: Page | 1 1engine alone (in 1997 the search engine Altavista examined “only” 8,000). More than half the world’s population regularly accesses th e Internet (10% more than 2015),

Page | 23 www.museumschain.com

Museums Chain White Paper1.0

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questions and inquiries will bе attended tо in a professional mаnnеr.

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