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Transcript of Page | 1 1engine alone (in 1997 the search engine Altavista examined “only” 8,000). More than...
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Museums Chain White Paper1.0
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Museums Chain White Paper1.0
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).
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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.
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QUESTIONS OR CONCERNS?
We're here to help! You can contact us by email or social networks. If
you've got a question about Museums Chain, a problem we can sort out, or
some feedback that would help us get better, we'd love to hear from you. All
questions and inquiries will bе attended tо in a professional mаnnеr.