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Grant Agreement 270404 Cyprus Institute Public 1/52 DELIVERABLE REPORT Document identifier: V-MUST.net – D 3.1b Due Date of Delivery to EC End of Month Actual Date of Delivery to EC 31/01/14 Document date: 01/03/14 Deliverable Title: Theory Design – Update on D3.1 Work package: WP 3 Lead Beneficiary: CREF-Cyl Other Beneficiaries CIC Authors: Susan Hazan, Sorin Hermon, Roberta Turra, Giorgio Pedrazzi, Marica Franchi, Mattias Wallergard Document status: Final version Document link: http://www.v-must.net/library/documents Copyright notice: Copyright © V-MUST.net. For more information on V-MUST.net, its partners and contributors please see http://www.V- MUST.net/ The information contained in this document reflects only the author's views and the Community is not liable for any use that may be made of the information contained therein.

DELIVERABLE REPORTGrant&Agreement&270404& Cyprus&Institute& Public 6/52 contrastingly different! from! other! CH! disciplines that! are! based! on the! more! explicit,! consciousselection!and!collection!of!materialsand!information,!which!maybe!argued

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Page 1: DELIVERABLE REPORTGrant&Agreement&270404& Cyprus&Institute& Public 6/52 contrastingly different! from! other! CH! disciplines that! are! based! on the! more! explicit,! consciousselection!and!collection!of!materialsand!information,!which!maybe!argued

Grant  Agreement  270404   Cyprus  Institute   Public 1/52

DELIVERABLE REPORT

Document identifier: V-MUST.net – D 3.1b

Due Date of Delivery to EC End of Month

Actual Date of Delivery to EC 31/01/14

Document date: 01/03/14

Deliverable Title: Theory Design – Update on D3.1

Work package: WP 3

Lead Beneficiary: CREF-Cyl

Other Beneficiaries CIC

Authors: Susan Hazan, Sorin Hermon, Roberta Turra, Giorgio Pedrazzi, Marica Franchi, Mattias Wallergard

Document status: Final version

Document link: http://www.v-must.net/library/documents

 

Copyright notice: Copyright © V-MUST.net. For more information on V-MUST.net, its partners and contributors please see http://www.V-MUST.net/ The information contained in this document reflects only the author's views and the Community is not liable for any use that may be made of the information contained therein.

Page 2: DELIVERABLE REPORTGrant&Agreement&270404& Cyprus&Institute& Public 6/52 contrastingly different! from! other! CH! disciplines that! are! based! on the! more! explicit,! consciousselection!and!collection!of!materialsand!information,!which!maybe!argued

Grant  Agreement  270404   Cyprus  Institute   Public 2/52

Executive  Summary  ...............................................................................................  3  

RETHINKING  THE  MUSEUM  ....................................................................................  3  I.  INTRODUCTION  ...........................................................................................................  3  II.  BACKGROUND  ............................................................................................................  4  III.  LINKED  DATA  AND  INSTITUTIONAL  COLLABORATION  ................................................  5  IV.  THE  AURATIC  OBJECT  AND  WALTER  BENJAMIN  .........................................................  6  V.  SOCIAL  NETWORKS  AND  WEB  2.0  –  RE-­‐SETTING  COMMUNITY  OWNERSHIP  ...............  8  VI.  COULD  THE  VM  EXIST  WITHOUT  THE  PHYSICAL  MUSEUM?  -­‐A  HUMAN  SANCTUARY  11  VII.  DOES  THE  VIRTUAL  MUSEUM  IN  FACT  "LIVE"  THROUGH  ITS  PHYSICAL  COUNTERPART?  –  THE  SISTINE  CHAPEL  ........................................................................  12  VIII.  COULD  THE  VM  HAVE  A  LIFE  OF  ITS  OWN?  –  EUROPEANA  1989:  WE  MADE  HISTORY  ....................................................................................................................................  14  IX.  CONCLUSIONS  .........................................................................................................  15  

THE  RESPONSIVE  MUSEUM  ..................................................................................  16  1.  INTRODUCTION  ........................................................................................................  16  2.  THE  ECOMUSEUM,  NEW  MUSEOLOGY,  AND  CULTURAL  DIVERSITY  ...........................  18  3.  YOGA;  THE  ART  OF  TRANSFORMATION  –  BEFORE  THE  VISIT,  THE  VM  AND  THE  MARKETING  SCENARIO  ................................................................................................  22  3.  COLLECTION  WALL;  THE  ELECTRONIC  DELIVERY  THAT  ACCOMPANIES  THE  VISITOR  DURING  THE  VISIT  ........................................................................................................  24  4.  ASK  JACQUES  LIPCHITZ  A  QUESTION;  THE  VM  AS  ENCOUNTERED  AFTER  THE  VISIT  THAT  SERVES  TO  AUGMENT  AND  ENHANCE  THE  EXPERIENCE  AND  MAINTAIN  THE  CONNECTION  BETWEEN  THE  MUSEUM  AND  THE  VISITOR  ............................................  26  

ON  DEFINING  THE  VIRTUAL  MUSEUM  ..................................................................  29  CENCEPTUALISING  THE  VIRTUAL  MUSEUM  ..................................................................  33  DRAWING  ON  THE  CHARACTERISTICS  OF  THE  MUSEUM;  ENHANCING  AND  AUGMENTING  THE  MUSEUM  EXPERIENCE  ...................................................................  34  QUALITIES  OF  THE  VM;  PERSONALISATON,  INTERACTIVITY  AND  RICHNESS  OF  CONTENT  ....................................................................................................................................  34  PUBLIC  ACCESS;  KNOWLEDGE  SYSTEMS  AND  THE  SYSTEMATIC,  AND  COHERENCT  ORGANISATION  OF  THEIR  DISPLAY  ...............................................................................  35  LONG-­‐TERM  PRESERVATION  AND  COMITMENT  TO  PUBLIC  ACCESS  ..............................  36  DEFINING  THE  VM  ........................................................................................................  37  

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EXECUTIVE  SUMMARY    

This   document,   Theory   Design   and   Current   Practice   reflects   on   the   theoretical   research  carried   out   over   the   previous   two   years   that   built   upon   the   Report   on   Theory   Design,  delivered  03.2012.    That  Report   in  turn  drew  on  the  early   investigations  that  produced  the  documents  State  of  the  Art  on  Virtual  Museums  in  Europe  and  Outside  Europe   (Deliverable  2.3)  developed  by  the  Virtual  Museum  Transnational  Project  (V-­‐MUST.NET)  and  delivered  30  September  2011.    All  reports  evolved  from  the  early  research  carried  out  by  Work  Package  2,  which  produced  and  delivered  “House  of  Questions,”  a  research  process  that  endeavoured  to  establish  requirements  and  criteria  analysis  for  the  Virtual  Museum  domain.        This  Report  builds  on  all  the  previous  documents,  and  draws  on  all  of  the  prior  documents;  processing  and  clarifying  the  research  results  that  reports  on  the  state  of  the  art  of  Virtual  Museums  in  Europe  and  beyond.    The  report  now  revisits  the  series  of  recommendations,  as  practical   considerations   towards   conceptualizing,   designing,   and   implementing   a   Virtual  Museum   (VM)   from   the   previous   documents   which   has   now   been   reflected   upon   and  revised  accordingly.    In  the  two  years  since  the  delivery  of  the  previous  report  there  has  been  much  discussion  as  to  the  definition  of  the  virtual  museum  and  just  as  much  discussion  on  the  term  itself.  This  report  is  divided  into  three  sections:  

1. RETHINKING  THE  MUSEUM  2. THE  RESPONSIVE  MUSEUM  3. ON  DEFINING  THE  VIRTUAL  MUSEUM  

 

RETHINKING  THE  MUSEUM  

The  sectional  summarizes  the   initial,   theoretical  work  carried  out  by  V-­‐Must,  a  Network  of  Excellencei   in   in   its   efforts   to   rethink   the   concept   of   virtual   museums   (VM),   in   light   of  developing  emerging  digital   technologies.   The  Network  has  been  active   in   identifying,   and  mapping  the  tools  and  services  that  define  and  support  VMs  in  the  heritage  sector.  Drawing  on   a   series   of   reports   and   publications   prepared   by   the   Network   and   reflects   on   the   VM  from  several  perspectives.      

I. INTRODUCTION  Revisiting  Walter   Benjamin's   The  Work   of   Art   in   the  Age   of  Mechanical   Reproductionii  we  look   at   the   implications   for   Virtual   Museums   (VM)   at   a   time   when   life   through   screens  accompanies  us  through  much  of  our  day.  They  not  only  drive  us  around  our  leisure  time  but  also  accompany  us  home,  and  not  only  follow  us,  but  drive  us  around  our  social  life.  V-­‐Must  examined   the   ways   in   which   the   VM   extends,   amplifies   or   even   replaces   the   physical  museum   in   a   digital   environment   -­‐   the   museum   that   perhaps   once   represented   the   last  bastion   of   the   veneered,   physical   object,   substituted   here   by   a  mere   digital   surrogate;   an  empty,   Baudrillard   simulacra.iii     When   once   the   term   ‘museum’   conjured   the   familiar  

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embodied   gallery   visit   in   the   company  of   family  or   friends,   the  VM  only  needs   a   series  of  mouse  clicks  to  propel  us  (on  our  own)  from  object  to  object,  from  gallery  to  gallery,  from  Museum  to  Museum.  We  considered  what  had  been  lost  in  the  process,  and  what  had  been  gained  when  museums  became  not  only  accessible  to  all  (by  a  simple  click),  but  also  became  relentlessly  reproducible.      Seeking   criteria   for   the   definition   of   VM   we   re-­‐visited   the   relationship   between   the   real  object   and   its   digital   "surrogate”;   between   the  Museum  and   the  Virtual,   and   the  distance  between   the   two.   Could   one   exist  without   the   other;   does   one,   in   fact   "live"   through   the  other;  or  could  the  VM  have  a  life  of  its  own?  Through  a  series  of  case  studies  we  explored  what  happens  when  a  digital  model  of  the  Sistine  Chapel  is  effortlessly  accessible  to  all,  and  will   question  whether   its   electronic   essentiality   stems   from   the   fact   that   it   is   famous  only  because  it  represents  an  iconic  object  of  World  Heritage.  What  would  happen  if  we  were  to  remove  the  label  "Cappella  Sistina  "?  Would  our  digital  replica  still  be  as  famous?    

II. BACKGROUND  This   section   reflects   the   prior   work   of   the   V-­‐MUST   project,   which   critically   analyses   both  practice  and  theory   in   the  cultural  heritage   (CH)  sector,   focusing  on  the  state  of   the  art  of  VMs  in  Europe  and  beyond.  One  of  the  Network’s  goals  was    to  propose  an  overview  of  the  VM;  based  both  on  best  practice,  as  well  as  to  set  out  a  series  of  recommendations;  such  as  practical  considerations  towards  conceptualizing,  designing,  and  implementing  a  VM.      The  term  VM  has  become  as  ubiquitous  as  to  rend  it  almost  redundant.    It  was  therefore  felt  critical  to  define  the  VM  for  our  work  in  order  to  be  able  to  debate  what  is,  and  what  is  not  relevant  to  this  discussion.  Once  our  terms  of  reference  were  clarified,  at  least  to  ourselves  we  were  able  to  move  on  to  discuss  the  VM  in   finer  resolution;  even  though  were  acutely  aware  of  how  the  term  ‘Virtual  Museum’  has  in  fact  been  used  to  describe  a  wide  range  of  activities   that   are   all   somehow   loosely   concerned  with   this   overarching   concept.   Both   the  VM  that  acts  as  the  digital  footprint  of  a  physical  museum,  as  well  as  those  VMs  that  have  no  reference   to  material   artefacts   or   physical   places;   rather   deal   with   concepts   and   cultural  creativity,  all  drawing  on  the  strength  of  the  term  museum;  as  familiar  to  all  of  us  as  a  bricks  and  mortar  building  that  maintains  material  collections  on  behalf  of  the  public.  Questions  of  authority  and  authenticity   inevitably  emerge   from  these  kinds  of  discussions,  yet   it  wasn’t  always   clear  who  does  have   the  authority;   and  possibly   also   the  professional   capability   to  author,  produce,  and  maintain  such  projects.      This   report   revisited   the   ICOM   discussions   on   key   conceptsiv     where   the   terms   digital   or  cyber  exhibition  are  preferred  to  refer  to  these  particular  exhibitions  that  are  accessed  over  the   internet.  We  considered  conceptualising  a  VM  by   imagining  a  cohesive,  yet  distributed  set  of  tangible  objects,  and  intangible  concepts  held  together  thematically  by  an  overarching  theme.   The   core   of   a   VM   could   then   be   loosely   described   as   a   location   of   rich   content   –  representing   unique   and   precious   items,   works   of   art,   or   archaeological   objects.   Once  objects  could  be  viewed  in  sequence  they  served  to  classify  their  differences  as  well  as  their  commonalities.   The   term  VM   therefore   could   then   reflect   different  ways   in  which   objects  have   been   assembled,   presented,   and   disseminated,   both   over   electronic   platforms   and  physical   displays   representing   artistic   expression,   re-­‐enacting   a   forgotten   archaeological  period,  or  magically  conjuring  up  a  historical  setting.  For  our  research,  while  acknowledging  the  physical  Virtual  Museum;  perhaps  as  modelsv,   dioramasvi   or  miniaturesvii,  we  prioritize  

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the  digital  display  and  the  electronic  VM.      Often  VMs  are  developed  according  to  an  educational  agenda,  and  the  pedagogical  aspects  of   the  VM  need   to  be  explored   in  order   to  establish  what   it   is   that   they   can   support,   and  therefore  are  able  to  contribute  to  formal,  and  informal  learning  scenarios.  When  users  seek  information  about  the  world  around  them  they  will  probably  be  searching  for  them  first  and  foremost  online  and/or  using  a  smart  phone.  However,  once  the  term  'museum'  is  stated,  a  sense   of   trust   is   invoked   together   with   the   impression   that   the   content   has   been  professionally  collected,  curated,  and  presented  in  the  tradition  of  the  museum  opening  up  the  potential  for  advantageous  collaborations  between  cultural   institutions  that  seamlessly  deliver  their  content  into  the  classroom,  the  home,  or  community  venue.      

III. LINKED DATA AND INSTITUTIONAL COLLABORATION  The   Semantic  Web   approach   addresses   the   notion   of  multiplicity   of   knowledge   claims   by  multiple   coinciding   ontologies   (i.e.   ’multiple   overlapping   truths’).     Thus,   it   helps   gaining   a  more  comprehensive  understanding  on  the  nature  of  CH  objects,  by  themselves  embedding  “multiple  truths”.  Taking  advantage  of  current  practice   in  the  Semantic  Web,  new  kinds  of  sophisticated   developments   and   collaborations   are   now   combining   assets   in   novel   and  impressive   ways.   According   to   the   British   Museum’s   site   Semantic   Web   Endpointviii   the  ‘semantic’  element  of  the  technology  means  that  data  is  structured  in  such  a  way  that  allows  the   discovery   of   connections   and   relationship   between   data   from   different   sources   that  would  be  difficult,   if  not   impossible,   to  discover  with  traditional  technologies.  As  there  are  currently  2,074,288  objects  available  in  the  British  Museum’s  online  database  with  766,576  with   one   or   more   images   they   argue   when   objects   are   associated   with   their   semantic  attribute   this   helps   us   improve   our   understanding,   and   knowledge   of   objects   and   events  even   further.     From  the  above,   it   is   clear   that  VM  requires   semantic  definitions.  However,  these  become  clear  once  we  fully  understand  what  is  (and  what  is  not)  a  VM.  Such  semantic  descriptions   should   capture   the   whole   essence   of   VM,   serving   as   the   base   of   building  ontologies   for   VM.   Taking   a   step   backward   for   a  while  we   explored   the   analogy   between  archaeology  and  CH,  as  one  of  the  main  contributors  to  CH  VMs.      Not   all   institutions   worldwide   employ   Semantic   Web   ontologies   to   facilitate   intuitive  searches   on   large   data   sets.     Using   information  management   trials   on   three   Finnish   sites,  Saari  Manor   and   the   castles   of   Kajaani   and   Kuusisto,   the   authors   discuss   a   series   of   case  studies   using   a   web   based   collaborative   semantic   wiki   to   store   multiple   types   of  archaeological  and  historical  research  dataix,  effectively  combining  their  diverse  asserts  into  a   single   system   accessible   to   various   stakeholders   of   the   data:   excavating   archaeologists,  researchers,   general   public,   CH   administrators.   Exploiting   the   potential   of   these   advanced  technologies   –   in   this   case   a   semantic,   wiki-­‐based   system   –   new   kinds   of   collaboration  facilitate   the   harvesting   and   editing,   of   structured   data   where   not   only   the   authors,   but  more  critically  the  data  is  distributed.      Could  this  shared  collaboration  fulfil  the  criteria  of  a  VM,  even  if  not  declared  as  such  by  the  team?  Data   is  essentially  the  core   information  sources  used  by  archaeologists;  the  primary  materials  (e.g.  finds  and  sites),  which  is  also  associated  to  scholarly   literature  and  personal  communication?   The   authors   describe  how   the   fully   procedural   nature  of   the   information  builds   up   as   a   result   of   archaeological   excavations   and   surveys.   A   process   that   is  

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contrastingly   different   from   other   CH   disciplines   that   are   based   on   the   more   explicit,  conscious   selection   and   collection   of  materials   and   information,  which  may   be   argued,   in  this  case,  more  resembles  an  archive  than  a  museum.      Over   recent   years   we   have   also   witnessed   an   exponential   increase   in   tools   facilitating  technical  and  semantic  interoperability,  efforts  in  standardizing  metadata,  and  new  systems  for   encoding   archives   based   on   rendering   explicit,   implicit   knowledgex.     An   uncontrolled  development   of   ontologies,   i.e.   formalized   and   reusable   knowledge   based   on   entity,  property  and  relationships,  was  followed  by  a  recent  phase  dedicated  to  the  realignment,  or  mapping,   of   different   ontologies   created   in   the  meantime   for   CH.   Efforts   have   been   also  directed   towards   the   development   of   semantic   repositories   for   digital   (3D)   data,   a  substantial  component  of  VMsxi    Work  still  has  to  be  done  however  for  better  understanding  the  (perhaps  sometimes  subtle)  difference   between   digital   collections,   online   archives   and   virtual  museumsxii.   The   V-­‐Must  research  breaks  down  the  different  kinds  of  museums  typographically,  drawing  on  content,  experiences,   and   interactions   that   are   already   available   as   VM's   worldwide.   VMs   have  emerged   in   many   ways.   Clearly   the   electronic   art   museum   or   art   gallery   provides   a   very  different  ontological  experience  than  does  a  virtual  walk  through  a  simulated  historical  site;  as  does  the  questions  posed  by  a  science  museum;  or  even  the  kinds  of  experiences  that  one  might  expect  to  encounter  in  an  ethnographic  museum.      In   much   the   same   way   that   VM's   may   reflect   a   broad   range   of   experiences   –   whether  representing   a   bricks   and   mortar   museum,   physical   site   or   an   imagined   collection   –   the  following   section   discusses   delivery   rather   than   content;   in   spite   of   the   fact   that   neither  content  nor  delivery  can  be  truly  separated  in  a  VM.  Knowing  where  the  end  user  can  most  benefit  from  the  cultural  content,  designers  and  curators  of  VMs  will  need  to  decide  where  and  how   to  deliver   the  experience.  The  various   scenarios   introduced   in   this   section  clarify  the  scope  and  scale  at  the  point  of  delivery;  all  factors  that  affect  the  quality  of  experience  that  is  delivered  to  end-­‐users.  The  following  section  discusses  what  happens  when  the  end-­‐user  encounters  art  works  in  a  VM.  Clearly  the  art;  once  experienced  on  a  screen  –  often  a  tiny  smartphone  screen  bears  little  resemblance  to  the  original  art  work;  neither  in  scale  nor  more  crucially  for  its  auratic  presence.    

IV. THE AURATIC OBJECT AND WALTER BENJAMIN  Jesse   Prinz   and   his   team   undertook   a   fascinating   experiment:   We   told   test   subjects   to  imagine  that  the  Mona  Lisa  was  destroyed  in  a  fire,  but  that  there  happened  to  be  a  perfect  copy  that  even  experts  couldn’t  tell  from  the  original.  If  they  could  see  just  one  or  the  other,  would  they  rather  see  the  ashes  of  the  original  Mona  Lisa  or  a  perfect  duplicate?  Eighty  per  cent   of   our   respondents   chose   the   ashes:   apparently   we   disvalue   copies   and   attribute  almost  magical  significance  to  originals.  (How  wonder  works,  Jesse  Prinz,  June  21,  2013xiii).        How   do   we   account   for   this   peculiar   behaviour?   How   can   we   venerate   ashes   over   the  physical  representation  of  a  painting  –  once  we  have  been  told  that   it   is  merely  replica?  A  glimpse  of  what   is  happening  here  may  be  explained  by  the   idea  of  an  auratic  experience.  For   this  we   can   look   to   the   formative  moment  outlined   in  W.  Benjamin’s   1937  essay   'The  Work  of  Art  in  an  Age  of  Mechanical  Reproduction'xiv,  in  which  he  discusses  the  status  of  art,  and  its  limitless  reproduction  through  mechanical  processes.  The  seminal  essay  has  inspired  

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critics  and  theorists  in  many  fields  across  the  disciplines  of  visual  culture,  media  studies,  and  cultural   studies,   and   has   informed   their  writings   on   photography,   cinema,   and   artistic   re-­‐invigoration  through  mechanical  reproduction.    Benjamin   argued   that   the   mechanical   process   of   reproduction   liberates   art,   causing   it   to  become   detached   from   a   parasitic   dependence   on   ritual.   According   to   Benjamin,   the  mechanically  reproduced  art,  specifically  photography  and  cinema,  when  once  freed  from  its  shell,  may  then  be  exponentially  disseminated  to  new  audiences.  Clearly  a  line  can  be  drawn  here  from  the  mechanically  reproduced,  to  the  digitally  reproduced  art,  and  the  increasing  ways  that  they,  in  their  turn,  may  be  disseminated  even  more  aggressively  across  electronic  networks.   In   the  same  way,  according   to  Benjamin,   that  photography  and  cinema  became  detached  from  their  ritual  dependence;  art  born-­‐digital  is  liberated,  perhaps  even  more  so,  than   that   the  mechanically   produced   art   ever  was.   These   kinds   of   artefacts   are   no   longer  tethered   to  a  cinema  screen,  or  gallery  wall   for   their  display,  and  may  be  circulated   freely  and  unremittingly  over  the  Internet,  via  mobile  platforms,  and  across  electronic  networks.    Benjamin  also  argued  that  when  art  has  been  mechanical  reproduced,  the  copy  is  detached  from  the  domain  of  tradition,  and  emancipated  from  its  cult  value.  However,  coupled  with  this   detachment   comes   a   challenge   to   the   singular   qualities   of   the   original   object,  which,  according   to   Benjamin,   causes   another   kind   of   loss   –   the   loss   of   ‘aura’.   What   has   been  forfeited   here   concerns   the   quality   of   the   art   object.   Mechanical   reproduction   causes  objects  to   lose  their  singularity,  and  with  this   loss  their  historical   testimony   is   jeopardized.  ‘Even   the  most   perfect   reproduction   of   a  work   of   art   is   lacking   in   one   element’   Benjamin  claims:  “its  presence  in  time  and  space,  its  unique  existence  at  the  place  where  it  happens  to  be.  This  unique  existence  of  the  work  of  art  determined  the  history  to  which  it  was  subject  throughout  the  time  of  its  existence.  This  includes  the  changes  which  it  may  have  suffered  in  physical  condition  over  the  years  as  well  as  changes  in  its  ownership”  (1992:  214xv).      The  mechanically   reproduced  object’s   lost  patina   is   significant   for  electronic   reproduction.  When  mechanical  copies  may  be  seen  as  similar,  the  digital  copy  is   identical  to  the  source,  and   in  essence,   there   is  no  original,   and   there   is  no   copy.  Benjamin’s   ideas  are   critical   for  understanding   the   VM,   in   that   it   not   only   draws   on   the   loss   of   the   aura   which   has  implications  of  the  autonomous  art  born-­‐digital,  and  by  association  the  digital  VM,  but  also  in  the  understanding  that  both  kinds  of  reproduction  afford  far  more  and  wider  channels  of  distribution.  We  therefore  need  to  draw  on  both  sides  of  the  Benjamin  equation;  both  the  loss   and   the   gain.  Where   the   loss   can   be   described   as   the   loss   of   the   aura,   both   for   the  mechanically  reproduced,  and  the  digitally  produced  VM,  the  gain  for  the  digital  artefact  is  evident  in  the  exponentially  increasing  circulation  of  museum  texts  –  3D  scenarios,  images,  narratives  and  simulations  -­‐  all  now  effortless  disseminated  across  electronic  networks  that  emerge  from  museums  and  other  centres  of  CH.  The  profusion  of  these  electronically  driven  applications   and   digital   artefacts  may   be   seen   as   a   gain,   in   that   they   serve   to   extend   the  museum  mission  beyond  the  museum  walls;  often  even  replacing   the  museum  for   remote  visitors  as  our  discussion  will  suggest.    To   return   to   the   loss   that   Benjamin   describes,   the   loss   of   the   aura,   crucial   to   the   object-­‐orientated   museum   and   implicit   in   the   presentation   of   the   artwork,   is   the   idea   that   the  museum  acts  as  a  stage  to  present  the  original  object.  But  why  is  this  originality  or  presumed  lack   of   originality   so   critical   to   the   museum   experience?   Andrea   Witcomb   draws   on  Benjamin  and  the  logic  operating  in  19th-­‐century  museum  practice.    ‘This  is  the  opposition,’  

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Witcomb  argues,  ‘between  a  copy  and  its  original,  an  opposition  which  privileges  the  original  as   more   important,   more   precious,   than   a   copy’   xvi,   xvii   Witcomb   describes   how   special  attention  was  given  to  demonstrate  the  originality  of  an  object  and  argues  how  ‘originality  could   no   longer   be   taken   for   granted.   It   had   to   be   constructed   and   guaranteed’.   She  describes   how  great   care  was   taken  not   only   to   locate   originality,   but   also   to   present   the  original   through  erecting  a  symbolic  barrier   that  was  set  up   ‘between  viewer  and  artefact,  between  subject  and  object’.  This  physical  and  symbolic  barrier,  Witcomb  argues,  ‘served  to  signify   the  monetary   value   of   the   artefact,   thus  mixing   the   auratic  with  monetary   values,  aesthetics   with   commercial   values’.   In   this   way   the   visitor   was   assured   that   the   objects  encountered   in   the   museum   were   valuable,   in   some   way   special,   and   possibly   even  exemplary,   but   certainly   worthy   of   taking   the   time   to  make   a   special   trip   to   a   dedicated  space  that  guarantees  the  engagement  with  the  original.          Where  Benjamin   referred   to   cinema  and  photography,  V-­‐Must  highlights   the  VM,  and  our  investigations  are  concerned  with  both  the  loss  of  the  aura,  as  well  as  the  new  possibilities  for   distribution   across   electronic   networks.   Electronic   networks   of   distribution   allow   both  digital  surrogates  of  the  material  artefact  as  well  as  new  entities  of  the  Museum  born-­‐digital  to  circulate  freely,  and,  where  notions  of  originality  and  singularity  are  not  only  impossible,  but   also   in   essence   totally   irrelevant.   How   can  we   connote   a   website   original   –   when   its  singular  pages  essentially  appear  simultaneously  everywhere?    The  goal  of  the  digital  museum  is  often  not  to  replace  the  material  object  with  an  electronic  surrogate,  but   instead,  open  up  new  possibilities  to  harness,  and  to  enact  reciprocal,  user-­‐driven  scenarios,  as  well  as  furnishing  new  opportunities  for  the  remote  visitor  to  be  able  to  interact  with  the  physical  museum.  While  the  implementation  of  technology  in  the  museum  has  been  theorized  through  the  rhetoric  of  the  displacement  of  the  treasure  house,  or  as  a  privileging  of   information  over   the  objectxviii   (Fahy,  2001:  11),  we  can  also   look   to  a  digital  museum   that   neither   replaces,   nor   prioritises   traditional  modes   of   collection   and   display,  but  offer  new  possibilities  for  novel  scenarios,  previously  not  possible.    

V. SOCIAL NETWORKS AND WEB 2.0 – RE-SETTING COMMUNITY OWNERSHIP

 A  Virtual  Museum,  as  standard  museum  practice  does  not  always  seek  to  displace  or  distract  from  the  museum  mission,  to  collect,  display,  and  interpret  the  material  collections  for  the  visitor.   Rather,   it   serves   to   enhance   and  extend   the  museum  mandate   in  novel  ways,   and  even  open  up  new  possibilities  as  the  discussions  above  described.  A  typically  museum  will  now  not  only  have  to  invest  in  a  comprehensive  institutional  website,  but  will  also  need  to  have   a   robust   Web   2.0   presence   (e.g.   Facebook,   Twitter   and   YouTube).   In   addition,  museums  invest  in  apps  over  mobile  platforms  while  developing  electronic  audio  guides  for  visitors  in  the  museum  gallery.      In   contrast   to   the   Web   1.0   broadcast   model,   Web   2.0   platforms   locate   the   user   –   as  prosumerxix  centred,  blurring  the  role  of  the  producer  and  consumer  who  in  turn  produces,  consumes,  and  mixes  his  own,  and  others’  micro-­‐content.  Peer-­‐to-­‐peer  networking   is  here  to  stay;  according  to  the   Internet  World  Stats   [14]   in  December  2012  there  are  more  than  835  million   Facebook   users   around   the  world   so   that   a   large   percentage   of   online   traffic  moves   across   these   sites,   rather   than   stopping   off   in   the   deep   silos   of   content   that   are  located  as  searchable  collections  on  institutional  sites.  With  all  these  people  talking  directly  

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to   each   other,   the   reality   is   that   museums   are   in   danger   of   being   by-­‐passed   unless   they  maintain   their   own   presence   on   Facebook,   YouTube,   Twitter   and   other   social   networking  platforms  that  allow  them  to  take  part  in  the  day-­‐to-­‐day,  often  minute-­‐by-­‐minute  chatter  of  their  online  conversations.  When  individuals  create  their  own  content  –  including  the  kinds  once   associated   with   the  museum   profession   –   this   could   be   seen   as   a   direct   assault   on  memory   institutions,   which   previously   maintained   a   monopoly   of   specialised   content,   as  well  as   the   responsibility  of  disseminating   the  knowledge   related   to   their   collections.  Now  everyone   can   be   a   curator,   in   just   the   same  way   as  we   are   all   photographers,  musicians,  writers  and  authors  –  online  at  least.      Perhaps  the  most  au  courant  of  the  Web  2.0  platforms  is  still  the  blog.  They  first  appeared  in  1997,   becoming   more   visible   since   2001,   when   service   management   platforms   became  available   to   all   –   and   for   free.   As   a   hybrid   between   a   diary   and   journalism   on-­‐line,  characterised  by  chronological  ordering  of  information,  the  blog  phenomenon  encompasses  a  horizontal  network  of  bloggers  known  collectively  as  the  blogosphere,  recalling  perhaps  an  electronic,   and   expediential   iteration   of   Jürgen   Habermas's   public   sphere   of   the   previous  centuryxx.    Once  personalised  with  graphics  and  layouts  in  a  template,  your  blog  allows  you  to   publish   stories,   information,   and  opinions  with   total   autonomy.  Articles   are   linked   to   a  theme   (thread),   in   which   readers   can   write   their   comments   and   leave   messages   for   the  author.  Every  article  is  numbered  within  the  blog  and  can  be  specifically  indicated  through  a  permalink,   pointing   directly   to   a   specific   article.   In   some   cases   there   can   be   a   number   of  bloggers  who  write   for   the  one  blog   –   it   is   all   seamlessly   simple!    Moving  web  publishing  from  the  authority   institution  straight   into  your  or  my  keyboard  means  that  everyone  now  has  both  the  capability   to  create  anything  –   including  their  very  own  Virtual  Museum.  The  question  is  then  –  who  has  the  authority  to  author  CH  and  launch  it  with  great  fanfare  into  the  public  domain?      Not  only  is  the  method  of  delivery  now  available  to  all,  but  the  traditional  division  between  the   memory   institution   and   their   public   is   also   blurred.   Novel   forms   of   user-­‐generated  content  are  evolving  within   the  museum   itself.   Social   tagging,   as  a  means   to  become  pro-­‐active,   enables   users   to   place   "tags"   into   their   blog   post,   photographs,   videos,   etc.,  facilitating  new  searches  within  the  tagged  content  base  that  ‘belongs’  to  the  public  rather  the  institution.  Classification  using  social  tagging  is  no  longer  based  on  a  hierarchical  order  of  the  content,  as  we  would  expect  in  a  typical  VM,  since  the  user  can  insert  more  than  one  key  word.  The  more  a   tag   is  applied  by  a  number  of  users,   the  more   the   term  will   increase   in  popularity  and  precision  in  categorization.  Main  search  categories  will  therefore  be  created  based   on   themes   that   are   most   frequently   accessed   and   tagged   by   users.   Categorization  thus   becomes   "democratic",   not   imposed   from   above,   but   from   below,   and   evolves  spontaneously  as  more  users  tag  content.      The   term   folksonomyxxi   coined  by   Thomas  Vander  Wal   in   200313,   derives   from   the  words  folk  and  taxonomy  and  has  often  been  used  in  the  context  of  the  VM  as  a  form  of  distributed  classification,   potentially   to   be   shared   by   the   whole   community   of   users.   Tags;   as  folksomonies,  are  not  a  priori  structured  into  the  controlled  vocabularies  such  as  those  that  created  by  institutions,  rather  denote  categories  and  subcategories  that  the  user  according  to  his  or  her  own  associations.  Making   individual  annotations  to  content  bottom-­‐up  in  this  way  means   that   user   generated   content   (as   tags)   can   shared   by   other   users.   One   of   the  disadvantages   of   this   however   is   the   proliferation   of   variants   for   a   term   (synonymies,  homonyms,  single/plural  use,  small  case/upper  case,  etc.),  which  essentially  creates  a  series  of   unusable   tags   –   often   described   as   the   long   tail.   To   avoid   these  misnomers,   clustering  

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techniques   can   be   applied,  where   some   elements   are   grouped   together,   so   that   different  tags  are  treated  as  if  they  were  one  (e.g.  Folksonomy,  folksonomy  or  folksonomies).    The   folksonomy   system   is   used   when   it   isn't   possible,   or   desirable   to   centrally   manage  classification,   and   where   the   public   is   welcome   to   participate   in   content   classification.  However,  tags  may  be  seen  as  highly  personal,  so  much  so  that  idiosyncratic  expressions  do  not  really  help  anyone  else  find  content  other  than  the  original  tagger.  According  to  Wal,  the  value  in  this  external  tagging  is  derived  from  people  using  their  own  vocabulary  and  adding  explicit  meaning,  which  may  come   from   inferred  understanding  of   the   information/object.  People  are  not  so  much  categorizing,  as  providing  a  means  to  connect  items  (placing  hooks)  to  provide  a  way  into  their  own  expressive  understanding.      One   of   the   first   examples   of   tagging   in   a   VM  was   the   Steve   Projectxxii,   a   collaboration   of  museum   professionals   and   others   who   argued   (according   to   their   website)   that   social  tagging   might   provide   profound   new   ways   to   describe   and   access   CH   collections,   and  encourage   visitor   engagement   with   collection   objects.   Their   activities   include   researching  social   tagging  and  museum  collections;  developing  open   source   software   tools   for   tagging  collections,  and  managing   tags;  and  engaging   in  discussion  and  outreach  with  members  of  the   community   who   were   interested   in   implementing   social   tagging   for   their   own  collections.      In   a   discussion   of   the   VM   in   a   Web   2.0   world   is   not   complete   without   at   least   a   brief  reference   to   other   popular   social   networking   sites   such   as   Twitter,   Yahoo-­‐owned   Flickr,  Tumblr,  and  the  surprisingly  popular  newcomer  Pinterest.    All  of  these  platforms  contribute  the   very   dynamic   social   chatter   of   a   connected  world   and   VM’s   clearly   need   to   integrate  these  platforms  into  their  delivery  in  order  to  maintain  their  visibility,  and  to  be  able  to  join  in  the  conversation.      The  series  of  dialogues  described   in  Civic  Engagement:  A  Challenge  to  Museums,  that  took  place  between  museums  and  communities  across  the  US  in  2002xxiii,  challenged  the  museum  in   its   relationship  with   its  public.  Drawing  on   these  dialogues  and   the  prolific   literature  on  visitor  research  that  has  emerged  from  the  museum  profession  over  the  last  decade,  the  VM  may   actually   provide   the   ideal   opportunity   to   re-­‐affirm   the   relationship   to   its   visitors   in  response  to  the  criticisms  cited  in  the  publication.  The  museums  were  described  as  “floating  above   the   community,”   and   the   idea   that   the  museum’s   positive   self-­‐image  was   not   fully  endorsed   by   the   community   was   raised   in   these   discussions.   Questions   about   authorship  and   ownership  were   also   broached,   instigating   a   call   to  museums   to   present   a   variety   of  perspectives,  rather  than  a  singular,  institutional  voicexxiv.    The   new   role   of   the  VM  and   its   relationship  with   the   public  more   resembles   the   kinds   of  scenarios  as  played  out  in  a  Web  2.0  world  rather  in  the  traditional  museum  website.  They  open  up  new  kinds  of  conversations  that  may  be  seen  as  both  an  affront  to  the  traditional  monopolistic  control  of  CH  institutions  and,  at  the  same  time,  for  new  opportunities  for  the  same   institutions   to   welcome   a   multi-­‐voiced   conversation   around   their   collections   and  situated  knowledge.  The  museums  that  were  described   in  the  dialogues  as  “floating  above  the  community”,  may  now  be  able   to   re-­‐set   this  bias  and  open  up  CH   that  belongs   to   the  community,   that   is   essentially   authored   by   the   community   and   can   be   enjoyed   by   the  community  in  a  true  prosumer  fashion.      

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We  will  now  look  at  three  case  studies  suggesting  some  of  the  many  possibilities  of  the  VM  that  illustrate  the  loss  and  the  gain  of  the  Benjamin  aura  as  well  as  new  kinds  of  symbiotic  relationships   where   VMs   serve   to   shift   ownership   of   their   CH   collections   and   situated  knowledge   onto   their   public,   creating   new   scenarios   that   have   been   jointly   authored  together   by   the   museum,   with   their   public.   In   addition,   not   only   are   issues   of   aura   and  ownership  discussed  below  but  more  critically  to  what  extent  the  physical  museum  plays  a  role  once   the   content  has  been  disseminated  beyond   the  museum  wall   –  or  has  even  by-­‐passed  the  museum  altogether  –  what  then?      

VI. COULD THE VM EXIST WITHOUT THE PHYSICAL MUSEUM? -A HUMAN SANCTUARY

 When  the  primary  source  of  a  VM  is  essentially  a  video  (Fig.  1),  and  when  that  same  original  video  was  authored  by  a  museum,  does  this  kind  of  entity  build  upon  the  physicality  of  the  museum,  or   is   it  simply  experienced  as  an  autonomous  entity  of   its  own,  regardless  of  the  memory  institution  that  created  it?  These  are  perhaps  questions  that  may  vex  the  museum  that  has,  through  the  professional  honing  of  situated  knowledge  actually  released  that  same  knowledge  well  beyond  the  museum  walls.          

 Fig.  1.  Snapshot  from  the  movie      Videos  are  ideally  suited  both  to  the  museum’s  desire  to  retell  their  stories  to  their  public,  as  well   as   the   ideal   media   to   share   online.   Viewing   a   video   in   its   linear   format   propels   the  viewer  through  the  storyline,  while  the  video  producer,   in  this  case  a  museum  curator  can  only   hope   that   the   message   gets   across   accordingly,   especially   when   the   messages   are  complex,   and  demand  a   fair   amount  of   concentration  on  behalf   of   the   viewer.   If   only   the  viewer   could   find   ways   to   get   into   the   storyline   and   investigate   the   concepts   behind   the  moving  images,  save  them  in  meaningful  ways,  and  later  re-­‐assemble  them  in  new  forms  for  their  own  agenda,  then,  perhaps  that  same  knowledge  could  be  better  assimilated.    This   case   study   describes   “A   Human   Sanctuary’   a   project   supported   by   a   grant   from   the  Dorot   Foundation,   that   has   created   a   web   based,   interactive,   encyclopaedia   of   historical,  and  biblical  knowledge,  relating  to  the  Essene  community  that  once   lived   in  Qumran,  near  the  Dead   Sea   some   two   thousand   years   ago.   The   20-­‐minute   feature   film,   researched   and  produced   by   the   Israel  Museum   in   Jerusalemxxvis   screened   in   the   auditorium  on   a   regular  basis   inside  the  Museum  campus,  and  serves  as  a  persuasive  context  to  situate  the  World-­‐renowned  Dead  Sea  Scrolls  collection  that  is  housed  in  a  dedicated  gallery  space,  The  Shrine  of  the  Book,  located  in  he  heart  of  the  museum  campus.    

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The  film  introduces  us  to  two  young  men;  one  a  novice  living  in  the  Qumran  community,  the  other  an  apprentice  priest  from  the  Temple  in  Jerusalem  who  are  more  than  curious  to  hear  about  each  other’s  lives.  Without  spoiling  the  plot  for  you,  this  offers  the  Museum  Curator,  Dr.   Adolfo   Roitman   ample   opportunities   to   set   the   scenes,   both   within   the   Qumran  community,  as  well  as  in  Jerusalem  during  Second  Temple  times.    The  narrative  is  complex,  and   is  acted  out  on  both   locations.  The  storyline  describes   the  daily   life  of   the  period  that  relates   to  historical,   social,   and   religious  aspects  of   their   contrasting  ways  of   life.   The   film  depicts  the  protagonists’   inevitable  meeting,  and  their  dilemmas  the  viewer  gets  a  glimpse  into  this  historical  period  that  even  may  resonate  with  his  own,  personal  life  dilemmas.    The  platform  and  tools  developed  [18]  for  the  interactive  encyclopaedia  (Fig.  2)  enable  the  user  to  view  the  film  in  its  entirety  as  screened  in  the  auditorium,  track  the  plot  through  a  series  of  annotations,   integrate  the  segments  through  both  annotations,  and  subject   index  and  relate  to  the  embedded  prolific  links,  images,  bibliography  and  glossary.  These  kinds  of  interactions  offer  the  user  ideal  opportunities  to  integrate  the  movie  at  his  or  her  own  pace;  watching,   exploring,   investigating,   making   associations,   linking   concepts,   and   saving  segments,  images  and  texts  from  the  rich  data  repository  for  future  use.      

 This   case   study   serves   to   illustrate   the   autonomous   nature   of   these   kinds   of   video-­‐driven  VM’s,  and  while   the  Museum   is   clearly  evoked  as   the  author  and  producer  of   the  content  and  data  set  it  reveals,   it   is  the  user  who  has  instantaneously  become  the  owner,  and  new  author  of  the  platform.    

VII. DOES THE VIRTUAL MUSEUM IN FACT "LIVE" THROUGH ITS PHYSICAL COUNTERPART? – THE SISTINE CHAPEL

 The  Sistine  Chapel  in  the  Vatican  has  become  more  than  iconic  over  the  years;  serving  as  a  must  stop  tourist  attraction  for  all  who  flock  to  Italy  and  as  focus  for  pilgrims  from  all  over  the  world.  Numerous  print   publications   have  been  written  on  Chapel’s   ceiling,   painted  by  Michelangelo  between  1508  and  1512  -­‐  a  cornerstone  works  of  High  Renaissance  art  -­‐  while  countless  movies  have  been  produced   in  the  breathtakingly,  stunning  space.  The  reality   is,  sadly,  somewhat  less  inspirational  when  visitors  are  steered  in  a  shoulder-­‐to-­‐shoulder  herd  through  the  Chapel,  tethered  to  the  color-­‐coded  umbrella,  or  flag  of  the  tourist  guide,  who  shuffles  you  in  and  out  in  less  than  15  minutes.  Of  course  that  artwork  is  no  less  spectacular,  but  something  of  the  wonder  has  been  dulled  by  the  relentless  shuffle  of  feet  and  nudging  of   elbows   that   go   on  while   you   strain   to   enjoy   the   bedazzling   art   that   surrounds   you.   Of  course  this  is  a  must  for  all  of  us  at  least  once  in  our  lives,  (as  the  example  of  the  Mona  Lisa  ashes   experiment   seems   to   prove)   but   being   able   to   appreciate   the   paintings,   perhaps  online,  does  give  on  a  respite  from  the  joggling  crowds  -­‐  just  enough  to  understand  what  it  is  we  were  looking  at.    

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There   are   in   fact   impressive   virtual   reproductions   online,   even   complete  with   appropriate  liturgical  music  in  the  background  such  as  the  site  developed  by  the  Vatican  Museum  itself.  Here  we  can  ‘move’,  and  ‘pause’  at  our  own  pace;  take  in  the  various  narratives,  and  learn  a  little  more  about  Michelangelo’s  work.  While  this  does  not  even  compete  with  the  original,  it  does  offer  something  that   is  not  possible   in  the  real  space  –  an  opportunity  for  peaceful  contemplation  (Fig.  3).    

 Fig.  3.  Snapshot  from  the  project’s  website    What   of   course   is   missing   is   the   sense   of   self   in   the   physical   space,   but   this   too   can   be  compensated   for   -­‐   in   part   by   3D   platforms   that   open   up   new   ways   for   the   visitor   to  experience  some  sense  of   immersionxxvi.  Created   in  2007  by  undergraduate   student,  Steve  Taylor,   from  The  Department  of  Synthetic  Reality:  The  Science  and  Applications  of  Virtual,  Mixed,   and   Augmented   Reality   at   Vassar   College,   NY,   US,   the   Second   Life   Sistine   Chapel  invites   avatars  not  only   to   enter   into   the   ‘physical’   space  but   to   actually   to   ‘fly   up’   to   the  ceiling  and  inspect  the  angels  at  close  rangexxvii.  This  is  not  only  a  single  user  experience,  the  visit  can  be  shared  with  a  friend  –or  if  you  would  prefer  with  a  crowd  of  bustling  visitors  that  simultaneously  transverse  the  space  together  –  following  their  very  own  Second  Life  tourist  guide  with  its  very  own  miniature,  color-­‐coded  flag.    Since   the  mid   1990’s,   when  museums   first  moved   into   their   electronic   showcases   on   the  Internet,   museum   professionals   have   been   developing   innovative   ways   to   present   and  represent  their  collections  to  their  public.  A  truly  semantic  web;  one  that  grants  deep  access  to   information   to   the   web,   as   this   report   has   describes   offers   new   in-­‐roads   to   complex  datasets,  allowing  us  to  make  our  own  connections,  intuitively  and  seamlessly.  At  the  same  times   the   Web   is   also   becoming   a   space   that   is   tempting   our   public   into   new   kinds   of  synthetic  worlds  and  it  is  the  VM  that  is  leading  the  way.  The  Sistine  Chapel  in  this  persistent  world   invites   people   –   or   at   least   their   avatars   –   to  move   into   and   around   buildings   and  across  landscapes;  all  meticulously  modelled  in  3D.  These  sites  do  not  follow  the  web  page  metaphor,   rather   are   ordered   as   connected   islands,   where   everyone   can   build   their   own  home,   sell   their   own   wares   in   their   very   own   shop,   even   construct   an   entire   library   or  museum  for  other  avatars;  all  built  with  free  tools  in  the  in-­‐world  environment.      The   potential   for   the   museum   community   is   tempting   as   they   function   as   highly   social  spaces,   whose   3D   characteristics   lends   themselves   far   more   readily   to   the   museum  experience   than   ever   did   the   web-­‐page   metaphor   of   the   World   Wide   Web.     These   are  beautifully  crafted  virtual  environments;  spaces  where  people  ‘meet’  as  movement  avatars,  and   interact   in   Multi   User   Virtual   Environments   (MUVE’s)   exploring   isometric,   simulated  galleries,   wander   around   3D   museums,   and   visit   persuasive   historical   reconstructions.  Second  Life   is   ‘a  place’  where  you   can   log   in  at   your   convenience;   interact  with  others,   in  play  and  commerce,  creativity  and  learning,  and  entertainment  and  exploration.    

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The   question   that   begs   to   be   asked   here   relates   to   the   branding   of   these   kinds   of  experiences.  What  would  happen  if  we  were  to  remove  the  label  "Cappelle  Sistina"  or  even  the  Vatican  Museum?  Would  our  digital  replica,  either  on  line  or  in  world  still  be  as  famous?  Would   it   still   inspire   people   in   the   same  way   as   long   as   they   were   aware   of   the   original  chapel  that  stands  in  all  its  glory  in  the  Vatican  located  much,  much  more  than  a  click  away?      

VIII. COULD THE VM HAVE A LIFE OF ITS OWN? – EUROPEANA 1989: WE MADE HISTORY

 Local  history  museums  tend  to  house  a  range  of  objects  that  at  first  glance  don’t  appear  to  have  significant  monetary  value,  and  probably  exist  in  the  basement  of  your  home  and  mine.  Brought   together   in   sequential   presentations   however,   these  often  banal   objects   serve   to  punctuate   local   stories   with   the   physical   evidence   that   serves   to   tell   the   real   story,   and  produce,   in   this  way,  a  convincing  historical  narrative  with  a  visual   imperative.  Elevated  to  museum  status  and  spotlight  in  the  gallery,  however,  these  kinds  of  benign  objects  take  on  new  qualities  when  mobilised  in  the  gallery.    According   to  Michel   Foucault,   xxviii   social   space   has   been  moving   towards   de-­‐sacralisation  since   the   time   of  Galileo  when   he   describes   a   hierarchy   of   sacred   and   profane   spaces.   In  order   to   fulfil   this   desire   for   the   sacred,   contemporary   society   seeks   to   define   spaces,  separate   from   mundane,   everyday   living.   Foucault   describes   these   spaces   as   utopias,   as  spaces  having  no  real  place,  as  fundamentally  and  essentially  unreal;  although  acting  as  an  analogy  with  the  real  space  of  society.    According  to  Foucault,  every  civilization  creates  real  places,  actual  places  that  serve  to  stage  experiences  and  consequently  sets  them  aside  for  extraordinary   action.   The   liminal   spaces,   that   Foucault   calls   heterotopias,   while   based   in  objective  reality,  act  as  the  mirror  that  reflects.  While  this  reflected  space  may  be  concrete,  in   that   it   exists   in   a   real   location,   it's   social   function,   at   the   same   time   serves   to   provide  society  with  an  abstract  locale.  A  derivation  of  the  heterotopian  space,  according  to  Foucault  are   the  heterochronias   of   time   that   accumulates   indefinitely   -­‐   for   example,  museums  and  libraries.      What  happens  when  we  re-­‐create  history  outside  of  the  museum?  Without  the  separation  from  our  lived-­‐on  mundane  spaces  that  the  museum  setting  affords?  This  third  case  study,  Europeana  1989:  We  Made  History  is  an  ambitious,  pan-­‐European  project  that  accumulates  resources  from  the  community,  by  the  community,  and  presents  them  in  a  novel  form  of  VM  without  actually  calling  itself  a  VM  but  certainly  promises  to  be  much  more  than  a  singular  museum  ever  could.    

 Fig.  4.  Europeana  snapshots.    

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 According   to   their   website,   in   2014,   the   world   will   celebrate   the   25th   anniversary   of   an  extraordinary   year   -­‐   1989   -­‐   when   walls   crumbled   and   the   people   of   Europe   were   united  again.  The  Europeana  1989  project  asks  people  from  every  country  involved  to  digitise  their  own   stories,  photos,   videos  and   sound   recordings  of  1989.   The   result  will   be  a   fascinating  archive   for   present   and   future   generations   that   can   be   explored   for   learning,   personal  interest   and   research   work.   Europeana   1989   is   collaboration   between   eleven   partner  institutions,  Historypin  and  the  Europeana  Foundationxxix.      The   Europeana   1989   project,   in   fact   promises   to   be   far   more   ambitious   that   any   single  museum  or  group  of  museums  has  undertaken  on  such  a  scale.  Launched  by  the  European  Commission   in  November  2008,  Europe’s   flagship  project  Europeana  (www.europeana.eu),  Europe's  digital  library,  museum  and  archive  has  collected  and  opened  up  access  to  over  30  million   digitised   objects,   from   libraries,   archives,   audio   visual   archives   and   museums.   It  currently   brings   together   more   than   2,200   collaborating   institutions   and   its   website   is  accessible  in  29  European  languagesxxx.  Europeana  invites  people  from  all  over  the  world  to  discover  the  collections  for  themselves,  and  to  explore  the  cultural  and  intellectual  heritage  of  Europe  through  a  simple  search  engine  and  virtual  exhibitions.      This  project,  similar  to  several  other,  both  led  by  Europeana  (albeit  on  a  smaller  scale)  and  many   other   institutions   argues   that   the   way   history   is   recorded   isn’t   just   about   what  museums  and  institutions  think  is   important,   it’s  about  what  real  people  lived  through  and  experienced.   To   this   ambitious   goal,   the   public   is   invited   to   contribute   their   own   stories,  pictures,  films  or  other  items  relating  to  the  events  of1989  in  Central  and  Eastern  Europe,  to  add  them  to   the  online  collection,  and  share   them  with   the  world.  The   invitation   to   let  us  take  you  on  a  journey  through  the  Fall  of  the  Iron  Curtain,  see  it  from  all  sides  and  draw  your  own  conclusions  is  a  call  to  not  only  learn  about  this  memorable  moment  but  a  call  to  action  to  actively  re-­‐write  history  through  personalised  micro-­‐histories,  and  a  multitude  of  voices.  Europeana  1989  project  kicked  off  on  8   June,  2013   in  Warsaw  and  you  can  share   the   first  results  on  the  project  website  -­‐www.europeana1989.eu      

IX. CONCLUSIONS  Through   this   three,   brief   case   studies,   we   hope   that   we   have   illustrated   the   kinds   of  experiences   that   the  VM  now  opens  up   for   the  end-­‐user;   shifting   the  point  of  entrance  of  the   personal   narrative   away   from   the   physical   museum   to   the   home,   the   office,   or   the  school;  inviting  new  visitors  into  dialog  with  the  museum,  and  thus  to  become  connected  in  much   the   same   way   they   already   do   over   Facebook   with   their   friends   over   their   mobile  screens.  Once   connected,   remote   visitors  may   find  a  way   to  make   the  unfamiliar   familiar,  and  where  they  may  discover  that  -­‐  with  a  single  click  -­‐  they  have  already  been  initiated  into  the   museum   that   no   longer   floats   above   them.   Through   electronic   connectivity,   remote  visitors   may   also   discover   a   place   for   co-­‐created   and   reciprocal   activities,   as   these   case  studies   indicate   and   realize   that   the   museum   values   their   knowledge,   experiences   and  expertise  as  much  as  it  does  their  own  and  is  aware  that  they  too  have  something  of  value  to  contribute.    The   kinds   of   innovative   scenarios   that   are   now   enacted   in   the   VM   open   up   innovative  avenues   of   connectivity   between   the   museum   and   their   audiences   and   when   the   VM   is  

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conceptualised  as  augmentations  of  the  museum  mandate  (rather  than  as  a  distraction  from  traditional  practice  or  as  actively  displacing   the  material  object)   they   can  be   implemented  with   confidence   to   extend   the   museum   mission   of   originality,   accuracy   and   above   all  integrity.    

THE  RESPONSIVE  MUSEUM  

This  section  will  look  at  the  responsive  screen  –  where  not  only  is  the  screen  dynamically  re-­‐sizing  itself  for  the  numerous  platformsxxxi  –  In-­‐house  large  screens,  PC,  mobile,  and  tablet  -­‐  but  will  more  critically  consider  the  response  of  the  user/visitor  who  will  be  encountering  the  Museum   before,   and   after   the   visit   as   well   as   during   the   actual   visit.     What   kinds   of  implications   will   this   have   on   the   visit   and   visitor,   and   how   can   the  Museum   prepare   for  these  different  kinds  of  scenarios?      Through  a  series  of   three  case  studies  we  attempt  to  define  the  VM  as  we  re-­‐visit   the  core  concept  of  the  museum  ethos  as  it  reaches  out  to  meet  its  visitor.   Introducing  the  visitor  to  the   exhibition,   even   before   the   physical   visit   –   in   an   exceptionally   well-­‐honed   marketing  scenario   we   will   discuss   the   virtual   bear   hug   –   where   the   Arthur   M.   Sackler   Gallery   in  Washington  wraps   its  electronic  arms  around   the   future  visitor   to   the  exhibition  Yoga:  The  Art   of   Transformation.     The   deluge   of   visitor/museum   scenarios,   including   promoting   the  show  over  numerous  social  networks  and  enticing  invitations  to  ‘use’  the  exhibition  in  novel  ways  aims  to   introduce  the  visitors   to  the  exhibition  which  opened  October  19,  2013-­‐    well  before   the   red   ribbon  was   cut.     The   second   case   study   describes   an   engaging   scenario   of  electronic   delivery   that   accompanies   the   visitor   during   the   visit   and   describes   the   CMA  CollectionWall,   a   40-­‐foot  multi-­‐touch  MicroTile   Collection  Wall   that   dramatically   visualizes  all  the  works  currently  on  view  in  CMA’s  permanent  collection  galleries,  plus  some  that  are  in  storage—  over  3,800  works  of  art.    The  third  VM  scenario,  Ask  Jacques  Lipchitz  a  Question,  authored   by   the   Israel  Museum,   Jerusalem   can   be   enjoyed   after   the   visit   and   serves,   in   a  novel  way   to   augment   and   enhance   the   experience   and  maintain   the   connection   between  the  Museum  and  the  visitor  opening  up  opportunities  to  ‘meet  the  artist’  and  ‘hear  his  voice’  –  even  after  his  own  death.  

1. INTRODUCTION

 The  expression  ‘responsive  design’  is  a  term  that  we  are  hearing  about  more  and  more,  but  how  does  this  relate  to  websites  and  in  what  ways  can  this  concept  possibly  be  connected  to  museums?  Architects  and  engineers  are  experimenting  with  motion  sensors  that  respond  to  the   presence   of   the   people   moving   within   the   environment;   adjusting,   for   example,   the  room’s   temperature   and   triggering   pre-­‐synched   systems   to   prompt   ambient   lighting.   This  approach   to   physical   spaces   is   now   referred   to   as   responsive   architecturexxxii   where  embedded   systems   sense  presence,  and  motion  and  prompt   the  environment   to  adjust   in  return.   Physical   spaces   essentially   enter   into   conversation   with   the   people   who   occupy  them,  and  responding  in  real  time  and  accommodating  them  accordingly.        In  a  networked  world,  other  kinds  of  systems  need  to  develop  different  responsive  solutions  to  deliver  rich  content  to  arrange  of  platforms  (large  screens,  pc’s,  mobile  phones,  tablets,  etc.).    These  systems  also  react  in  real  time;  applying  the  same  kind  of  responsive  principle  

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to   optimize   the   viewing   experience   –   easy   reading   and   navigation  with   a  minimum  of   re-­‐sizing,  panning,  and  scrolling  –  across  a  wide  range  of  screen-­‐sizes  (from  desktop  computer  monitors,  to  tablets,  to  mobile  phones).    This  approach  assures  efficient  delivery  of  content  to  all  users,  whatever  their  choice  of  platform.      This  section  takes  this  approach  one  step  further  and  explores  what  kinds  of  conversations  are  possible  once  the  museum  engages  with  audiences  to  enable  not  only  to  provide  access  to   exhibitions,   collections,   events   and   educational   activities,   it   essentially   facilitates   public  conversation   around   issues   that   concern   the  Museum.     The   responsive   design   approach,  therefore,  when   applied   to   the  Museum,   serves   to   foster   dialogue   between   the  Museum  and  its  visitors;   inspiring  the  public  to   join   in  the  exchange  and  encourages  truly  reciprocal  conversations.     This   section   discusses   the   virtual   museum   (VM)   that   opens   up   new  possibilities  to  harness,  and  to  enact  reciprocal,  user-­‐driven  scenarios,  as  well  as  furnishing  new  opportunities  for  the  remote  visitor  to  be  able  to  interact  with  the  physical  museum  in  novel  ways.    To   explore   the   VM   in   the   context   of   the   responsive  museum,   we  will   also   reflect   on   the  practice  of  new  museology;  not  as  a   specific   turning  point   in   the  history  of  museums,  but  rather   as   a  marker   of   the   on-­‐going,   re-­‐evaluation   of   the  museum   in   relationship   with   its  audiences.xxxiii     New  Museology   at   times   has   implied   a   radical   re-­‐organisation   of  museum  agendas,   such   as   a  move   from   an   elitist,   undemocratic   space   towards   a  more   democratic  space,   the   prioritising   of   the   visitor   rather   than   the   object,   or   the   reclaiming,   or   re-­‐territorising  of   the  museum  as  a  space  that  could  be  owned  by  the  community.xxxiv    At   the  same   time,   a   similar   expectation   of   ‘newness’   is   implicit   in   the   term   ‘new   media’   when  applied   in   the  context  of   the  museum,  however,  both   terms  have  been  so  often   repeated  that   they   are   at   risk  of   becoming   redundant   and  need   to  be   re-­‐appraised  before   applying  them   to   the   responsive  museum.    While   the  move   from   'old'   to   'new'  media   describes   a  modification  of   the   technological  platform,   rather   than  a   radical   change   in  content  –   from  traditional   print   distribution   and   terrestrial   television,   to   webcasting,   podcasting   and  electronic   peer   to   peer   communications   over   the   Internet   –   the   term   'new  museology'   is  invoked   to   suggest   changes   in   institutional   ideologies.  While   this   report   uses   both   of   the  terms  to  suggests  a  break  from  the  corresponding   'old'  agendas,   it  also  questions  whether  the  idea  of  ‘newness’  inherent  in  both  of  these  expressions  simply  represents  a  modification  of  the  platform  of  delivery,  rather  than  a  radicalisation  of  content,   ideology  or  institutional  agendas.     I  will  argue  that  new  media   iterations  of  museum  agendas,   in   fact,  often  deliver  applications   that   represent   electronic   versions   of   the   old   practices,   and,   with   these  applications   the   underlying   ideologies   of   the   inherited   legacies   are   replicated   and  consequently   re-­‐distributed.     The   use   of   the   terms   that   invoke   the   illusion   of   ‘newness’,  therefore,   may   set   up   false   expectations,   especially   when   electronic   environments   are  perceived  as  a  panacea  for  archaic  and  inefficient  systems.        In  a  presentation  on  e-­‐government  and  the  Information  Society,  Paul  Timmers,  Head  of  the  Unit   for   E-­‐Government   in   the   European   Commission,   Directorate-­‐General   Information  Society,  argued  that,  while  those  who  develop  these  initiatives,  as  well  as  those  who  will  be  using   them,   expect   innovation,   the   emergence   of   new   skills,   and   organizational  implementation   through   the  uptake  of   ICTs,   are   often  based  on,   and   essentially   replicate,  the  old   systems  with  all   their   inherent  problems.xxxv  According   to  Timmers,   in   reproducing  legacy   systems,   albeit   in   an   electronic   configuration,   environments   that   articulated  legislative  practices  –  paying  a  fine  or  taxes  online,  renewing  a  passport  or  driver’s   licence,  etc.   –   that   were   cumbersome   and   outdated   in   their   underlying   assumptions,   are   often  driven  by  the  same  organizational  principles  when  transposed  online.      

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2. THE ECOMUSEUM, NEW MUSEOLOGY, AND CULTURAL DIVERSITY

 Both   the   national   and   the   universal   museum   have   their   own   stories   to   tell,   and   each  prioritises   their   collections   and   exhibitions   accordingly   with   these   agendas   in   mind.     The  theory  and  practice  of  the  new  museologists  built  on  the  ecomuseum,  which  emphasised  a  community–driven  agenda,  where  the  public  was  encouraged  to  take  on  an  active  role,  and  where  a  plurality  of  voices,  rather  than  the  single  authoritarian  voice  could  be  heard.    This  section  introduces  new  museology  and  its  prioritising  of  cultural  diversity,  which,  in  contrast  to   the   universal   or   national  museum,   actively   encourages   visitor   participation,   and   visibly  welcomes  contributions  from  the  community.    The   museum   is   located   within   the   reach   of   the   community,   and   as   each   museum  conceptualises   'its   community'   in   a   specific   ways   these   different   perspectives   inevitably  determine  the  kinds  of  visit  the  public  will  experience  when  they  visit.  Whether  the  visit   is  purely  educational  or  for  pleasure,  visitors  will  meet  the  institutional  narrative,  and  whether  the  visitor  complies  or  not  with  this  narrative,  determines  whether  he  or  she  feels  included  or  excluded  from  the  experience.  Describing  the  tools  and  processes  by  which  concepts  such  as  the  'museum'  become  self-­‐legitimating,  Irit  Rogoff  (1994:  232)  [1]  argues:  ‘the  museum  as  a   complex  amalgam  of   ideological   intentions  operating   through   strategies  of  pleasure  and  gratifications,  is  equally  the  site  of  the  production  of  cultural  identities.    Through  numerous  and   varied   practices   cultural   exclusions   are   reproduced   and   cultural   “otherness”   is  constituted’.  The  display  of  meta-­‐narratives  and  micro-­‐narratives  of  cultural  heritage  in  the  gallery   make   the   divisions   of   sub-­‐cultures   and   para-­‐cultures   highly   visible,   therefore  legitimising   some   kinds   of   cultural   affiliation,   while   presenting   other   kinds   of   cultural  practice   as   exotic   or   alien.     When   ‘normative’   displays   of   ‘our’   heritage,   or   ‘our’   shared  memory,  refer  only  to  some  members  of  society,  not  all  visitors  will  necessarily  concur  with  this  message.    Visitors  who  comply  with  the  story  line  will  readily  engage  with  the  narrative;  alternatively,  the  exhibition  message  may  be  read  in  opposition,  while  at  other  times  visitors  may  simply  react  indifferently.      While   exclusion   is   often   (although   not   exclusively)   constructed   as   a   derogatory   or  subordinate   position,  museum   narratives   often   set   up   binary   opposites   to   create   cultural  specificity,   whether   they   are   historical,   ethnic,   or   geographicalxxxvi   Karp   (1991:   375)   [2]  referred   to   ‘exoticizing’   and   ‘assimilating’   strategies   that   produce   different   kinds   of  responses  to  describe  the  different  options  open  to  the  museum  and  these  micro-­‐narratives  come  together  to  construct  the  meta-­‐narrative  that  visitors  encounter  when  they  come  into  the  museum.    As  visitors  enter   the  gallery,   they  do  so  with   their  own  pre-­‐figured,   cultural  empathies  and  alliances.  See  Doering’s  [3]  (1999:  8)  discussion  on  entrance  narratives,  or  the  internal   story   line.   At   times,   the   visitors   embrace   the   narrative,  while   at   others   times   the  narrative   is   read   against   the   grain,   resulting   in   alienation   and   a   sense   of   cultural  exclusion.xxxvii     Much   effort   goes   into   promoting   social   inclusion   in   the   museum   (see,   for  example,  the  Group  for  Large  Local  Authority  Museums,  GLLAM  Report,  2000,  and  the  DCMS  Department   of   Culture,   Media   and   Science   toolkit),   and   many   museums’   educational  activities  are  now  sensitive  to  the  possibilities  that  some  people  may  feel  excluded.xxxviii  The  examples   in   this   report   look   at   the   narratives   produced   by   the   museum   of   the   new  museologists;  those  museums  that  choose  to  create  true  conversations  through  new  media.    

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We   will   consider   the   ways   that   these   kinds   of   museums   produce   community-­‐driven  scenarios   and   will   consider   how   these   VMs   mediate   their   messages   to   act   as   a   site   of  production  of  cultural  identity,  with  an  agenda  that  promotes  social  inclusion.    While   clearly  we   are   discussing   the   kinds   of   experiences   that   are   aligned   to   the  Web   2.0  Museum,  a  term  coined  by  Nino  Simon  in  her  popular  blog  and  seminal  publicationxxxix,  the  historical  process  of  the  new  museologist  conceptually  prefaced  the  digital   interaction  of  a  community  driven  museum.    The  ecomuseum  was   introduced   in   the   late  1970’s  and  early  80’s   in   France   in   a   bid   to   reaffirm   a   sense   of   community   through   critique   of   the   object-­‐orientated  model  of  the  museum.  According  to  Poulet  (1994:  71)  [4],  the  term  was  forged  in  1971,   during   the   ninth   meeting   of   ICOM   in   Grenoble,   when   ‘the   idea   of   heritage  [patrimoine]   linked  to  specific  communities  and  localities  had  begun  to   interest  the  French  Ministry  of  the  Environment  and  high  officials  in  charge  of  the  nation’s  physical  resources’.    The  ecomuseum,  Poulet  argues,  ‘spawned  a  distinctive  conception  of  identity,  according  to  which  the  preservation  of  culture  was  a  kind  of  social  responsibility’  (ibid.).    The  community  of  Le  Creusot-­‐Montceau-­‐les-­‐Mines,  Poulet  explains,  was  created  in  1974  by  Marcel  Evard  in  collaboration  with  Rivière.    Four  distinct  fields  of  activity  were  envisioned  by  the  founders:  remembrance;   understanding   [la   connaissance];   a   joint  management   and   development   of  the   locale   by   the   inhabitants   and   a   team   of   scientists;   and   finally   artistic   creation   (arts  retreats;   creative   arts   projects   linked   to   local   industry   and   technology)   (1994:   71-­‐72).  Community-­‐orientation   and   the   active  participation  by   the   community   as   actors   and  even  authors  of  the  shared  projects  drove  these  kinds  of  moves.    When  inaugurating  the  Fresnes  Ecomuseum  in  1978,  in  a  suburb  of  Paris,  Georges  Henri  Rivière,  the  first  Director  of  ICOM,  outlined   the   underlying   principles   by   which   a   community   could   view   itself   as   ‘an  ecomuseum,'  describing  the  ecomuseum  as:      

An  instrument  conceived,  fashioned  and  operated  jointly  by  a  public  authority  and  a  local  population.     It   is  a  mirror  in  which  the  local  population  views  itself  to  discover  its  own  image,  in  which  it  seeks  an  explanation  of  the  territory  to  which  it  is  attached  and   of   the   populations   which   have   preceded   it,   through   the   discontinuity   or  continuity  of  generations.    

(Rivière  1978;  quoted  in  Delarge  2001)xl        The   ecomuseum   encouraged   local   cooperation   and   the   pro-­‐active   contributions   of   the  community   that   determined   exhibition   strategies   and   educational   agendas.     Collaboration  between   Fresnes   town,   for   example,   and   the   community   included   several   projects:   a  celebration  that  marked  the  local  prison's  centenary,  and  the  presentation  of  Rassemblance,  an   exhibition   that   dealt   with   immigration.     Rassemblance   offered   an   opportunity   for  members   of   the   immigrant   population   of   Fresnes   to   portray   one   hundred   years   of  immigration   to   France,   gathering   the   photographic   information   that   illustrated   their   own  stories  and  their  own  heritage  from  their  home  surroundings  (ibid.:).        The   idea   of   ‘a   new  museology’   arrived   in   the  UK   at   the   end   of   the   1980’s   soon   after   the  ecomuseum  had  appeared  in  France  when,  in  the  UK,  the  museum  community  faced  a  crisis  at   a   time   when   funding   was   becoming   scarce   and   when   museums   were   concerned   with  having   lost   their   direction.xli   The   publication,   The   New  Museology,   edited   by   Peter   Vergo  (1989),   included  nine  authors  who  introduced  a  series  of  radical  challenges  to  the  old  view  of  a  museum,  calling  for  a  reform  of  traditional  museology,  with  a  move  towards  community  action.     Andrea  Witcomb   (2003)   [6],   an   Australian-­‐based,   self-­‐declared,   new   museologist  describes   ‘New   Museology’   explaining   that   ‘one   of   the   ways   in   which   contemporary  

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museums  attempt  to  challenge  dominant  views  of  the  museum  as  site  of  power  relations  is  to   invoke   and   encourage   new   relations   between   museum   and   communities’.     Witcomb  suggests   resolving   the   tensions   through   innovative  curatorial  practice,   so   that   ‘one  way  of  avoiding  romantic  notions  of  community,  while  also  recognizing  that  museums  are  engaged  in   dialogue,   would   be   to   think   of   museums   themselves   as   communities’   [original   italics]  (2003:   79).   She   argues   this   is   demonstrated   through   her   own   curatorial   practice   at   the  Fremantle  History  Museum  in  Western  Australia  in  a  case  study,  Travelers  and  Immigrants.  As  a  curator,  Witcomb  (ibid.:  86)  declares  that  she  wanted  the  exhibition  ‘to  be  attentive  to  the   problem   of   "voice"   […]   and   to   reflect   the   meanings   Portuguese-­‐Australian   people  themselves  gave  to  the  objects  as  symbols  of  their  own  migrant  experience’.    Attention   to   voice  and  authorship   that  depicts   and   structures   community  narratives   could  now   be   reshuffled   in   the   light   of   emerging   technologies   where   VMs   could   present  opportunities  for  voices  to  emerge  from  grass  roots  communities,  perhaps  for  the  first  time.  One  of  the  first  expressions  of  these  kinds  of  platforms  was  Moving  Here  the  online  stories  of   Caribbean,   Irish,   Jewish   and   South   Asian   people   who   left   their   homelands   to  move   to  England   over   the   previous   200   years   which   was   one   of   the   earliest   examples   of   a   new  museological  approach  that  was  attentive  to  voices  from  the  community  and  supported  by  new  media;   enabling   new   kinds   of   synergies   to   develop.xlii     The   online   interface   not   only  disseminated  the  archived  histories  from  30  museums  across  the  UK  in  novel  ways,  but  also  offered   opportunities   for   remote   visitors   to   contribute   their   own   micro-­‐histories   to   the  London  community  and  their  shared  memory.    Reaching  out  to  the  community   in  this  way  had   its   own   historical   antecedents,   and   represented   a   new   chapter   in   the   continuing  evolution  of  the  modern  museum.      Clifford  has  described  museums  as  ‘contact  zones,'  as  a  discursive  space  where  ‘aspirations  of  both  dominant  and  subaltern  populations  can  be  articulated  through  this  structure,  along  with  the  material  interests  of  nation  and  national  tourism’  (Clifford  1997:  218)  [7].    Clifford  borrows   the   term   'contact   zones’   from  Mary   Louise  Pratt,  who   in  her  book   Imperial   Eyes:  Travel  and  Transculturation,  defines  the  ‘contact  zone’  as  ‘the  space  of  colonial  encounters,  the  space  in  which  peoples  geographically  and  historically  separated  come  into  contact  with  each  other  and  establish  ongoing  relations,  usually   involving  conditions  of  coercion,  radical  inequality,  and  intractable  conflict’  (Pratt  1992:  6-­‐7,  quoted  in  Clifford  1997:  192).          For  Clifford,  however,  the  idea  of  a  contact  zone      

can  be  extended  to  include  cultural  relations  within  the  same  state,  region,  or  city  –  in   the   centers   rather   than   the   frontiers   of   nations   and   empires.     The   distances   at  issue   here   are   more   social   than   geographic.     For   most   inhabitants   of   a   poor  neighborhood,   located   perhaps   just   blocks   or   a   short   bus   ride   from   a   fine-­‐arts  museum,  the  museum  might  as  well  be  on  another  continent.    

(Clifford  1997:  204)        Clifford’s  account  of  museums  as  contact  zones   'argues  for  a  democratic  politic  that  would  challenge   the   hierarchical   valuing   of   different   places   of   crossing.     It   argues   for   a  decentralization  and   circulation  of   collections   in   a  multiple  public   sphere,   an  expansion  of  the   range   of   things   that   can   happen   in   museums   and   museum-­‐like   settings’   (ibid.:   214).    While  Clifford’s  discussions  are  set  in  the  basement  of  the  Portland  Museum  of  Art,  Oregon,  where   curators   meet   with   Tlingit   tribal   elders   to   discuss   the   Northwest   Coast   Indian  Collection,   the   ensuing   interaction   that   focused   on   custodial   responsibilities   to   the   clan’s  cultural  heritage  has  implications  for  museum  collections  around  the  world.    Clifford  argues,  

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‘the   objects   of   the   Rasmussen   collection,   however   fairly   or   freely   bought   and   sold,   could  never   be   entirely   possessed   by   the  museum.     They  were   sites   of   a   historical   negotiation,  occasions   for   ongoing   contact’   (ibid.:   194).   Clifford’s   contact   zones   represent   democratic  spaces   which   draw   attention   to   custodial   responsibilities   and   relationships   of   reciprocity  between   the  museum  and   the   communities   they   serve,   and  where   the   community-­‐driven  agendas   and   potential   resources   are   distributed   rather   than   fixed   in   the   hierarchical  structures   of   the   conventional   museum.       While   most   collections,   held   in   custodial  responsibility  by  museums  on  behalf  of  the  community,  would  not  be  as  spiritually  imbued  as  those  negotiated  by  the  Tlingit  tribal  objects  from  the  Northwest  Coast  Indian  Collection  in  the  Portland  Museum  of  Art,  all  objects  that  are  owned  by  the  museum  are  in  fact  owned  by  the  community  and  may  be  understood  as  sites  of  crossing.    Thinking   about   the   museum   as   community   clearly   demands   a   radical   adjustment   to  traditional  museum  practice.      According  to  Bennett,      

much   of   the   language   of   community   might   imply   a   critique   of   the   more   abstract  relationships  of  government  or  of  a  state.  What  stands  behind  the  ecomuseum  are  the  activities  of  government  which,   in  establishing  such  museum  and   training   their  staff,  developing  new  principles  for  the  exhibition  of  cultural  materials  and  a  host  of  related   tinkering   with   practical   arrangements   […]   equips   it   to   be   able   to   develop  itself  as  a  community  […].    

(1998:  202)  [8]      When   community   action   is   amplified   in   the  ways   suggested   by   the   ecomuseum,   the   new  museologists   and   Clifford’s   contact   zones,   it   could   serve   to   reverse   the   traditional   role   of  curator  and  visitor,  transferring  agency  from  the  museum  back  into  the  community,  and  set  up   new   synergies   of   co-­‐production.   While   not   actually   redistributing   the   artefacts  themselves,   thinking   about   the   VM   as   a   contact   zone   suggests   that   these   kinds   of   co-­‐coordinated,   online   activities   could   offer   new   opportunities   to   share   the   knowledge,  histories,  and  interpretations  of  objects.    The  ubiquitous  electronic  networks  connect  centre  to   periphery   even   when   the   distance   is   only   a   bus   ride   away,   enabling   opportunities   for  discourse   and   essentially   replacing   the   producer/consumer   model   of   the   museum/visitor  relationship  with  new  co-­‐productions  of  resources  driven  horizontally  across  the  networks.    The  innovative  nature  of  these  networks,  however,  may  be  deceiving,  especially  when  they  serve   to   perpetuate   the   legacy   of   the   past.   When   VMs   simply   replicate   entrenched  ideologies,   the   technological   innovation   is   predicated   on   archaic   principles,   and   their  emancipatory  potential   is   forfeited.  Employing  new  media   in  the  museum,  therefore,  must  be  seen  as  complex  and  ambiguous,  and  in  describing  these  enabling  technologies,  V-­‐Must  identifies   both   those   VMs   that   illustrate   the   emancipation   of   the   rigid   taxonomies   of   the  traditional  museum,  as  well  as  those  that  simply  enable  the  museum  to  re-­‐enact  out-­‐dated  positions.    The  role  of  V-­‐Must  is  not  to  critique  either  of  these  approaches,  rather  to  identify  and  map  out  the  different  narratives  the  VMs  encapsulate.      To  conclude  with  Clifford’s  utopian  vision  of  the  museum  as  contact  zone,  he  argues:    

within  broad  limits,  a  museum  can  accommodate  different  systems  of  accumulation  and   circulation,   secrecy   and   communication,   aesthetic,   spiritual,   and   economic  value.    How  its  “public”  or  “community”  is  defined,  what  individual,  group,  vision,  or  ideology   it   celebrates,   how   it   interprets   the   phenomena   it   presents,   how   long   it  remains  in  place,  how  rapidly  it  changes,  –  all  these  are  negotiable.  

(Clifford  1997:  217-­‐218).      

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V-­‐Must’s   arguments   for   a   VM   are   speculative   and   not   prescriptive;   we   can   only  retrospectively   describe   the   dynamics   and   ideologies   of   this   space   that   is   perceived.    We  would   of   course   prescribe   an   uncompromisingly   democratic   space   that   encompasses  plurality  and  embraces  cultural  diversity   if  we  perceived  our  role  to   influence  things   in  any  way,   we   still   wouldn’t   ignore   the   reality   where   some   VMs   still   clearly   remain   locked   in  fossilised   legacies   that   still   do   not   open   their   doors   to   everyone.     To   end   on   a   more  optimistic  note,  however,  we  would  argue  that  the  trend  is  towards  a  greater  openness,  and  without  wishing  to  sound  visionary  or  futuristic,  we  sense  that  museums,  in  a  post  Web  2.0  world   are  working   towards   a  more   open   approach,   in   some   cases   actively   integrating   the  micro-­‐histories   of   their   public   into   the   meta-­‐narratives   of   national   histories,   and  accommodating   broader   audiences   who   come   to   the   museum   with   their   own   agendas.  Terms  like  the  ‘digital  divide’  has  been  replaced  with  ideas  of  social   inclusion,  and  agendas  developed  to  enhance  cultural  diversity  and  pluralism  are  gathering  ground.  To  evaluate  the  role   of   VMs   in   this   progression,   the   following   examples   represent   how   some   experiences  reiterate   the   legacy   ideologies   of   the   traditional   museum,   while   at   the   same   time   other  platforms  have  opened  up  unique  opportunities  for  open  discussion  and  an  opportunity  to  welcome  all  voices  from  communities  across  all  contact  zones.    The   following   section   will   discuss   three   scenarios   of   the   VM;   each   in   their   own   way  describing  the  relationship  between  the  museum  and  the  visitors;  each  one  highlighting  the  progression   from  physical  visit   to  virtual  and  the  different  kinds  of  opportunities   that   they  afford  the  user/visitor.    Whether  they  represent  the  truly  democratising  approach  that  the  New  Museologist   advocated  or  not,   these  kinds  of   scenarios  do  offer   the  potential   for   re-­‐shuffling  the  cards  from  a  traditional  museum  approach  to  one  that  is  more  in  tandem  with  the  Web  2.0  world.          

3. YOGA; THE ART OF TRANSFORMATION – BEFORE THE VISIT, THE VM AND THE MARKETING SCENARIO

 Visitors   to   the   exhibition   Yoga:   The   Art   of   Transformation   that   opened   at   the   Arthur   M.  Sackler   Gallery   in   Washington   October   19,   2013   may   well   have   heard   of   it   months   in  advance.     Launching   the   exhibition   across   the   Smithsonian’s   Blog,   via   their   E-­‐newsletter,  Twitter,   YouTube   Channel   or   over   Facebook,   the   Museum   had   ample   time   up   ahead   to  spread  the  Yoga  vibes  to  potential  audiences.     Introducing  the  visitor  to  the  exhibition  and  inviting  them  to  ‘use’  the  exhibition  in  novel  ways  served  not  only  to  introduce  the  visitors  to  the  exhibition,  but  also  to  become  directly   involved  in  promoting  it.    Crowdsourcing  the  museum   audience   in   this   way   amplified   the   exhibitions’   message   and   served   to   draw   in  potential  visitors   to   the  exhibition.  The   term   'crowd  sourcing'   is  used   in  connection  with  a  whole  range  of  online  activities,  and  generally  describes  the  ways  in  which  the  public  -­‐  that  is  you  and  I  -­‐  are  harnessed  by  others  to  do  their  work  them.  This  is  a  dynamic  give  and  take  relationship  where  it  seems  that  some  are  giving  while  others  take.    Crowd  sourcing  sets  up  all  sorts  of  novel  power  relationships:  in  some  scenarios  individuals  act  out  of  pure  altruism  (doubtful);  with  others  it  seems  that  there  is  one  side  gaining  more  than  the  others  (usually  by  those  who  are  doing  the  outsourcing),  while  in  yet  other  scenarios  there  are  those  who  are  prepared  to  be  resources  for  their  own-­‐altruistic  pleasure.    As  they  say  -­‐  it’s  complicated!  (Hazan   2011)   Jeff   Howexliii   was   the   first   person   to   use   the   term   when   he   describes   the  concept   of   crowdsourcing   in  Wired  Magazine   as   how   smart   people   find   ways   to   tap   the  latent  talent  of  the  crowd.  

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 The  cozy  invitation  to  ‘Get  Involved  with  Yoga’  included  invitations  to  the  numerous  events,  symposia,  workshops,  and  gallery  tours,  performances,    demonstrations,  festivals  and  family  activities   planned   around   the   exhibition   –   fairly   standard   procedure   for   museums   these  days.    But  what  made  this  call  to  action  outstanding  was  the  warm  embrace  of  not  only  the  museum  visitors  but   the  entire  yoga  community.     ‘Thank  you  so  much   for  your   interest   in  Yoga:   The   Art   of   Transformation,   the   world’s   first   exhibition   of   yogic   art’   the   museum  intoned,   ‘we   are   honored   that   so   many   people   in   the   community   have   contacted   the  Freer|Sackler,   wanting   to   get   involved’.   In   addition   to   the   social   network   promotion,   the  curatoral   staff  distributed  videos,   slideshows  and  even  printable  posters   to  pin  up   in   their  own  yoga  studio,  in  coffee  shops,  schools,  or  other  gathering  places  so  that  the  community  could   share   a   little   of   the   magic   of   ‘the   world’s   first   exhibition   on   yogic   art’   at   the  Smithsonian  in  Washington.    

   Screenshot:   The   Art   of   Transformation   website,   Sackler   Gallery,   Smithsonian   Museum,  Washington,  <http://www.asia.si.edu/support/yoga/default.asp>    But  the  call  to  action  –  and  community  embrace  didn’t  end  here,  the  museum  also  outlined  a   number   of   ways   in   which   individuals   and   organizations   could   participate,   including  sponsoring   a   program,   promoting   the   exhibition   online,   and   dedicating   a   yoga   class   to  supporting  the  show.  Visitors  were  invited  to  look  over  the  opportunities  offered,  complete  the  online  form  to  let  them  know  how  you  would  like  to  become  part  of  yoga  history.    Here  was   an   invitation   to   crowdfund   the   exhibition   that   included  works   of   Indian   art,   including  

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temple   sculptures   of   tantric   goddesses,   film   clips   of   early   twentieth-­‐century   yogis,   and  colorful  manuscripts  of  ascetics  journeying  across  the  countryside    In  order  to  assist   the  Museum  to   ‘trace  yoga’s  central   tenets  and  profound  meanings  over  2,000  years’  the  museum  launched  their  crowdfunding  campaign,  aimed  at  the  yoga  crowd  to   ‘donate  now’   to  enrich   their  understanding  of   yoga  and   Indian  culture.   For  a  mere  $25  visitors   could   support   ‘Serenity’   for   $65   they   could   ‘Help   create   tranquil   galleries’.     The  ‘Power’   donation  of   $65   ‘brings   yoga   classes   to   the  museum’.     For   $150   you   receive   your  share  of  “Bliss  by  sharing  of  concerts,  workshops  &  festivals.      $500,  that  is  if  you  are  feeling  particular  enlightened,  brings  you  ‘Transformation’  which  ‘Turns  knowledge  into  books’  with  opportunities  to  donate  $1,000  to  choose  ‘Flight’  which  promises  to  Transport  yoginis  across  the  world.      At  the  time  of  writing  this  report  (one  week  before  the  opening),  the  Museum  had  already  raised   $176,415.00   towards   their   goal   of   $200,000.00   and   if   they   reached   all   their   other  crowdsourced   goals   in   the   same  way,   they   were   well   position   to   open   up   their   doors   to  welcome  their  very  first  visitor.    Through   a   simple   search   on   Kickstarterxliv,   there   are   currently   260   Museum   projects,  including  some  that  are  already  fully  funded  including  CUBIST,  a  desktop  game  that  builds  a  ‘grand   and   inspiring’   new   Modern   Art   Museumxlv   including   its   interior   sculptures   or  “installations.”   Out   of   cubes,   or   more   precisely,   dice!     CUBIST   was   160%   funded,   with  $16,007  pledged  with  236  backers.    

3. COLLECTION WALL; THE ELECTRONIC DELIVERY THAT ACCOMPANIES THE VISITOR DURING THE VISIT

 While   some   museums   offer   the   traditional   small   screen   gallery   guide,   either   on   mobile  devices  offered  by  the  museum  for  the  duration  of  the  visit  or  over  BYODs,  which  stands  for  “Bring  Your  Own  Device,”  content  follows  the  visitor  as  he  or  she  moves  around  the  gallery  or  exhibition.  Other  museums  use  different  sizes  of  screens  or  responsive  tables  located  on  the   gallery   floor   that   call   up   collections   or   present   a   virtual   tour   at   the   visitor’s   call.   The  second  case  study  briefly  describes  an  engaging  scenario  of  electronic  delivery,  opened  on  January  21,  2013   that   accompanies   the  visitor  during   the  visit   to  Gallery  One,   the  13,000-­‐square-­‐foot     atrium   at   the   Cleveland  Museum  of   Art,   (CMA)   Collection  Wallxlvi   that   vividly  visualizes  all  the  works  currently  on  view  in  CMA’s  permanent  collection  galleries,  as  well  as  those  that  are  held  behind  the  scenes   in  storage   including  altogether,  over  3,800  works  of  art  displays  with  more  than  23  million  pixels  to  play  with.      According  to  the  Museum’s  websitexlvii    

the  Collection  Wall  is  the  largest  multi-­‐touch  screen  in  the  United  States—a  40-­‐foot,  interactive,   microtile   wall   featuring   over   3500   works   of   art   from   the   permanent  collection,  most  of  which  are  on  view  in  the  galleries.    The  display  changes  every  40  seconds,   grouping   works   by   theme   and   type,   such   as   time   period,   materials   and  techniques,  as  well  as  32  curated  views  of  the  collection.        

Pitched   essentially   as   an   orientation   experience,   the   interface   facilitates   discovery   and  

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dialogue   both   with   the   collections   and   with   other   visitors,   allowing   them   to   download  existing  tours,  or  create  their  own  tours  which  they  can  then  take  out   into  the  galleries  on  iPads.    The  Collection  Wall   in  this  way  serves  to  personalise  the  visit,  and  allows  visitors  to  appropriate  the  objects  and  works  of  art;  connecting  with  objects  in  ways  that  are  bespoke  and  therefor  meaningful  for  them.    

   Cleveland  Museum  of  Art,  (CMA)  Collection  Wall    For  those  who  can’t  make  up  their  mind  they  can  spend  a  little  time  at  the  wall  and  wait  for  it   to   change   its   curated   view,   and   to   discover   a   one   of   the   groupings   of   objects   from   the  collection,   organized   around   curated   themes   like   “Love   and   Lust,”   “Funerary   Art,”   and  “Dance  and  Music.”  Collections  have  also  been  organised  by  medium  or  geographical  region,  all   called   up   on   the   fly   from   the   CMA’s   digital   asset   management   system.   The   museum  describes  this  experience  as  a:    

huge  interactive  tool  [that]  allows  visitors  to  see  the  permanent  collection  as  a  living  organism,   changing   depending   on   the   prism   through   which   you   view   it.   The  Collection   Wall   further   functions   as   a   giant   group   and   individual   touchscreen  interactive,  and  allows  visitors  to  touch  the  objects  represented  on  the  wall  to  make  discoveries.   Visitors   follow   their   curiosity   through  a   visual   interface   that   links   each  artwork  to  a  series  of  associated  artworks,  giving  visitors  the  opportunity  to  browse  and  explore  relationships  from  object  to  object.    

Alexander,  Barton,  and  Goeser,  2013  [10]    

Having  made   their   selection,   visitors   save   their   favourites   onto   their   iPad   by   placing   their  device  on  one  of  eight  docking  stations,  which  identify  an  iPad  by  detecting  an  RFID  chip  on  the  back  of  its  case.    Visitors  can  download  it  for  free  to  their   iPads,  or  pre-­‐loaded  iPad  4′s  are  available   to   rent  on   location   for   a  nominal   fee  of   five  dollars.   In   addition,   the  visitor’s  favoriting,   and   sharing  activity  explains   the  museum,   creates  metrics   that  enable  museum  staff  to  understand  what  artworks  visitors  are  engaging  with,  creating  a  feedback  loop  with  the  museum.      Once  out  and  about  in  the  gallery  with  their  bespoke  tour  uploaded  to  their  personal  device,  visitors  can  use  on  of  the  three  additional  functions  as  described  by  staff  at  the  CMA:    

The   “Near   You   Now”   function   allows   visitors   to   browse   and   find   digital  interpretation  of  works  of  art   they   like  based  on  proximity.  Content   is  designed   in  short   segments   of   audio   and   video,   allowing   visitors   to   choose   what   they   want  rather   than  committing   to  a   long,   linear  narrative.  Visitors  can  hear   from  curators,  

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educators,  and  community  members  to  discover  the  continuing  traditions  that  bring  art  to  life.    The   “Tours”   function   allows   visitors   to   have   a   more   structured   experience   in   the  galleries,   taking  a   tour  curated   for   the  block  of   time   they  have  available.  They  can  walk  through  the  galleries  with  CMA’s  director  to  discover  his  favourites,  or  they  can  follow  a  theme  that  carves  a  focused  path  through  the  museum’s  galleries.  The  two  hundred  most  recently  saved  Visitor-­‐created  tours  are  also  available.    The   “Scan”   function   uses   image   recognition   to   allow   visitors   to   scan   two-­‐dimensional  art  objects  to  trigger  texts  or  videos  to  pop  up  on  the  iPad  screen.  The  immediate  delivery  of   this  additional   interpretive  content  enables  visitors   to  delve  more  deeply  into  the  app  to  learn  more  about  a  work  of  art    

In   this   scenario   it   is  difficult   to   separate  whether   it   is   the  screen   that   is   responding   to   the  visitor  or  the  visitor  to  the  screen,  but  what  is  clear  here,  is  the  symbiotic  accommodation  of  the   museum   to   its   audience,   and   the   potential   for   optimising   the   visit,   and,   in   doing   so  empowering  the  visitor  to  take  on  an  active  role  that  is  tailor  made  to  him  or  her  during  the  gallery  tour.    

4. ASK JACQUES LIPCHITZ A QUESTION; THE VM AS ENCOUNTERED AFTER THE VISIT THAT SERVES TO AUGMENT AND ENHANCE THE EXPERIENCE AND MAINTAIN THE CONNECTION BETWEEN THE MUSEUM AND THE VISITOR

 The  third  VM  scenario,  Ask  Jacques  Lipchitz  a  Questionxlviii  authored  by  the   Israel  Museum,  Jerusalemxlix  and  developed  by  STARC,  at   the  Cyprus   Institute   is  an  experience   that  can  be  enjoyed  after  the  visit.  Recalling  the  Lipschitz  works  explored  during  the  Museum  visit,  the  platform  serves,   in  a  novel  way  to  augment  and  enhance  the  experience  and  maintain  the  connection  between  the  Museum  and  the  visitor  though  opening  up  a  unique  opportunity  to  ‘meet  the  artist’  and  ‘hear  his  voice’  –  even  after  his  own  death.  

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 Screenshot:  Ask  Jacques  Lipchitz  a  Question,  The  Israel  Museum,  Jerusalem  Jacques  Lipchitz  (August  22,  1891  -­‐  May  16,  1973)  was  interviewed  by  Bruce  Bassett  during  the   summers  of  1970-­‐1972,  at  Villa  Bosio   in  Pieve  di  Camaiore,   Italy.  Over   this  web-­‐based  platform,  visitors  are  invited  to  hold  a  conversation  with  Jacques  Lipchitz  by  asking  question,  searching  through  his  ideas,  or  by  following  term  tags  and  then  listening  to  his  video  clips  as  he  answers  your  specific  query.        A   pioneering   artist   of   the   20th   century,   Chaim   Jacob   Lipchitz   (1891-­‐1973)   was   born   in  Druskininkai,  Lithuania.  In  1909  Lipchitz  moved  to  Paris  to  study  at  the  École  des  Beaux-­‐Arts  and  at   the  Académie   Julian,  and  also  attended  drawing  classes  at   the  Académie  Colarossi.  Whilst  in  Paris  he  became  acquainted  with  Pablo  Picasso,  Amedeo  Modigliani,  and  Juan  Gris.  Lipchitz  frequented  museums  and  became  deeply  interested  in  ancient  and  non-­‐western  art,  and   began   collecting   various   artefacts.   Following   the   Nazi   occupation   of   Paris,   Lipchitz  escaped   to   New   York,   where   he   continued   to   sculpt   until   his   death.   He   is   buried   in   Har  Hamenuhot,  Jerusalem.    In  addition  to  the  project’s  online  presence,  the  platform  is  on  permanent  exhibition  in  the  Lipschitz   Gallery   in   the   Israel   Museum,   Jerusalem   and   Lipchitz   Exhibition   at   Museum   of  Palazzo  Pretorio,  Prato.    Maintaining   the   connection   between   the   museum   and   its   audience   essentially   means  building   a   long-­‐term   relationship.     In   this   way   the   VM   can   provide   ideal   opportunities   to  strengthen   their   links.    Whether   the  actual   visit   inspires  visitors   to   return  and   learn  more,  these  kinds  of  platforms  to  create  long-­‐term  connections  and  augment  the  physical  visit  with  

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echoes   of   the   art   and   artworks   and   in   this   case  with   the   artist’s   own   voice   lingering   on   –  even  after  his  own  death    

5.  CONCLUSION    One  of  the  main  challenges  of  the  VM  in  the  context  of  new  museology  -­‐  resonating  with  the  debate   of   the   "new   archaeology"   of   the   70's   -­‐   is   the   breaking   down   of   the   barriers   of  agreeable  narratives  and  romantic  stories  about  the  past.     In  the  context  of  archaeological  research,   researchers  are  now  engaged   in   "hard  core"   sciences   in  order   to   reveal   the  past  including   chemical   analyses,  physical   investigations,   statistical  methods,  etc.     The  museum  still   displays   artifacts   along   traditional   trajectories   –   canonical   narratives,   chronicling   the  historical   past   in   pre-­‐determined  meta-­‐narratives   yes   the   VM  offers   new  opportunities   to  reset  these  paradigms.    VM  is  not  (only)  about  innovative  technologies  -­‐  actually  the  main  challenge  lies  in  daring  to  dream  -­‐  daring  to  dream  that  museums  are  more  that  collections  of  objects,  charged  with  ideological  charge  (cultural,  elitist,  intellectual,  richness,  prestige,  etc.)  by  the  willingness  of  curators,   museum   directors   or   politicians   promoting   culture;   virtual   museums   can,   and  should  be,   true  cognitive   technologies,  platforms  of   situate   learning  environments,   (cyber)  social   spaces   of   interaction,   where   people   meet   and   learn   from   each   other,   through   the  experience   of   each   other   and   through   interaction   with   each   other   in   a   new   iteration   of  Clifford’s  “contact  zones”.  Being  digital,  VM  can  link  the  Chinese  citizen  with  the  Swedish  or  the  South-­‐African  with   the  Russian   -­‐   the  voice  of  everyone  has  equal  power  and   intensity,  and   it’s  up  to  the  visitor,  and  perhaps   its  duty,   to  contribute   its  knowledge  to  the  "global"  experience  of  VM.    

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ON  DEFINING  THE  VIRTUAL  MUSEUM  

After  a  series  of  workshops,  and  intense  online  discussion  we  are  beginning  to  formulate  a  definition   for   the  VM.    Towards  this  goal,  a  seminar  was  held  22  –  25   January  2013   in   the  Cyprus  Institute,  Innovative  Approaches  for  Sharing  Cultural  Heritage  Knowledge  -­‐  Virtual  Museums,   Europeana   and   Digital   Libraries,   to   sift   the   ideologies   and   specific   terms   that  could   express   the   notion   of   a   VM.     In   the   session   on  Terminologies   narratives   and   digital  storytelling  a  series  of  terms  were  culled  from  the  various  definitions  of  the  Virtual  Museum  –  see  “Card  Sorting  Report”  and  the  eleven  terms  that  appeared  in  all  three  lists  assembled  by  the   participants:   Accessible,   Collections,   Communicate,   Preservation,   Cultural,   Education,  Digital   creation,   Heritage,   Interpret,   Interactivity,   and   Research   seemed   to   describe   the  essence  of  a  VM.    As   the  group  concluded  we  all   felt   that   this   seemed  to   indicate   the  key  criteria  for  the  future  definition  of  the  term  ‘Virtual  Museum’  and  conceptual  framework  to  forming  the  future  definition  of  a  VM.    However,  there  was  still  a  long  way  to  go.    Martin  Doerr,  Center   for  Cultural   Informatics  Institute  of  Computer  Science,  Foundation   for  Research  and  Technology  –  Hellas  set  the  stage  for  the  discussion  on  theorising  the  VM  as  he  introduced   CIDOC   CRM,  a   conceptual   reference   model,  and   an   ISO   standard  for  the  integration  of  cultural  Information.     According   to   their   official   website:   The  CIDOC  Conceptual   Reference   Model   (CRM)  provides   definitions   and   a   formal   structure   for  describing   the  implicit   and   explicit   concepts   and   relationships   used   in   cultural   heritage  documentation.    The  CIDOC   CRM  is   described   as   promoting   a   shared   understanding   of   cultural   heritage  information   by   providing  a   common   and   extensible   semantic   framework   that   any   cultural  heritage  information  can  be  mapped  to.    It  is  intended  to  be  a  common  language  for  domain  experts  and  implementers  to  formulate  requirements  for  information  systems  and  to  serve  as  a  guide  for  good  practice  of  conceptual  modeling.    In  this  way,  it  can  provide  the  "semantic  glue"  needed  to  mediate  between  different  sources  of  cultural  heritage  information,  such  as  that  published  by  museums,  libraries,  and  archives.    The  CIDOC   CRM  is   the   culmination   of   over   10   years   work   by   the  CIDOC   Documentation  Standards  Working  Group  and  CIDOC   CRM   SIG,  which   are  working   groups   of  CIDOC.     Since  9/12/2006  it  is  official  standard  ISO  21127:2006l.      At   the  Cyprus   seminar,  Doerr  described  metadata   challenges   for  VM’s   and   suggested   that  the  requirements  should  include:    

• A  topological  model  of  the  virtual  exhibition  • A  presentation  of  objects  in  historical  context,  • Including  ownership,  provenance,  authenticity,  evidence,  relevance  • Narratives  and  guided  tours  • Preservation?    

 Doerr's  presentation  demonstrated  the   representation   of   historical   context   in   a  database  technology  (triple   store)   with   the   use   of  CIDOC-­‐CRM   and   how   it  directs   narratives   and  guided   tours   that   can   be   built   sequentially.     Referring   to   cultural   diversity   and   data  standards   Doerr   explained   how   cultural   information   is   more  than   a   domain   and   can   be  

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visualised  in  several  ways  including:    

• Collection  description  (art,  archeology,  natural  history….)  • Archives  and  literature  (records,  treaties,  letters,  artful  works..)  • Administration,  preservation,  conservation  of  material  heritage  • Science  and  scholarship  –  investigation,  interpretation  • Presentation  –  exhibition  making,  teaching  and  publication      

 However,  he  explained,  to  make  a  documentation-­‐standard,  each  aspect  needs  its  methods,  forms,   communication   means   and   its   data   overlap,   especially   for   entities   that   do  not  necessarily  fit  into  one  schema.    The  understanding  lives  from  relationships,  he  argued,  but  how   to   express   them   was   more   complex.     He   recommended   the   CIDOC   Conceptual  Reference  Model;   in   collaboration  with   the   International   Council   of   Museums   that   fact  formulates  a  workable  ontology  built  upon  86  classes  and  137  properties   for  culture.    This  reference  model  essentially  has  the  capacity  to  explain  hundreds  of  (meta)  data  formats  and  has   been   recognized   as   an   international   standard   since   2006   -­‐   ISO   21127:2006.     Ideally   it  serves   as   an   intellectual  guide  to   create  schemata,   formats,   profiles,   as   well   as   a  language  for   analysis   of   existing   sources  for  integration/mediation.     By   “Identify   elements  with  common   meaning”   it   is   able   to  transport  formats  for   data   integration   /   migration   /  Internet.    Doerr   explained   the   roles   of   the   CIDOC   CRM   as   capturing   the   underlying   semantics   of  relevant  documentation  structures  in  a  formal  ontology  that  he  described  as:    

• Ontologies  are  formalized  knowledge  (TEXTS!):  clearly  defined  concepts  and  relationships  about  possible  states  of  affairs  in  a  domain  

• Ontologies  can  be  approximated  by  DATA  STRUCTURES  (RDF!...)  to  enable  data  exchange,  data  integration,  access,  query  mediation  etc.  

• Data  structures  can  be  interpreted  and  transformed  into  sets  of  atomic  statements  by  ontologies  –  intellectually  or  in  RDF  encoding.  

• Good  ontologies  can  be  extended  without  reducing  interoperability.  “Extensible  ontologies  of  relationships”  provide  shared  explanations  rather  than  restriction  to  a  common  data  structure,  to  answer  research  questions.  

 Combining   these   ontologies,   Doerr   argued,   essentially   represent   a   radical   abstraction  of   a  wide   range   of   specialized  databases   to   the   basic   relationships   and   open  sets  of  terminologies   (which   appear   as   data).     Reflecting   on   terminologies   and   thesauri   he  suggested   how   types  (categories)   of   entities,   characteristic   for   associations  with  detailed  processes   in  society  or  nature  should  be  associated  with  commonly  accepted  “terms”   (names)   and   organized  in   semantic   hierarchies   (thesauri)  of   generalization  and  specialization  (overlap  &  confusion  with  ontologies!!).    Explaining  this  none  too  simple  point,  he  described   these  associations  as   related  by   categorical,  not   factual  associations   (i.e.  how  “shoemakers  make  shoes”).      But  what  is  that  exemplifies  a  ‘good’  terminology,  Doerr  explained  how  a  good  terminology  should  contain  thousands  to  millions  of  terms  as  in  terms  that  appear  as  data  in  information  systems.     Terms,   he   argued,   are  dynamic   tools  of   research  that  infer  contextual  characteristics   (function   from   form   etc)   of   things,  people,  processes,  and  events.    Describing  ontologies  (of   relationships)  describe  the  meaning  of  statements  in  

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the  hundreds   he   noted   that   upper  ontologies  should   be   standardized   while  lower  terminologies  should  be  individual.    Doerr   described   the  three-­‐level   knowledge  management   principle   of   the   CRM   as   covering  acquisition   (can   be  motivated  by   the   CRM),  managing   sequence   and   order,   completeness,  constraints   to   guide,   and   control  data   entry.     With  ergonomic,   case-­‐specific  language,  optimized  to  specialist  needs  often  working  on  series  of  analogous   items,  as  well  as  low  interoperability  needs  (with  the  capability  to  be  mapped!).    Referring  to  presentation,  and   story-­‐telling   in   a   VM   he   argued   how   this   too   can   be  based   on  CRM   where   the  exploration   of   context,   paths,   analogies  orthogonal   to   data   acquisition   and   be  presented  in  order,  allow  for  digestion,  deduction  and  induction  

   CASE  STUDY:  UN-­‐SUPERVISED  EVALUATION  OF  VIRTUAL  MUSEUMS:  THE  UPPÅKRA  APP  In   order   to   clarify   for   ourselves   the   role   of   the   users   in   the   definition   of   a   VM  we   ran   a  focussed  evaluation  project  which  we  present  here  as  a  case  study.    Although  a  single  study  should  be  viewed  as   idiosyncratic,  the  results  were  so  persuasive;  that  we  have  decided  to  employ   this   methodology   across   the   Network   in   the   future.     By   repeating   tis   kind   of  evaluation  across   the  network  with  other  VM’s  we   look   forward   to  collecting  more   robust  interpretation  results  and  to  cull  further  interpretative  data.    Uppåkra   is   northern   Europe's   largest,   richest   and   longest   lasting   Iron   Age   cityli.   Following  extensive  excavations,  an  app  was  developedlii  in  order  to  share  the  latest  news  unveiling  at  the   remote   Iron   Age   city   Uppåkra;   northern   Europe's   largest   archaeological   site.   The   app  took  users  on  a  fantastic  journey  through  time,  straight  into  the  archaeology  site  to  discover  for   themselves   how   the   religious   complex   had   been   uncovered   where  more   than   30,000  gold,   silver   and   bronze   objects   has   already   been   found.     On-­‐going   updates   were   made  available  through  the  Dig  Diary,  inviting  people  to  follow  the  archaeologists'  work  during  the  summer   dig   season,   allowing   users   to   ‘virtually’   navigate   the   site,   noting   when  demonstrations  and  events  were  taking  place.     In  addition  to  the  data  made  available  over  

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the  app,  unfolding  news  was  shared  in  real-­‐time  via  Facebook  and  Twitter.    The  research  aims  of  this  project  were  numerous,  and  included:  

• How  to  define  a  virtual  museum  • How  to  evaluate  apps  related  to  cultural  heritage  museums  • What  is  the  impact  of  context  /  cultural  background  of  visitors  on  their  evaluation  • How  to  measure  “noise”  in  a  digital  communication  product  

 What  was  interesting  for  us  was  the  discrepancy  between  the  producers’  intentions  and  the  user’s   experience.       The   app  was   designed   from  an   end-­‐user   perspective;   geared   towards  teenagers,  who  the  producers  felt  would  be  more  familiar  with  this  kind  of  media.    The  app  was   designed   according   to   a   “Hollywood”   movie;   the   scenes   were   set   as   a   typical   game  genre.  The  music  was  chosen  to  give  users  a  sense  of  power  and  importance;  for  example,  when  the  augmented  reality  opens  users  hear  a  drum  roll  inviting  them  to  explore  inside  the  temple.   The   voice   over   describes  what   the   user   sees   -­‐   a   drinking   ritual  where   the   female  character   offers   the   user   a   drink.   Music   is   used   again   to   blend   the   male   choir   with   the  female   voice.   Minimal   information   was   provided,   basically   on   how   to   use   the   app’s   ear  phones,  how  to  hold  device  with  both  hands  and  noted  the  optimal  distance  from  marker.    The   results   were   insightful   with   many   people   claiming   to   have   mixed   feelings   about   the  animation.    It  seems  that  when  interviewed,  most  people  did  not  like  the  narration  or  even  appreciated  the  content  and  many  people  said  that  they  did  not  like  the  augmented  reality.  In   spite   of   this   critique,   a   full   two-­‐thirds   of   those   interviewed   said   that   they   responded  generally  positively  towards  the  application.    The  main  discrepancy  emerged  when  difference  users  were  interviewed  from  both  the  local,  Swedish-­‐speaking  community,  and  others  –  in  this  case  from  Cyprus.      Users  from  Cyprus  reported:  

It   is   impressive.  However,   I  didn’t   find  the  synchronisation  of   the  narration  and  the  visual   part   very   good.   I   couldn’t   understand   the   part   about   the   drinking   ritual  because   I   was   visually   concentrating   on   the   house.   The   person   with   the   glass  appeared  much  later.  I  was  concentrating  a  lot  on  the  visual  part  and  I  think  this  had  a  negative  effect  on  how  much  attention   I  paid   to   the  narration.  After   the  visual  was   completed   I   felt   I  had  to  watch  it  from  the  beginning  to  really  understand  what  it  was  about.  

 Users  from  Sweden  reported  very  differently  on  their  experience:  

It  was  a  very  good  idea  to  do  3D  models  to  show  people  what  things  looked  like.  But  I   believe   that   it   should   be  more   interactive  &   less   talking.  Maybe   there   should   be  something  to  click  to  get  information.  So  it  is  not  a  big  paragraph  of  talking  in  one  shot.  If  possible  to  keep  the  environment  when  viewing  the  house  it  may  make  it  more  realistic/believable.  

 Each  reviewer  was  sent  a  written  text,  from  which  evaluation  criteria  and  their  values  were  extracted.  In  our  analysis  of  the  results  we  recorded  how  qualitative  comments  were  ranked  according   to   positive   and   negative   with   the   main   groups   decided   upon   reflecting   on   the  most  addressed  topics  by  reviewers.  Almost  40%  of  the  interviewed  (N=7),  regardless  their  

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background,   complained   that   the   Augmented   Reality   distracted   them   from   following   the  narrative.    In  addition  a  full  quarter  of  the  interviewed  noted  that  they  would  have  liked  to  have  seen  more  informative  content,  and  a  quarter  of  the  interviewed  suggesting  improving  the  synchronisation  of  the  3D  with  the  narration.    Preliminary   results   of   those   interviewed   from   Cyprus   claimed   to   have   mixed   feelings  regarding  the  animation  many  of  them  stating  that  they  did  not  like  the  narration.    However  they   did   appreciate   the   content   but   did   not   like   the   augmented   reality.   Again   a   full,   two-­‐thirds   of   those   interviewed,   in   spite   of   their   criticism   recorded   a   general   positive   attitude  towards  the  application.    Further   evaluation   was   carried   out   to   compare   young   “science”   and   “humanities”  researchers,  where  those  who  came  from  science  detailed  almost  as  twice  as  many  criteria  in   their   reviews,   when   compared   with   humanities   students   (62   opposed   to   38).     For  example,  they  cited  more  criteria  regarding  the  augmented  reality  gave  more  importance  to  the   narration   and   criticised   it   in   greater   detail.   Our   research   indicated   that   while   they  disliked  the  content  as  a  group,  compared  to  humanities,  who  were  less,  decisive  they  liked  and   disliked   the   aspects   of   augmented   reality   equally.   Both   groups   evaluated   the   app’s  animation  similarly.    In  measuring  the  “noise”  factor,  not  one  of  the  reviewers  felt  that  the  app  was  suitable  for  “teenagers”.  Most   reviewers   did   not   pay  much   attention   to  music,   with   three   generically  appreciating  the  music,  without,  however  noting  its  assigned  role  in  the  app.    We   felt   that   this   kind   of   approach   offered   good   insights   into   how   “new   kinds   of   virtual  museums”  are  used,  in  this  case  an  app  for  mobile  devices.    Asking  people  to  “review”  apps  gave   them   a   sense   of   responsibility   and   allowed   them   to   trust   in   their   own   judgement,  which,  we  sensed  led  to  a  very  detailed  review.  We  felt  that  evaluating  a  VM  based  on  free  text  produced  a  richer  response  that  would  have,  had  we  used  a  closed  questionnaire,  which  often   becomes   misleading;   often   cuing   the   user   into   specific   responses.   Additionally   the  level   of   education  of   those   interviewed   revealed   substantial   differences   in   the   subjects   of  interest   of   each   group.     Clearly   further   work   needs   to   be   undertaken;   with   Swedish  participants   evaluated   in   a   similar   way   in   order   to   ascertain   the   relevance   of   “place   of  evaluation”   (museum,   archaeological   site,   etc.)   as   well   as   the   impact   of   the   cultural  background  of  interviewed  (comparison  between  Swedish  and  Cypriot  evaluations)  and  will  extend  these  kinds  of  evaluations  to  other  mobile  apps  across  the  V-­‐Must  Network      

CENCEPTUALISING THE VIRTUAL MUSEUM  One  of   the  ways  to  conceptualise  and  define  the  virtual  museum  is   to  draw  a  straight   line  from   the   physical   museum   to   its   digital   counterpart.     In   this   way   we   felt   that   we   could  identify  what   it   is   that   the   two  entities   share   in   common,  as  well   as   to  be  able   to   sift  out  what  it  is  that  defines  the  virtual.    Only  then  were  we  able  to  consider  what  it  means  for  a  museum  that  has  no  counterpart  in  the  physical  world,  yet  emulates  the  characteristics  of  a  museum  –  albeit  –  as  a  Museum  without  wallsliii.        Beyond  the  V-­‐must  Network  there  has  been  much  discussion  in  academia  and  practice  as  to  the  definition  of  the  virtual  museum,  and  just  as  much  debate  on  the  term  itself.    The  term  Virtual  Museum   is   still   used   to   describe  many   different   kinds   of   online   entities   that   have  

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become   far  more   complex  with   the  multiple   terms   that   are   now   in   common  use.     The  V-­‐Must  Network  has  been  focusing  on  theorizing,  and  defining  the  Virtual  Museum  (VM)  and  now  proposes  that  VM’s  are  usually,  but  not  exclusively  delivered  electronically  when  they  may   be   denoted   as   online   museums,  hypermuseum,   digital   museum,   cyber   museums,   or  web  museums  (see  Wikipedia  article  on  Virtual  Museumsliv).        Therefore  we  have   since   revised  our   own  definition  of   the  Virtual  Museum   that   gradually  evolved  out  of  the  workshops,  public  debates,  and  intense  online  discussion.    Our  terms  of  reference  were  clarified  as  we  drilled  down   into   the  concepts  and   functionality  of  VM’s   in  more   detail;   and   reflected   on   the   basic   components   of   the   VM   as   explored   in   our   early  research.      

DRAWING ON THE CHARACTERISTICS OF THE MUSEUM; ENHANCING AND AUGMENTING THE MUSEUM EXPERIENCE

 The  term  Virtual  Museum,  in  fact,  been  used  to  describe  a  wide  range  of  activities  that  are  all  somehow  loosely  concerned  with  this  overarching  concept.    Both  the  VM  that  acts  as  the  digital  footprint  of  a  physical  museum,  as  well  as  those  VM’s  that  have  no  reference  to  the  physical   world;   all   draw   on   the   strengths   of   the   term   museum.     In   practice   the   VM   has  become   as   familiar   to   the   public   as   the   bricks   and   mortar   building   has,   as   trustworthy  custodians  of  collections  in  a  permanent  (online)  location  orchestrated  for  the  display  of  the  collections   together   with   direct   access   to   their   embedded   knowledge   systems   that   are  available  to  all  24/7.        Essentially,  the  core  function  of  a  VM  can  be  loosely  described  as  a  location  of  rich  content  –  often   reflecting   unique   and   precious   objects   or  works   of   art   –   collections   that   have   been  assembled  and  displayed,  yet  in  contrast  to  their  physical  counterparts,  once  liberated  from  their   materiality   are   poised   to   open   up   new   potential   for   novel   kinds   of   experiences.     A  Virtual  Museum  can  tell  a  story;  it  can  inspire  you  to  tell  your  own  story;  it  can  take  you  to  places   that   no   longer   exist,   or   help   you   gather   objects   that   are  meaningful   to   you.     This  section  reflects  on  the  collections  have  been  assembled,  presented,  and  disseminated  over  electronic  platforms;  representing  artistic  expression,  re-­‐enacting  a  forgotten  archaeological  period,  or  creating  a  historical  setting  that  come  together  in  a  cohesive  whole  to  distinguish  what  it  means  to  be  VM.  

QUALITIES OF THE VM; PERSONALISATON, INTERACTIVITY AND RICHNESS OF CONTENT

 The  expression  ‘responsive  design’  is  a  term  that  we  are  hearing  about  more  and  more,  and  we  argue   that   this   concept  directly   relates   to   the  very  essence  of  VM’s  and   the  ways   that  they  can  respond  to  their  audiences  through  digital  platforms.    Architects  and  engineers  are  experimenting   with   motion   sensors   that   respond   to   the   presence   of   the   people   moving  within  the  environment;  adjusting,  for  example,  the  room’s  temperature  and  triggering  pre-­‐synched   systems   to   prompt   ambient   lighting.   This   approach   to   physical   spaces   is   now  referred   to   as   responsive   architecturelv   where   embedded   systems   sense   presence,   and  motion  and  prompt   the  environment   to  adjust   in   return.    Physical   spaces  essentially  enter  into  conversation  with   the  people  who  occupy   them,   responding   to   them   in   real   time  and  accommodating  them  accordingly.      

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 In  a  networked  world,  other  kinds  of  systems  need  to  develop  different  responsive  solutions  to  deliver  rich  content  to  arrange  of  platforms  (large  screens,  pc’s,  mobile  phones,  tablets,  etc.).    These  systems  also  react  in  real  time;  applying  the  same  kind  of  responsive  principle  to   optimize   the   viewing   experience   –   easy   reading   and   navigation  with   a  minimum  of   re-­‐sizing,  panning,  and  scrolling  –  across  a  wide  range  of  screen-­‐sizes  (from  desktop  computer  monitors,  to  tablets,  to  mobile  phones).    This  approach  assures  efficient  delivery  of  content  to  all  users,  whatever  their  choice  of  platform.      The  V-­‐Must  Network  draws  on  the  responsive  approach  to  explore  the  kinds  of  interactions  that   are   now   possible   as   the   VM   engages  with  their   audiences.   The   responsive   approach,  when  applied  to  the  Museum,  not  only  represents  direct  access  to  rich  content;  exhibitions,  collections,  events  and  educational  activities,  but  also  means  provoking  a  response  from  the  museum   to   facilitate   conversation   and   novel   kinds   of   engagement   in  ways   not   previously  possible  in  the  physical  gallery.      To   explore   the  VM   in   the   context   of   the   responsive  museum,  we  draw  on   the  practice  of  new  museology;  not  as  a   specific   turning  point   in   the  history  of  museums,  but   rather  as  a  marker   of   the   on-­‐going,   re-­‐evaluation   of   the  museum   in   relationship  with   its   audiences.lvi    New  Museology  at  times  has  implied  a  radical  re-­‐organisation  of  museum  agendas,  such  as  a  move  from  an  elitist,  undemocratic  space  towards  a  more  democratic  space,  the  prioritising  of  the  visitor  rather  than  the  object,  or  the  reclaiming,  or  re-­‐territorising  of  the  museum  as  a  space   that   could   be   owned   by   the   community.lvii   We   argue   that   VM   offers   golden  opportunities   to  break   from  the  corresponding   'old'  agendas,  with   the  potential   to  modify  traditional   ideologies  or   institutional  agendas   through  new  platforms  of  delivery   to  enable  the   inclusion  of  new  voices   joining   in   the  conversation,  and  new   level  of  engagement  and  immersion   located   beyond   the  museum  wall.   Once   granted   access   to   the   rich   collections,  visitors  may  personalise  their  experience,  actively  re-­‐use  the  content  for  their  own  goals  and  discover  spaces  to  contribute  their  own  content  to  join  into  the  conversation.    We   argue,   therefore   that   the   virtual   museum   (VM)   in   fact   opens   up   new   possibilities   to  harness,   and   to   enact   reciprocal,   user-­‐driven   scenarios,   as   well   as   setting   up   new  opportunities  for  the  remote  visitor  to  be  able  to  interact  with  the  physical,  or  non-­‐physical  museum   in   novel   ways.     The   premise   of   response   therefore,   represents   one   of   the  underlying  principles  that  determines  the  essentiality  of  a  VM.  

PUBLIC ACCESS; KNOWLEDGE SYSTEMS AND THE SYSTEMATIC, AND COHERENCT ORGANISATION OF THEIR DISPLAY

 As   we   argue   above,   when   the   material   object   -­‐   artwork   or   archaeological   artifact   -­‐   is  confronted  in  the  physical  gallery  it  is  described  by  the  institutional  voice  that  is  often  both  opaque  and  totalising.    In  reading  the  narratives  we  are  assured  that  this  is  THE  story.    How  could   such   a   persuasive   history   possibly   be   seen  as   less   than   irrevocable,  especially   when  such   impressive  physical  evidence  punctuates   it?    However,  when   the  museum  narrative   is  located   online,   this   knowledge   base   represents   one   resource  amongst   many,  and   in   a  knowledge  society,  these  histories  may  now  be  read  as  but  one  of  the  myriad  histories,  now  available   over   the  (global)   internet.      We  may,  of   course,   choose   in   the   end   to   collate   our  knowledge   from   more   than   one   source,  and   move   from  site   to   site,   collecting   units   of  

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fragmented   knowledge   as   a  bricoleur  from   museums,   libraries   and   the  media;  indiscriminately  gathering   information  where  ever  we  find   it.     In  contrast,  however,  to  harvesting  resources  from  generic  sites,  once  the  term  ‘museum’   is  evoked,  users  sense  that   the  content  discovered  there  would  be  authentic  and  reliable.     In  whatever  mode  we  travel   electronic   highways,   when   encountering   the   VM,   we   are   confident   that   we   will  discover   rich   thematic   content   that   has   been   refined   through   practiced   curatorship,   and  burnished  for  professional  display.    The  Semantic  Web  approach  addresses  the  notion  of  multiplicity  of  resources  by  associating  multiple  coinciding  ontologies  (i.e.  ’multiple  overlapping  truths’)lviii.    This  methodology  grants  a  more  comprehensive  approach   to   reflect  on   the  multicultural  nature  of   cultural  heritage  (CH)  objects,  which  often  already  have   “multiple  truthslix  a  priori   embedded  within   them.”    Taking  advantage  of  Semantic  Web  associations,  new  kinds  of   sophisticated  developments  and   collaborations   are   now   combining   assets   in   novel   and  impressive  ways.     According   to  the  British  Museum’s  site  Semantic  Web  Endpoint,  the  ‘semantic’  element  of  the  technology  means   that   data   is   structured   in   such   a  way   that  allows   the   discovery   of   connections   and  relationship  between  data   from  different   sources   that  would  be  difficult,   if  not  impossible,  to  discover  with  traditional  technologies.    As  there  are  currently  2,074,288  objects  available  in  the  British  Museum’s  online  database  with  766,576  with  one  or  more  images  they  argue  when   objects   are   associated   with   their  semantic   attribute   this   helps   us   improve   our  understanding,  and   knowledge   of   objects   and   events   even   further.     Clearly,   the   VM   can  function   more   effectively   when   it   is   driven   by   semantic  articulation,   however,   these  ontologies  are  not  yet  employed  by  institutions  worldwide,  but,  as  the  field  develops,  users  will  be  able  to  conduct  intuitive  searches  on  large  data  sets  to  retrieve  meaningful  results.    Over   recent  years  we  have  witnessed  an  exponential  increase   in   tools   facilitating   technical  and   semantic  interoperability,   efforts   in   standardizing   metadata,   and   new  systems   for  encoding  archives  based  on  rendering  implicit  knowledge  explicitlx.    In  the  early  days  of  the  VM,  an  uncontrolled  development  of  ontologies,   i.e.   a   formalized  and   reusable  knowledge  based  on  entity,  property  and  relationships,  was  followed  by  a  recent  phase;  now  dedicated  to   the   realignment,   or   mapping,   of   emergent  ontologies,   specifically   created   over   recent  years   for   the   CH   sector.     Efforts   have   been  also   directed   towards   the   development   of  semantic   repositories  for   digital   (3D)   data,   a   substantial   component   of   VMslxi   and   the  totalizing,  and  often  immersive  experience  of  ‘entering  into’  a  CH  space.    Work  still  has  to  be  done  however  for  better  understanding  the  (perhaps  sometimes  subtle)  difference  between  digital  collections,   online   archives   and   virtual  museumslxii,   lxiii.     The  V-­‐Must   research  breaks  down   the   different   kinds   of   museums  typographically,   drawing   on   content,   experiences,  and  interactions  that  are  already  available  as  VM's  worldwide  in  order  to  define  not  just  the  term  VM,  but  the  whole  field  of  virtual  museology.      

LONG-TERM PRESERVATION AND COMITMENT TO PUBLIC ACCESS

 The  Internet  now  offers  a  full  range  of  subject/object  positions  for  the  remote  visitor,  and,  as  Livingstone  and  Lievrouwlxiv   remind  us,   the   term   ‘audience’  can  be  understood  to  mean  many  different  kinds  of  engagement:   'playing  computer  games,  surfing   the  web,  searching  databases,   responding   to   e-­‐mail,   visiting   a   chat   room,   shopping   online,   and   so   on.    Etymologically,   the  term  "audience"  only  satisfactorily  covers  the  activities  of   listening  and  watching’   (2002:   10-­‐11).     As   Livingstone   and   Lievrouw   note,   in   the   same   way   that   the  

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Internet  has  redefined  the  role  of  the  audience  in  the  context  of  television  viewing,  the  role  of   the   museum   visitor   has   now   been   extended   to   include   a   wide   range   of   kinds   of  interaction  with   the  online  museum.  VMs  have  emerged   in  many  ways.    When   interacting  with  an  art  museum  electronically,  the  visitor  will  have  a  different  set  of  expectations  than  they  would    when  they  take  a  virtual  walk  through  a  simulated  historical  site.    When  replying  to  questions  posed  by  a  science  museum,  or  exploring  scenarios  developed  by  curators  from  ethnographic  museum  users  will  be  engaged  in  subtly  different  ways.      The  V-­‐Must   research   sets   out   the   different   kinds   of  museums  typographically,   drawing   on  content,   experiences,   and  interactions   that   are   played   out   in   VM's   worldwide.     The   term  ‘culture’   can  be   interpreted   in  different  ways  and  may  be  mobilized   for  different  agendas.    Drawing   on   the   UNESCO   treaty,   the   Convention   concerning   the   Protection   of   the   World  Cultural  and  Natural  Heritage,  which,  according  to  the  UNESCO  portal,   ‘seeks  to  encourage  the   identification,  protection  and  preservation  of   cultural   and  natural  heritage  around   the  world  considered  to  be  of  outstanding  value  to  humanity’lxv.    Taking  over  the  stewardship  of  cultural   and   natural   heritage   on   behalf   of   society,   the   museum   then   assumes   full  responsibilities   to   collect,   conserve   and   display   culture,   and   to   make   it   available   and  accessible  to  the  public  as  exhibitionslxvi.    Accessibility  is  key  here,  and  we  argue  that  the  VM  is  committed  to  intellectual  accessibility  in  exactly  the  same  way  that  the  physical  museum  translates  these  abstract   ideas   into  action  when  the  cultures  of  exhibition  are  projected   in  the  gallery  as  thematic  narratives.        The   traditional   museum   organises   the   narratives   into   thematic   order   through   a   scholarly  interpretation   of   the   physical   objects,   and,   as   these   narratives   develop   so   the   taxonomic  ordering  of  knowledge  emerges.  The  VM  then  replicates,  or  re-­‐formulates  these  narratives,  providing   additional   layering   of   engagement,   interaction   and   accessibility;   now   made  possible   through   digital   response.  As   reflected   in   these   practices   it   is   clear   that   custodial  responsibility  to  the  online  collection  or   interaction  with  the  narrative  demands  an  equally  professional   management   of   the   virtual   artifacts,   as   do   the   material   objects   in   order   to  ensure   their   safekeeping   for   future   generations.     This,   we   argue   represents   an   additional  function  of  the  VM  and  is  encapsulated  in  the  very  notion  of  a  VM  and  essentially  defines  its  validity  and  veracity.

DEFINING THE VM  As  we  have  argued  above,  the  VM  can  perform  as  the  digital  footprint  of  a  physical  museum,  or  can  act  independently.    We  will  now  argue  that  the  core  notion  of  the  term  ‘museum’  is  intrinsically   driven   by   the   authoritative   status   as   bestowed   by   ICOM   in   its   definition   of   a  museum,   including   their   obligation   to   develop   and   maintain   discrete   (virtual)   areas   that  present  the  collection  for  display  to  grant  public  access  to  them.        The  International  Council  of  Museums  (ICOM)  defines  the  museum,  as  follows:      

A  museum  is  a  non-­‐profit  making,  permanent  institution  in  the  service  of  society  and  of  its  development,   and   open   to   the   public,   which   acquires,   conserves,   researches,  communicates   and   exhibits,   for   purposes   of   study,   education   and   enjoyment,   material  evidence  of  people  and  their  environment.  ICOM  Statutes,  adopted  by  the  Eleventh  General  Assembly  of  ICOM,  Copenhagen,  14  June  

1974lxvii      

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In   this  way,   the  museum   affirms   its   institutional  mission   not   only   to   collect   and   conserve  collections,  but  also  to  display  them,  and  in  doing  so  expresses  its  obligations  to  facilitating  study,   education   and   enjoyment   of   the   material   collection.   The   ICOM   definition  fundamentally   acknowledges   the   material   collection   as   the   core   of   the   mission,   and  recognises  how  the  museum,  in  contrast  to  the  world  of  television,  theatre  and  advertising,  prioritises  the  tangible  artefact.  However,  in  addition  to  the  material  artefact,  the  museum  is  also  defined  as  a  space  that  communicates   its  messages  to   its  audience,  and,   in  this  bid  to  impart   the  museum  message,   it  overlaps  with  other  media  and   traditional   communication  apparatuses  in  many  ways.      Over  the  last  decade,  the  museum  has  evolved  to  broaden  its  professional  mandate,  and  is  beginning  to  welcome  a  wider-­‐ranging  spectrum  of  museum  practices  into  the  institutional  mission.     The   departure   from   ‘tangibility’   as   the   exclusive   rationale   of   the   object-­‐driven  museum  is  reflected  in  debates  over  the  last  decade  in  the  museum  community,  where  the  introduction   of   ‘intangibility’   is   indicative   of   the   expanding   museum  mission.     A   UNESCO  meeting   held   in   March   2001   adopted   the   provisional   definition   of   intangible   cultural  heritage   and   endorsed   the   concept   of   ‘learned   processes’   as   a   vital   component   of   the  [intangible]  museum.    Giovanni   Pinna,   Chairman  of   ICOM-­‐Italy,   and  Member   of   the   ICOM  Executive  Council  defined  the  intangible  museum  as:    

Peoples’  learned  processes  along  with  the  knowledge,  skills  and  creativity  that  inform  and  are   developed   by   them,   the   products   they   create,   and   the   resources,   spaces   and   other  aspects   of   social   and   natural   context   necessary   to   their   sustainability;   these   processes  provide   living  communities  with  a  sense  of  continuity  with  previous  generations  and  are  important  to  cultural  identity,  as  well  as  to  the  safeguarding  of  cultural  diversity  and  the  creativity  of  humanity  (Pinna  2003:  3)lxviii.      

 The  auxiliary  or  supporting  texts,  which  had  been  incidental  to  the  primary  object,  were  now  being  promoted  by  ICOM  as  primary  texts,  and  museum  professionals  were  encouraged  to  integrate   them   accordingly   into   museum   practice.     Intangible   expressions,   however,  demanded   the   introduction   of   new   disciplines   for   collecting   and   display,   and   three  categories  of  intangible  cultural  heritage  were  set  out  to  describe  their  parameters.    In  spite  of   this   statement,   the   implications  of   these  processes  were  still   somewhat  ambiguous  and  demanded  further  explanation  and  additional  professional  support.      The   new   concepts   of   intangibility  were   instituted   into   the  museum   community   in   several  ways.     ICOM   celebrates   International   Museum   Day   on   May   18   every   year.     The   theme  selected  by   the  Advisory  Committee   for  2004,   as  well   as   the   theme   for   the  2004   triennial  conference,  was   intangible  heritage,   acknowledging   that   although   the   concept  of   heritage  has   been   dominated   by   its   tangible   embodiments,   intangible   heritage   is   no   less   a   vital  ingredient  of  every  civilisation  (Pinna  2003:  3).    The  term  ‘intangible’  in  the  museum  context  required  more  than  a  little  explanation,  even  before  the  idea  of  digital  creativity  was  to  be  grafted  onto  the  (already  complex)  idea  of  intangibility.      These  principles  presented  new  challenges  for  museums  and  museum  practitioners,  and,  in  addition   to   the   guidelines   set   out   in   the   special   ICOM   News:   Museums   and   Intangible  Heritage,  2003,  the   ICOM  General  Conference   in  Seoul,  which  took  place   in  the  autumn  of  2004,   specifically   focused   on   intangibility.     Intangibility   was   not   a   novel   concept   for  ethnographic  or  anthropological  museums,  but  the  prioritisation  of  intangible  elements  was  

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a  significant  action.    The  innovation  actively  encouraged  the  display  of  intangible  elements.    However,   how   they   were   to   be   displayed   was   another   question.     It   fell   to   the  museums  themselves   to  preserve   the   ‘traces’  of   the  performances  and   they   took  over   responsibility  for   documenting   all   kinds   of   performed   intangible   heritage   such   as   oral   history,   folk   life,  religious  ceremonies,  and  storytelling.    The  link  between  living  heritage  and  documentation,  therefore,  was  forged  by  the  following  amendment  to  the  definition  of  the  museum,  where  digital  processes  soon  became  the  preferred  modality  for  documentation.      In   the   July  of  2001,   the  20th  General  Assembly  of   ICOM  association  amended  the  statutes  (as  quoted  above)  in  Barcelona,  Spain,  to  include  in  the  museum  definition:  

Cultural   centres   and   other   entities   that   facilitate   the   preservation,   continuation   and  management   of   tangible   or   intangible   heritage   resources   (living   heritage   and   digital  creative  activity).  (ICOM  Statutes  amended  by  the  20th  General  Assembly  of  ICOM,  Barcelona,  Spain,  6  July  

2001,  clause  viii).    

For   our   research,   combining   the   idea   of   digital   creativity   with   the   core   notion   of   ‘the  museum’  was   critical,   as   it   provided  us  with   a   institutional   foundation   to   set   the   stage   to  formally  acknowledge  the  integrity  of  the  VM  for  the  museum  community.        Bringing  together  the  different  threads  of  our  research  as  described  above,  and  after  much  discussion,  we  would  like  to  share  with  you  –  for  the  first  time  –  our  proposed  definition  of  the  Virtual  Museum.    

A  virtual   museum  is   a   digital   entity   that   draws   on   the   characteristics   of   a   museum,   in  order   to   complement,   enhance,   or   augment   the   museum   experience   through  personalization,   interactivity,  and   richness  of   content.    Virtual  museums  can  perform  as  the  digital   footprint  of  a  physical  museum,  or   can  act   independently,  while  maintaining  the  authoritative  status  as  bestowed  by   ICOM  in   its  definition  of  a  museum.     In  tandem  with   the   ICOM  mission  of  a  physical  museum,   the   virtual  museum   is  also   committed   to  public   access;   to   both   the   knowledge   systems   imbedded   in   the   collections   and   the  systematic,   and   coherent   organization   of   their   display,   as   well   as   to   their   long-­‐term  preservation.  

V-­‐Must  Thematic  Network,  March  2014    We  look  forward  to  continuing  discussion  in  the  future,  because,  as  our  field  develops,  this  necessitates   future   theorising   and   further   reflection   on   the   core   notion   of   the   Virtual  Museum,   while   acknowledging   the   fluidity   of   our   unfolding,   yet   speedily   developing  professional  sector.      

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i  http://www.v-­‐must.net/library/publications  ii  Benjamin,  W.,  L'œuvre  d'art  à  l'époque  de  sa  reproduction  méchanisée,  in  “Zeitschrift  für  Sozialforschung”  vol.  V,  pp.  40–68,  1936.  iii  Baudrillard,  J.,  “Simulacra  and  Simulation”,  Ann  Arbor:  University  Of  Michigan  Press,  2000.    iv  http://icom.museum/professional-­‐standards/key-­‐concepts-­‐of-­‐museology/    v  See  for  example  the  50:1  scale  model  of  Jerusalem  during  the  Second  Temple  Period,  http://www.english.imjnet.org.il/page_1382  vi  See  for  example  Yale  Peabody  Museum’s  dioramas,  in  their  Museum  of  Natural  History,  http://peabody.yale.edu/exhibits/dioramas  vii  See  for  example  The  Toy  &  Miniature  Museum  of  Kansas  City,  http://www.toyandminiaturemuseum.org/miniatures.aspx  viii  http://blog.britishmuseum.org/2011/09/16/the-­‐british-­‐museum-­‐has-­‐created-­‐a-­‐semantic-­‐web-­‐endpoint/  ix  http://www.istohuvila.se/files/Huvila2011.pdf  xhttp://bpfe.eclap.eu/eclap/axmedis/4/464/00000-­‐464c4239-­‐95b1-­‐4725-­‐9bb2-­‐58b6f8c6b359/2/~saved-­‐on-­‐db464c4239-­‐95b1-­‐4725-­‐9bb2-­‐  58b6f8c6b359.pdf  xi  Serna,  S.  P.,  Schmedt,  H.,  Ritz,  M.,  Stork,  A.,  Interactive  Semantic  Enrichment  of  3D  Cultural  Heritage  Collections.,  “VAST:  International  Symposium  on  Virtual  Reality,  Archaeology  and  Intelligent  Cultural  Heritage”  The  Eurographics  Association,  pp.  33-­‐40,  2012.    xii  Geser,  G.,  &  Niccolucci,  F.,  Virtual  museums,  digital  reference  collections  and  e-­‐science  environments,  “Uncommon  Culture”,  vol.  3(5/6),  pp.  12-­‐37,  2013.    xiii  http://www.aeonmagazine.com/oceanic-­‐feeling/why-­‐wonder-­‐is-­‐the-­‐most-­‐human-­‐of-­‐all-­‐emotions  xiv  Benjamin,  W.  (1992)  'The  work  of  art  in  the  age  of  mechanical  reproduction,'  in  Illuminations,  London:  Fontana.  xv  Witcomb,  A.,  Re-­‐Imagining  the  Museum:  Beyond  the  Mausoleum,    Routledge:  London,  2003,  pp.106.    xvi  Witcomb,  A.,  Re-­‐Imagining  the  Museum:  Beyond  the  Mausoleum,    Routledge:  London,  2003,  pp.106.  xvii  Kopytoff,  I.,  ‘The  cultural  biography  of  things’  in  A.  Appadurai  (ed.),  The  Social  Life  of  Things,  Commodities  in  Cultural  Perspective,    Cambridge:  Cambridge  University  Press,  2003.  xviii  Fahy,  A.,  “New  Technologies  for  Museum  Communication,”  in  E.    Hooper-­‐Greenhill  (ed.)  Museum:  Media:  Message,  Routledge:  London,    2001.    xix  https://en.wikipedia.org/wiki/Prosumer  xx  Habermas,  J.,  The  Structural  Transformation  of  the  Public  Sphere,  Cambridge:  Polity,  1999.    xxi  http://vanderwal.net/folksonomy.html  13  http://www.vanderwal.net/  xxii  http://www.steve.museum/  xxiii   Mastering   Civic   Engagement:   A   Challenge   to   Museums,   American   Association   of  Museums,  2002  xxiv  Hazan  S.,  A  crisis  of  authority:  old  lamps  for  new,  in  Fiona  Cameron    and  Sarah  Kenderdine  (eds.)  ’Theorizing  Digital  Cultural  Heritage’,    Massachusets:  MIT  Press,  2006.  xxv  The  Israel  Museum,  Jerusalem,  http://www.imj.org.il  xxvi  http://www.vatican.va/various/cappelle/sistina_vr/  

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xxvii  http://secondlife.com/destination/sistine-­‐chapel  xxviii  Foucault.  M.  “Michel  Foucault:  Aesthetics:  The  Essential  Works  of    Foucault,  1954-­‐1984”,  Vol.  2  J.  D.  Foubion  (ed.  ),  London:  Penguin,    1994.  xxix  http://www.europeana1989.eu/en/  xxx  www.europeana1989.eu    xxxii  <http://en.wikipedia.org/wiki/Responsive_architecture>  xxxiii    According  to  Patrick  Boylan,  the  term  ‘new  museology’  was  first  introduced  in  the  United  States  in  1958  by  Mills  and  Grove  in  their  contribution  to  S.  De  Borghegyi's  book  The  Modern  Museum  and  the  Community.  From  compilation  of  museum  definitions:  Patrick  Boylan,  City  University.  <xa.yimg.com/kq/groups/.../Defining+Museums+and+Galleries.doc  >.  xxxiv  See,  for  example  the  various  projects  and  agendas  described  in  Hauenschild  (1988).  xxxv    The  symposium  was  held  at  the  Internet  Committee  Meeting,  Israel  Knesset  (Parliament),  Jerusalem,  January  18,  2005.  xxxvi  See,  for  example,  Frantz  Fanon’s  (1967)  description  of  how  the  category  "white"  is  dependent  for  its  stability  on  its  negation  of  "black"  where  Fanon’s  binary  Self/Other  of  the  colonized  and  colonizer  is  projected  onto  the  racially  determined  category  of  Black.    xxxvii  See  Comolli  and  Narboni  on  reading  against  the  grain  in  cinematic  reading  (1977),  and  Stuart  Hall’s  model  of  mass  communication  which  stressed  active  interpretation  within  the  relevant  codes  of  encoding  and  decoding  (1999:  123-­‐38).      xxxviii  Libraries,  Museums,  Galleries  and  Archives  for  All:  Co-­‐operating  Across  the  Sectors  to  Tackle  Social  Exclusion,  January  2001,  <http://books.google.co.il/books/about/Libraries_Museums_Galleries_and_Archives.html?id=3zKNYgEACAAJ&redir_esc=y>  xxxix  http://museumtwo.blogspot.co.il/  xl  ICOM  News,  Volume  54  -­‐  2001  N°1    <http://www.chin.gc.ca/Applications_URL/icom/managing_change.html>.  xli  See,  for  example,  the  research  project  and  publication,  Art-­‐Who  Needs  It?  The  Audience  for  Community  Arts,  by  Lewis,  Morley,  Southwood  (1986)  which  attempted  to  find  out  whether  the  GLC's  1981-­‐1986  programme  to  reach  those  groups  traditionally  excluded  from  the  arts  actually  succeeded  in  broadening  the  base  of  arts  provision  in  London.    The  authors  concluded  that  in  order  for  the  arts  and  leisure  activities  to  attract  new  audiences  outside  of  the  traditional  white,  middle  class,  highly  educated  elite  public  who  traditionally  benefited  the  public  spending  on  the  arts,  councils  needed  to  utilise  and  experiment  with  their  existing  cultural  assets  more  imaginatively,  by,  for  instance,  holding  town  or  city  wide  festivals,  tempered  with  a  marketing  approach.  xlii  Moving  Here,  200  Years  of  Migration  to  England,  <http://www.movinghere.org.uk>.  xliii  http://www.wired.com/wired/archive/14.06/crowds.html  xlivhttp://www.kickstarter.com/projects/search?utf8=%E2%9C%93&term=museum  xlvhttp://www.kickstarter.com/projects/167427101/cubist-­‐build-­‐an-­‐inspiring-­‐new-­‐art-­‐museumwith-­‐dice?ref=search  xlvi  http://www.clevelandart.org/gallery-­‐one/collection-­‐wall  xlvii  http://www.clevelandart.org/gallery-­‐one/collection-­‐wall  xlviii  http://www.imj.org.il/lipchitz  xlix  Digitization  for  the  IMJ  presentation  of  the  conversations:  Mr.  Hanno  D.  Mott,  New  York  for  the  family  of  Jacques  Lipchitz.  Interviewer  and  video  producer  -­‐  Bruce  W.  Bassett,  1971-­‐2002.  With  the  assistance  of  the  Computer  and  Information  Systems  Department  ©  The  Israel  Museum,  Jerusalem  

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 l http://www.cidoc-­‐crm.org/ li http://www.uppakra.se/uppakra-­‐app/  lii https://itunes.apple.com/il/app/uppakra/id439003670?mt=8  [2]  Museum  without  walls,  André  Malraux,  Doubleday,  1967  [3]  https://en.wikipedia.org/wiki/Virtual_museum  (Last  accessed  20.04.14)  [4]  http://en.wikipedia.org/wiki/Responsive_architecture,  (Last  accessed  20.04.14)  [5]  According  to  Patrick  Boylan,  the  term  ‘new  museology’  was  first  introduced  in  the  United  States  in  1958  by  Mills  and  Grove  in  their  contribution  to  S.  De  Borghegyi's  book  The  Modern  Museum  and  the  Community.  From  compilation  of  museum  definitions:  Patrick  Boylan,  City  University.    [6]  See,  for  example  the  various  projects  and  agendas  described  in  Hauenschild  (1988).  [7]  Maedche,  A.,  Motik,  B.,  Stojanovic,  L.,  Managing  multiple  and  distributed  ontologies  on  the  Semantic  Web.  The  VLDB  Journal—The  International  Journal  on  Very  Large  Data  Bases,  12(4),  pp.  286-­‐302,  2003  [8]  Hermon,  S.,  Nikodem,  J.,  Perlingieri,  C.,  Deconstructing  the  VR-­‐data  transparency,  quantified  uncertainty  and  reliability  of  3D  models.  In  Proceedings  of  the  7th  International  conference  on  Virtual  Reality,  Archaeology  and  Intelligent  Cultural  Heritage  pp.  123-­‐129,  2006.    [9]  The  Open  Data  Semantics  and  the  (re)use  of  Open  Information  in  Cultural  Heritage,  Achille  Felicetti(1)  ,  Andrea  D’Andrea(2),  Franco  Niccolucci(3)    http://bpfe.eclap.eu/eclap/axmedis/4/464/00000464c423995b147259bb258b6f8c6b359/2/~saved-­‐on-­‐db-­‐464c4239-­‐95b1-­‐4725-­‐9bb2-­‐58b6f8c6b359.pdf  (Last  accessed  20.04.14)  [10]  Serna,  S.  P.,  Schmedt,  H.,  Ritz,  M.,  Stork,  A.,  Interactive  Semantic  Enrichment  of  3D  Cultural  Heritage  Collections.,  “VAST:  International  Symposium  on  Virtual  Reality,  Archaeology  and  Intelligent  Cultural  Heritage”  The  Eurographics  Association,  pp.  33-­‐40,  2012.    [11]  Geser,  G.,  &  Niccolucci,  F.,  Virtual  museums,  digital  reference  collections  and  e-­‐science  environments,  “Uncommon  Culture”,  vol.  3(5/6),  pp.  12-­‐37,  2013.    [12]  Geser,  G.,  &  Niccolucci,  F.,  Virtual  museums,  digital  reference  collections  and  e-­‐science  environments,  “Uncommon  Culture”,  vol.  3(5/6),  pp.  315-­‐327,  2013.    lxiv  Flew,  T.  and  S.  McElhinney  (2002)  ‘Globalization  and  the  structure  of  new  media  industries'  in  S.  Livingstone  and  L.  Lievrouw  (eds.),  Handbook  of  New  Media:  Social  Shaping  and  Consequences  of  ICTs,  London:  Sage.  [14]  http://whc.unesco.org/en/about/  (Last  accessed  20.04.14).    [15]  For  a  series  of  critical  essays  on  social  agency  of  the  museum,  see  Museums,  Society,  Inequality,  edited  by  Richard  Sandell,  Routledge,  2002.  [16]  ICOM  –  definition  of  the  museum,  http://icom.museum/who-­‐we-­‐are/the-­‐vision/museum-­‐definition.html,  (Last  accessed  20.03.14).  [17]  Pinna,  G.  (2003)  Intangible  heritage  in  Museums  in  ICOM  News,  Museums  and  Intangible  Heritage,  Vol.  56,  No.  4,  2003.  Newsletter  of  the  International  Council  of  Museums,  Paris.    

       

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RESOURCES  

 [2]   Baudrillard,   J.,   “Simulacra   and   Simulation”,   Ann   Arbor:   University   Of   Michigan   Press,  2000.    [3]  Maedche,  A.,  Motik,  B.,  Stojanovic,  L.,  Managing  multiple  and  distributed  ontologies  on  the  Semantic  Web.  The  VLDB  Journal—The  International  Journal  on  Very  Large  Data  Bases,  12(4),  pp.  286-­‐302,  2003.      [4]   Hermon,   S.,   Nikodem,   J.,   Perlingieri,   C.,   Deconstructing   the   VR-­‐data   transparency,  quantified  uncertainty  and  reliability  of  3D  models.  In    Proceedings   of   the   7th   International   conference   on   Virtual   Reality,   Archaeology   and  Intelligent  Cultural  Heritage  pp.  123-­‐129,  2006.    [5]  http://www.istohuvila.se/files/Huvila2011.pdf    [6]http://bpfe.eclap.eu/eclap/axmedis/4/464/00000-­‐464c4239-­‐95b1-­‐47259bb2-­‐58b6f8c6b359/2/~saved-­‐on-­‐db-­‐464c4239-­‐95b1-­‐4725-­‐9bb258b6f8c6b359.pdf    [7]   Serna,   S.   P.,   Schmedt,   H.,   Ritz,   M.,   Stork,   A.,   Interactive   Semantic   Enrichment   of   3D  Cultural   Heritage   Collections.,   “VAST:   International   Symposium   on   Virtual   Reality,  Archaeology   and   Intelligent   Cultural   Heritage”   The   Eurographics   Association,   pp.   33-­‐40,  2012.    [8]  Geser,  G.,  &  Niccolucci,  F.,  Virtual  museums,  digital   reference  collections  and  e-­‐science  environments,  “Uncommon  Culture”,  vol.  3(5/6),  pp.  12-­‐37,  2013.    [9]  Stalmann,  K.,  Wegener,  D.,  Doerr,  M.,  Hill,  H.  J.,  Friesen,  N.,  Semantic-­‐based  retrieval  of  cultural   heritage   multimedia   objects,   “International   Journal   of   Semantic   Computing”,   vol.  6(03),  pp.  315-­‐327.,  2012.    [10]  Witcomb,     A.,  Re-­‐Imagining  the  Museum:  Beyond  the  Mausoleum,  Routledge:  London,  2003,  pp.106.    [11]  Kopytoff,   I.,   ‘The  cultural  biography  of   things’   in  A.  Appadurai   (ed.),   The  Social   Life  of  Things,  Commodities  in  Cultural  Perspective,  Cambridge:  Cambridge  University  Press,  2003.    [12]  Fahy,    A.,  “New  Technologies  for  Museum  Communication,”  in  E.  Hooper-­‐Greenhill  (ed.)  Museum:  Media:  Message,  Routledge:  London,  2001.    [13]  http://en.wikipedia.org/wiki/Prosumer    [14]  http://www.internetworldstats.com/facebook.htm    [15]   Habermas,   J.,   The   Structural   Transformation   of   the   Public   Sphere,   Cambridge:   Polity,  1999.    [16]   Hazan   S.,   A   crisis   of   authority:   old   lamps   for   new,   in   Fiona   Cameron   and   Sarah  Kenderdine  (eds.)  ’Theorizing  Digital  Cultural  Heritage’,  Massachusets:  MIT  Press,  2006.    [17]  The  Israel  Museum,  Jerusalem,  http://www.imj.org.il    [18]  Damnjanovic,  U.,  Hermon,  S.,  Connecting  information  as  navigation  paths  for  exploring  digital  video  collections,  in  M.  Dellepiane,  F.  Niccolucci,  S.  Pena  Serna,  H.  Rushmeier,  L.  Van  Gool  (Eds.),  The  12th  International  Symposium  on  Virtual  Reality,  Archaeology  and  Cultural  Heritage  VAST  ,  The  Eurographics  Association  pp.  21–24.    [19]   Damnjanovic,   U.,   Hermon,   S.,   “Generating   content   for   digital   libraries   using   an  interactive   content   management   system”,   In   Theory   and   Practice   of   Digital   Libraries,  Springer:  Berlin,  pp.  474-­‐479,  2012.    

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[20]  Foucault.  M.  “Michel  Foucault:  Aesthetics:  The  Essential  Works  of  Foucault,  1954-­‐1984”,  Vol.  2  J.  D.  Foubion  (ed.  ),  Lond    Report  prepared  by  CINECA  on  existing  tools  that  can  be  adapted  for  virtual  museum  content  management  systems    

ANNEX  1  

WissKi  evaluation  

OVERVIEW  

WissKI System (http://wiss-ki.eu/)lxviii is an open source Virtual Research Environment and Content Management System for Cultural Heritage. It promotes semantic enrichment of data on the basis of OWL / RDF using the ontology CIDOC CRM / ISO21127. The data is rendered in a Wikipedia-like fashion, combining textual, visual and structured information (info boxes) for a documented object on one page. Likewise, data can be acquired using field–based forms and semi–automatically annotated free text, resembling the most common traditional modes of documentation in the cultural heritage domain. This retains a user–friendly visualization while at the same time providing detailed RDF triple data for automatic processing and data exchange. The WissKI System is completely web-based and implemented as a modular extension of the very popular open source content management system (CMS) Drupal, which already ships with hundreds of features like user management, blogs, etc. For storing the semantically enriched data, WissKI integrated the RDF triple store ARC2. The extensions are open source and can be downloaded from https://github.com/WissKI. The system can be easily deployed and maintained on a standard web stack configuration, being completely based on PHP and MySQL.

The system supports two ways of creating content: input data through a web form or aggregation of data from free text (parsing of natural language and creation of instances of concepts). The data structure is implemented on semantic web

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technologies (ontologies), to provide the maximum of flexibility to data memorization. WissKI is a wiki-based software system, that supports scientific communication, semantic content analysis based on ontologies and it is a platform that provide the knowledge management of data.

CINECA  INSTALLATION  AND  FUNCTIONALITY  TESTING  

Cineca tested this system to understand its application in mapping activity and in digital object storage. The installation of WissKI at Cineca required some interactions with the authors because not all the modules available on the github repository were ready to be used. At the end the system was installed and available at http://wisski.test.cineca.it/ . The installed modules are:

• Ontology load module: Wisski has a light interface to upload the ontology on the project. The base ontology loaded is Cidoc-crm but the system can support any other ontology

• Sparql Endpoint: to query the data in the triple-store • Access Point: WissKi provide to access to other rdf-store in several systems

to query semantic data • Pathbuilder: sets of "semantic patterns". A paths consisting of a concept of

the given ontology connected via a property to another concept of the given ontology which itself can be connected via a property to another concept and so on. It’s like a mapping editor tool.

• Vocabulary Control: to set the vocabularies to annotate with the semantic editor

• TextProc: for automatic text analysis and ontological modeling of text through NLP techniques

• Semantic Editor enables the graphical text editor to make semantic annotations

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• GraphViz: a tool to visualize rdf triple • Find: a find function on the semantic data stored in the system

The key feature of WissKI is the introduction of so-called ontology paths (with theWissKI Pathbuilder API module), often recurring modeling patterns with a specific meaning. By defining and grouping such patterns, the complexity can be boiled down to— from the user’s perspective — sets of key-value pairs for each category of the domain, like museum objects, persons or places. These sets are used in WissKI for data input, presentation and querying and allow the balancing act between compact and human-understandable data rendering and deep semantic modeling. For example, Cineca tested this functionality creating a path for a small subset of STARC collection metadata

This is an example of how paths are created

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These paths automatically generate the form for data entry in an easy way.

Data will be stored as RDF triples according to the path definitions. The system will detect and display possible references to controlled vocabulary entries (like persons, places or objects) and automatically link them appropriately, eventually building a knowledge graph. Existing mapping file can be exported from or load in the system knowledge graph. WissKI allows writing free text and annotating occurrences of named entities like persons, places and calendar dates and relations between the entities. WissKI assists the user by presenting annotation proposals based on an automatic text analysis. This is another way to input data in the system. Data presentation and querying Like Wikis, WissKI preferably presents data on web pages, each describing one object or topic of discourse. This naturally goes together with traditional object-centered CH documentation. Each page may contain free text, images and structured information boxes. The structured information is compiled from data in the triple store according to the defined ontology paths. Furthermore, the system provides alternative visualizations of the triple data like triple tables and several interactive graph representations. Here, the user may “look behind the ontology paths” and explore the full depth of the triple data. Whenever possible, mentions of other object instances in the text or structured information will be rendered as web links pointing to the linked object.

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Apart from following the links on the web pages, WissKI allows three ways of searching the local data pool. First, one can browse listings of object instances sorted by predefined categories. Second, the system provides a search form similar to those of library search facilities.

The system implements a full-featured SPARQL endpoint for advanced user queries or automatic processing.

 

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CONCLUSION  

The WissKI has many features that fit the aims of V-Must project (ontology based navigation, integrated CRM CIDOC ontology, easy data entry from web, semantic queries). The major drawbacks concern the flexibility of the system especially in path builder module (not all the potential relations of CRM CIDOC can be implemented). Moreover procedures for massive data entry must be written from scratch. The triple store ARC2 is not in the list of large triple storeslxviii, even if a support for Sesame has been made available after our evaluation. The system is based on old versions of Drupal and PHP and there are some problems in installation and maintenance. The last release is dated at 28 June 2012.

OTHER  SNAPSHOTS  OF  WISSKI  MODULES  

Ontology Load Module

Vocabulary control

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Example of setting of mapping terms vocabulary to SKOS

Example of USE Visualization of the instance “Leonardo da Vinci”

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Simply interface to create/modify values of an instance

The rdf-triple of the above instance entered

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Path visualization of the value entered

A piece of RDF/XML created in ARC2: <rdf:Description rdf:about="http://wisski.test.cineca.it/content/ecrm_E21_Person0006"> <rdf:type rdf:resource="http://erlangen-crm.org/120111/E21_Person"/> <ns0:P98i_was_born rdf:resource="http://wisski.test.cineca.it/content/ecrm_E67_Birth0021"/> <ns0:P1_is_identified_by rdf:resource="http://wisski.test.cineca.it/content/ecrm_E82_Actor_Appellation0007"/> </rdf:Description> <rdf:Description rdf:about="http://wisski.test.cineca.it/content/ecrm_E82_Actor_Appellation0007"> <rdf:type rdf:resource="http://erlangen-crm.org/120111/E82_Actor_Appellation"/> <ns0:P3_has_note rdf:datatype="http://www.w3.org/2001/XMLSchema#string">Leonardo da Vinci</ns0:P3_has_note> </rdf:Description>