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The Recurated Museum: III. Digital Collections, Exhibits, & Education

Slides from the third session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).

Course slides typically begin with a brief summary of the online discussions that occurred before the session.

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The Recurated Museum: III. Digital Collections, Exhibits, & Education

  1. 1. The Recurated Museum: Digital Collections, Exhibits, & Online Education Sytze Van Herck & Christopher Morse
  2. 2. How can museums create a space where threshold fear is minimised and inclusion increased? With the inclusion of modern technologies and the focus shifting to providing an experience what could be the risks? Does the “wow-effect” have a negative impact on the educational purpose of museums and exhibitions? Representation Digital ticket Inherent Elitism Different purpose Generalisation Fun & Education Understanding Events
  3. 3. https://www.youtube.com/watch?v=NTih-l739w4 Money & Relevance Meaning / Effort Education & Communal Identity
  4. 4. A (BRIEF) HISTORY OF MUSEUM TECHNOLOGY
  5. 5. Short-Wave Ambulatory Lectures (1952) Stedelijk Museum, Amsterdam, Netherlands A technological achievement in itself, the system was such that all visitors with a receiver could only hear a specific piece of commentary at any time; hence, groups of visitors would move through the galleries and look at exhibits as if guided by an invisible force, in complete synchronicity. (Tallon, 2008) ww.flickr.com/photos/27591534@N02/sets/72157617021503629/ 1952 1953 195
  6. 6. 1960 1962 1964
  7. 7. A realization for the need for collaboration between GLAM organizations, IT companies, and academic institutions. In 1967, the Museum Computer Network (MCN) appeared as the initiative of the Metropolitan Museum of Art (New York, USA), which initially brought together 15 museums, but the number of participants in the network began to grow rapidly. Virtual Museum History The Digital Turn in Museums 1965 1969
  8. 8. 1970 1980 SELGEM was an information management computer system invented, developed, and distributed at the Smithsonian Institution and used for more than 30 years. SELGEM: The Data Structure Throughout the 1970s and 80s, increasingly sophisticated information management systems and computer networks were designed for museum professionals to catalog and manage rapidly increasing collections. ...
  9. 9. 1980 1984 In 1983, the Museum Documentation Association (now known as Collections Trust) conducted a survey of decision-makers from UK museums using computers in their activities. The results of the survey have identified that most museums use cataloging and accounting systems, administration systems, specific programs for organizing data (databases) and collection management software packages. However, most catalog systems, documentation systems were not intended to visualize museum objects, which prevented the expansion of their use. Virtual Museum History The Digital Turn in Museums 1982
  10. 10. 1990 2000... Amidst a proliferation of new technologies for museums, in 1992 Apple releases what has been called the world’s ‘first virtual museum’ via CD- ROM as a showcase for their Quicktime video format. Eli’s Software Encyclopedia
  11. 11. What is a virtual museum? digitised physical objects born digital objects “object-centred online exhibitions using images and text, as well as 3D reconstructions” (Perry et Al., 2017)
  12. 12. What is a virtual museum? delivery of informational content solitary visitor engagement limited interactivity conventional curation of digital content (Perry et Al., 2017)
  13. 13. "While (...) museums [facilitate] attitudinal and value change, social activism and social consciousness, (...)" "[what's lacking is] intellectual and emotional experiences that stimulate people's curiosity, excitement, and empathy" Do you believe that museums can achieve "(...) attention restoration, therapeutic change and personal transformation"? (Perry et Al., 2017)
  14. 14. What is a virtual museum? storytelling personalisation adaption social media connectivity (Perry et Al., 2017)
  15. 15. What is a virtual museum? Interactivity Personal Experience Rich Content Narratives Coherent Display Individuals & Groups On-Site & Off-Site Synchronous & Asynchronous (Perry et Al., 2017)
  16. 16. https://www.europeana.eu/portal/en/exhibitions/the-sound-of-the-trenches# What is a virtual museum?
  17. 17. What is a virtual museum? “Consider a virtual museum as a cohesive, yet distributed set of tangible objects and intangible concepts held together by overarching themes” (Perry et Al., 2017)
  18. 18. https://brightonmuseums.org.uk/royalpavilion/history/3d-history/ Inexpensive Cardboard Viewers for Stereoscopic Panoramas Digital Representation of Real Location Imaginary Physical Spaces Navigation and Selection (Perry et Al., 2017)
  19. 19. https://www.britishmuseum.org/visit/audio-guide object-centered audio descriptions visual exploration of objects basic personalised approach i.e. digital souvenir story-like descriptions data-collection onsite and post- visit (Perry et Al., 2017)
  20. 20. http://www.ghibli-museum.jp/en/
  21. 21. Museum as Information Service °GLAM or galleries, libraries, archives, and museums digital collection contains surrogates blurs distinction of collections management and exhibit design instant access to information resources (Marty, 2008)
  22. 22. Museum Websites same information, resources, and activities as museums & unique experiences (customisation and personalisation) “Online museum visitors have specific preferences for viewing artefacts and exhibits in the museum, and for accessing information on the museum’s website.” (Marty, 2008)
  23. 23. DIGITAL COLLECTIONS EVALUATION
  24. 24. Assessing the user experience (UX) of online museum collections: Perspectives from design and museum professionals Studies show that online museum collections are among the least popular features of a museum website, which many museums attribute to a lack of interest. While it’s certainly possible that a large segment of the population is simply uninterested in viewing museum objects through a computer screen, it is also possible that a large number of people want to find and view museum objects digitally but have been discouraged from doing so due to the poor user experience (UX) of existing online-collection interfaces. (MacDonald, 2015)
  25. 25. Exercise: Evaluate a Digital Collection Using MacDonald’s (2015) assessment rubric, we will evaluate the user experience of an online digital collection. Access the Harvard Art Museum digital collections page: www.harvardartmuseums.com/collections Test the site features for 10 minutes, and then in groups complete the assessment rubric.
  26. 26. EDUCATION https://www.zooniverse.org/projects/catedraunesco/plant-letters/talk/subjects/14117685
  27. 27. What is the role of a museum educator? "Museums are focusing more on visitors, community, and participation; education departments are essential because educators have expertise and connections that help build a vibrant visitorship." (Herz, 2014)
  28. 28. What is the role of a museum educator? program designers and teachers for schools and families visitor advocates, representing the visitor on exhibition and program development teams marketers, bringing new visitors, increasing quantity and diversity of audiences experts in creating engaging and participatory visitor experiences (Herz, 2014)
  29. 29. What is the role of a museum educator? Education at center of public service role Reflect the diversity of society Expand learning opportunities Enrich knowledge of collection Reflect variety in cultural and intellectual perspectives Collaborate with organisations and individuals (AAM, 2008)
  30. 30. How can museums contribute to education?
  31. 31. Mission implications of decisions and actions on education and public service Audience political, social, economic, demographic characteristics of communities Learning educational experiences of school children, families, and adults supporting different learning styles Scholar- make information accessible to academic and non-traditional scholars, ship museum professionals, and the public Inter- involve representatives in research and documentation pretation intellectual debate Collaboration (AAM, 2008)
  32. 32. “Museum exhibitions are media of public communication that offer a transformative experience also expanding and altering the visitors awareness, interest and value [attributed to the self and the world].” (Ahmad et Al., 2014)
  33. 33. Modes of Apprehension Types Common in (but not limited to) Characteristic Contemplation Aesthetic Art Museums Individual perception of specific works Comprehension Contextual or Thematic History, Archeology and Ethnographic Museums Relation perceptions of artefacts in context or in relation to a theme Discovery Exploration – as in visible storage Natural Science Museums Exploration of specimens grouped by categories Interaction Live demonstration; multimedia Science Centre Kinaesthetic respons to stimulus Adapted from Barry Lord (2001),The Manual of Museum Exhibitions: The purpose of Museum Exhibitions. (Ahmad et Al., 2014)
  34. 34. Learning formal learning school type experience, teacher or staff led, passive, assessment self-directed learning led by learner when they are interested in a subject or motivated by a specific need Informal learning unplanned casual encounters that lead to new insights, ideas or conversation (Ahmad et Al., 2014)
  35. 35. Type of Exhibition Technique Mode of Visitor Apprehension Type of Learner 1. Aesthetic Contemplative and reflective visual and solitary 2. Didactic Text based, cases, murals solitary and linguistic 3. Hands -On Low technologies interactive activities mathematical / logical, kinetic, musical, social 4. Multimedia Videos, computer based, audio and projection visual and kinetic Dawson, M. (2006), Lord Academy, Museum Seminar, Malaysia National Museum, Kuala Lumpur. (Ahmad et Al., 2014)
  36. 36. Type of Exhibition Technique Mode of Visitor Apprehension Type of Learner 5. Minds-On Encourages problem solving and discussion plus exhibits that ask question social, mathematical/logical 6. Immersive Environments Reconstructions that allow visitors to become part of the exhibition plus give context to content and artifacts all, esp. kinetic and social Dawson, M. (2006), Lord Academy, Museum Seminar, Malaysia National Museum, Kuala Lumpur. (Ahmad et Al., 2014)
  37. 37. How often do you use the Internet for cultural purposes like, for instance, searching for cultural information, buying cultural products, or reading articles related to culture? November 2013 Eurobarometer report on Cultural access and participation, p. 55
  38. 38. A national analysis focusing on the aggregated results reveals significant variations between EU Member States: more than four in ten respondents say that they use the Internet for cultural purposes at least once a week in Luxembourg (48%), France (43%) and Sweden (41%). The proportion falls below 20% in Austria (17%), Greece and Bulgaria (both 18%). November 2013 Eurobarometer report on Cultural access and participation
  39. 39. 48% 11% 10% 26% 0% at least once a week 1 to 3 times a month less often never no access to the Internet don’t know Luxembourg 5%
  40. 40. Assignments DEADLINE 05.03 Start the discussion 10.03 Read & Annotate Museums, Can We Stop Letting Objects Control The Narrative?
  41. 41. Bibliography American Association of Museums, Excellence and Equity. Education and the Public Dimension of Museums, 2008. European Commission, Directorate-General for Communication (Ed.). (2013). Special Eurobarometer 399: Cultural Access and Participation (No. 399; Eurobarometer). Fthenakis, L. (2016, July 20). SELGEM: The Data Structure. Smithsonian Collections Blog. Herz, Rebecca. 2014. “What does a museum educator do?” Museum Questions. MacDonald, C. 2015. Assessing the user experience (UX) of online museum collections: Perspectives from design and museum professionals. MW2015: Museums and the Web 2015. Marty, Paul F. 2008. “Museum websites and museum visitors: digital museum resources and their use.” Museum Management and Curatorship, vol. 23, nr. 1, p. 81-99 . Povroznik, N. (2019). Digital Turn in the Museums – VM History. Virtual Museum History.
  42. 42. Bibliography Perry, Sara Elizabeth, Roussou, Maria, Economou, Maria et al. 2018. “Moving Beyond the Virtual Museum: Engaging Visitors Emotionally” 23rd International Conference on Virtual Systems & Multimedia (VSMM), Dublin, 2017, IEEE, p. 1-8. Shamsidar Ahmad et Al. 2014. “Museum Exhibition Design: Communication of meaning and the shaping of knowledge.” Procedia - Social and Behavioral Sciences, 153:16, 254-265. Simone, Nina. “The Art of Relevance”. TEDxPaloAlto, 2017. Tallon, L. 2008. Introduction: Mobile, Digital, and Personal. In L. Tallon & K. Walker (Eds.), Digital Technologies and the Museum Experience: Handheld Guides and other Media. AltaMira Press. The Virtual Museum (Mac, CD-ROM) Apple Computer—1992 USA, Canada Release. Eli’s Software Encyclopedia. (n.d.). Retrieved March 4, 2020.
  43. 43. https://gph.is/2AJYv3x https://gph.is/1OlI4tD Photo by Michał Parzuchowski on Unsplash https://collectionstrust.org.uk/ https://www.slideshare.net/LoicT/00-loic-bk-extract http://si-siris.blogspot.com/2016/07/selgem-data- structure.html

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