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The Virtual
Movement through the virtual gallery constitutes a political act
in that the representation medium is one steeped in heroic rhetoric
of the power and progress of technology. The represented object
gains in political status through the museums’ ability to reduce
and present material in this way. The virtual reality offers new
modes of perception and opens new spaces for the imaginary.
Boyer (4) comments that while
every avant guard artist makes self-referential claims that unconventional
modes of representing reality and new state of the art sensibilities
are emerging, it is worthwhile to compare these testimonies to some
of Walter Benjamin’s writings in order to understand the continuing
legacy of how technology promises progress yet often destroys or
dissimulates.
There are, 'in all technological advances, both progressive
and regressive outcomes and while new experiences and processes
may occur, each step forward is fraught with anxiety and omission.'(5)
Boyer uses Walter Benjamin’s ‘bibliographic allegory’ to speak
of the metaphor of Paris as a city of mirrors. Here, Paris can be
read through historical memories, fragments of information, words
written in her honour, yet she resists careful analysis and merely
reflects back to the reader one of the infinity of images or forgotten
fragments found in her reading rooms or in mirrored effects. This
reading of the city is interpreted in Jacque Tatti’s film ‘Playtime’
where the fragmented images of historic Paris, the memory of the
city and past moments are reflected in the cool modern materials
of built environment - reflections which can only be seen but never
entered.
Boyer uses this allegory as a metaphor for the virtual worlds of
electronic technology. She establishes this dialogue through the
fundamental understanding of ‘hypertext.’ as a process of non-sequential
electronic reading and writing that offers the reader/writer a series
of branch points within an interactive computer network from which
to choose. It is a vast / assemblage that enables the user to shuttle
constantly back and forth among words, images, sounds, maps and
diagrams. (6)
The hypertext system is based on associative indexing and connectionist
modes of thought rather than traditional methods of categorisation
such as library card classification schemes and fixed sequential
readings such as those found in the museum.
Within an interactive hypertext environment, links between spatial
components be they texts, photographs, animation, film or sound,
can be made in a random associative manner at the click of a computer
mouse.
This definition has immediate impact on the digitisation of museum
collections and storage management. If a specific object is sourced
and viewed through random associative clicking through interactive
hypertext environments, the actual location of the real object becomes
less important. One no longer searches the collection of a particular
institution, but searches all institutions for a particular collection.
All subsidiary information can be viewed by accessing search engines
and asking for specific topics.
Boyer reflects on the many metaphors of cyberspace and the proliferation
of dialogue which refers to some element of non-space, of the labyrinth
qualities of the non specific virtual space, but contained by memory
space. ‘………….Numerical images can be assessed directly from a
given electronic network and submitted to morphogenetic changes,
at which time they quickly become contra - minated by different
user manipulations and refigurings. Conse- quently, images no longer
constitute a window on the world, they are no longer controlled
by linear perspective and seen at a dis- tance; the spectator now
penetrates into figural space, gaining access to representations
within the electronic network or to image programs that are never
stable but are constantly in the process of being made and remade,
formed and deformed. Thus a new topol- ogy of the image is established,
one that offers multiple and para- doxical hybridisations between
the mode of generating images and the mode of perception, between
figurative thought and logical- numerical codes or languages. (7)
Having explored the integral role of movement in the understanding
of historic context, the lack of linear perspective and representation
of figural space (that is space which can be mapped out and embellished
by rapid and repetitive accompaniment) form the basis for translating
museum collections to three dimensional virtual environments. .
Immersion
The metaphor of labyrinth speaks of worlds which confront our bodies
and our experiences of space and overlay new experiences of order.
The labyrinth has always been a spatial conception with metaphors
of disorientation, while in the virtual, Boyer speaks of them becoming
‘meta-labyrinths or strange knots and irrational dizziness. (8)
Queau (9) notes that meta
labyrinths are abstract and formal, not material; they are constantly
moving and changing into structures that cannot be imagined. He
suggests that it is not so much a matter of losing ones’ way and
the development of entirely new languages with which to move between
the formal models and generated images of ‘the virtual’ and the
sensual experience they provide as we move through virtual worlds.
Queau suggests that once we are deep within computer generated cyberspace,
we are obliged to pay close attention to the links and nodes that
interlace reality and appearances, illusions and symptoms, images
and models. ‘Full immersion in the virtual means that everything
in it relates to the synthetic reality of cyberspace, and not to
a exterior physical space.’
This proclamation suggests that cyberspace is finite, made up of
the parts, whether seen or unseen, which are programmed into the
experience. Does this then suggest that the medium dictate the message
or richness of the experience?
So many virtual museum sites remain two dimensional representations
of text and images, spatial components linked by nodes and accessed
by random associative clicking of the mouse. The immersion Queau
suggests seems richer and more participatory than such two dimensional
representations. This belief in the power of immersion through two
dimensional representation seems out of place in the context of
the rhetoric which is spoken about the virtual environment.
‘The virtual’ represents a complete world; it saturates one’s
consciousness, it surrounds one’s imagination, it seizes all one’s
attention. There is a kind of violence that ‘the virtual’ exercises
on the user’s sensibility, against which there have to be methods
of resistance.’ (10)
Boyer suggests that this provisional acceptance of technology as
cited through historic examples of the invention of iron, can be
compared to the grudging acceptance of ‘the virtual.’ With ‘the
virtual’ we find feelings of awe shrouded by terminal terror toward
the powerful communication devices which make them possible. Here,
however, electronic technology operates silently and subversively
and those applications involving memory and artificial intelligence
are presented as mysterious and beyond comprehension. Thus the metaphors
of energy and force which were predominant in the discussion of
industrial technology have little relevance to the virtual. Their
narrators will need to develop new imagery that ‘….adequately
characterises the concealed and fluid processes of computers as
well as the centreless and net-like structures they enable.’(11)
Boyer suggests that cyber narrators have borrowed worn out imagery
and conventional terms to describe emergent technologies and have
yet to deal with the fear of technology, fear associated with interruption,
cessation of information, of sensory overload and excess information.
Nor have they delved into their ’hallucinatory’ images of freedom
and liberation - which is how the virtual is perceived, to discuss
the precariousness of electronic existence. Finally, they have yet
to address the issue of what is means to be human when the subjective
self can now be projected onto the computer screen. (12)
This discussion of immersion is undertaken to describe the spatial
conditions within which the virtual museum will operate. The interpretative
agendas of modern museum display rely on the interpretation and
presentation of narrative and object, contextual information which
forms the greater part of informing the observer of the historic,
social, political and cultural context of the object.
In an attempt to resolve the translation of narrative from traditional
to virtual forms, Murray (13)
uses the definition of ‘the multiform story’ to describe a written
or dramatic narrative which presents a single situation or plot
line in multiple version. These narratives give us the opportunity
to explore multiple possibilities allowing us to hold contradictory
events in our minds, to be aware of the limitless intersecting stories
of the actual world.
This description well describes the virtual museum in its ability
to display a fragmented multiplicity of images. Where the visitor
may become entangled within the possibility of so many options,
this technology may do away with the painful possibility of missing
information. Murray suggests that giving the audience access to
the raw materials of creation runs the risk of undermining the narrative
experience. She then parallels this form of narrative within the
medium of three dimensional photography. The audience can be so
closely identified with the situation that the filmic techniques
of medium and wide shots are not longer necessary.
Context provides details and place within the space. Murray describes
her frustration in experiencing three dimensional cinema, in the
imax cinema where seeing extraordinary detail and being unable to
explore and manipulate her position in relation to that detail produces
this response. ‘…..I am uncomfortable at these moments be cause
the three-dimensional photography has put me in a virtual space
and has thereby awakened my desire to move throughout it au- tonomously,
to walk away from the camera and discover the world on my own. ‘(14)
This discussion of the translation of narrative to three dimensional
virtual environments can be transferred to the interpretive qualities
of museum display and form part of the argument for the introduction
of dynamic technologies with the virtual space.
Dynamic database driven vrml
The specific technology known as dynamic database driven vrml is
a webserver extension which provides dynamic information based on
a visitor’s identity and associations with other people, places
and things. Frameworks for the management of complex inter-relationships
with options for integrated reviews, preferences, performance and
event timetables, reviews and related media have been developed
in real world conditions. (15)
This technology, developed by a South Australian company, Virtual
Artists, is now known as the ‘Virtual Community Engine’, (VCE).
It provides the informational landscape in the form of tables, fields
and their behaviours and relationships. All the pages in a VCE are
stored within the database. A comprehensive set of META TAGS empowers
designers to add simple but powerful structural templates, automate
email responses and provide a user extensible set of present VCML
(Virtual Community Modeling Language) example pages and settings.
The VCE will generate automatic pop up menus for dates times, gender
and opinions. You can build nested layers of structures. Built in
Java script objects generate Javascript as needed. It includes uniform
set of table verbs and a comprehensive set of tables and relationships.
Effectively, the VCE offers complete Web based content control
so that each user can be kept up to date by accessing real audio
and video. Quicktime vrml, gifs, jpegs and stories from their browser.
Automatic cookie management is used to provide highly customised
interfaces which develop over time. All cookies used by the VCE
are stored in the RAM of the client browser only and are not stored
permanently. Many people share their browsers and the accuracy and
security of the information is part of the notion of a developing
community.
When you log into a VCE as an editor you will receive a different
set of tools. With permission, you can maintain the site with a
simple forms based interface, adding and validating your information
and editing and scheduling stories. When you log in as a member,
you can edit your own information, your own events, your own performances
and write your own reviews.
So how does all this technology benefit the virtual museum? What
application can be found for this engine which will serve all the
needs of museum management and visitor. Perhaps an answer can be
found in the relationship between this technology and the idea of
the ‘virtual curator’.
Virtual Curator
Kerendine (16) suggests
that the key for the design of the virtual museum is to allow users
to be as free as possible from the controlling preconceptions of
the traditional museum. She considers the central processes of collection,
selection, order and arrangement to be the starting point of the
museum.. Museum as interpreter of political, social or cultural
act remains the product of such processes but the ongoing argument
of interpretation and faithfulness to history and culture suggests
that these products are not universal truths.
To describe the process where the user can manipulate both objects
and stories, facts and values simultaneously, the term ‘virtual
curator’ has been proposed. The virtual curator is one who has access
to the storage of objects and has the opportunity to construct meanings
from a choice of objects and data. The underlying metaphor is not
that of a pre classified exhibition is which the user can passively
select one of a limited number of paths, (17)
but, one where each item in the collection can have hyperlinks to
other items so that the user can construct a particular path according
to personal interest.
If this is the case, the VCE engine could become the cornerstone
of the virtual museum. Smith (18)
suggests that the larger and more profitable the museum, the greater
the opportunity to define and digitise collections for world wide
web access. In Australia, the major museums represent only a handful
of existing museum institutions. Rural, regional and specialist
collections may well suffer the double destabilising force of fewer
funds and greater reliance on sponsorship and ‘ or beneficiary support
but they too hold enormously important collections within historic
and cultural contexts.
Isolation, regionalism and exclusion from major international markets
hinder Australian opportunities for competing on a world wide platform
of access and equitability within the digital environment.
Could a technology such as dynamic database driven vrml make Australian
collections competitive on in global cultural institutions. Could
business terms of ‘value adding’ be adopted and the technology become
the facilitator in discussions of access and equity..
Projects
To demonstrate methodologies for applying the technology to virtual
museums, I will site two projects undertaken in collaboration with
museums and industry. The first is in its preliminary stage and
involves translating non object based cultural material into a virtual
environment. The second is a project which was established specifically
to develop a methodology for the application of the technology with
a cultural context.
‘A Twist of Fate’ is an exhibition / interactive experience about
refugees. It has been devised and produced by the Migration Museum
of South Australia. It explores the circumstances which might cause
an individual to become a refugee and highlight the kinds of decisions
made by those who must leave their countries due to war, religious
or political oppression. It introduces the visitor to a number of
refugees who are now living here and show the contribution being
made to Australia by refugees.
A Twist of Fate would appear to be an ideal exhibition subject
to explore as a virtual environment with the added application of
the VCE technology. The nature of ‘refugee’ status suggests an exhibition
which is not reliant on object collections but one which must establish
the architectural space in which to immerse the visitor and provide
a simulation of refugee condition.
Ideally, the translation of the exhibition into virtual environment
would specify a methodology for interpreting museological material
within virtual space where that material is not reliant on object
collection. The final exhibition would have the potential to be
accessible to a wide audience through the world wide web, with opportunity
of appearing as a travelling exhibition nationally and internationally.
The second project, for which we have developed a small prototype,
is provisionally named Origami. Origami uses the VCE technology
to establish a database of objects and a hyperlink interface.The
site consists of three dimensional, virtual spaces which begin to
explore the scale and perspective relationship between virtual space
and the desk top computer screen. In future prototypes more immersive
environments will be explored. These spaces are accessed by clicking
through standard vrml interface. As you move through the space you
come across coloured squares which lift and morph into three dimensional
objects. For the purpose of this demonstration, folded shapes which
are well coloured and lit will serve the theatrical purpose of museum
object.
The objects are explored by the viewer then, according to the clicking
time between views, the program either deposits the form onto the
wall or continues rotating it at eye level for the viewer. Text
is offered and again, according to viewer interest, is either detailed
or very simple . The objects paste themselves onto walls allowing
the viewer to revisit the sites, gain more information on specific
objects and save the tour.
At some stage, one of the squares becomes a frame and the user
has access to the Robocam technology, essentially, surveillance
equipment linked to a web browser, allowing real time video of specific
sites which have some relevance to the matrix of information relating
to specific objects.
The space takes on visible three dimensional qualities by the display
of those objects within the invisible wall grid - fulfilling the
preliminary notion of the space constructing itself as the user
moves through it. The viewer leaves the space and all information
moves from the walls to their original positions. The visitor should
be left with an overwhelming sense that each time he / she re enters,
objects and information will be different; ie: the display is created
from the visitors apparent interests as documented at the preliminary
web interface. There should be provision for saving the visit to
allow the visitor to relive that particular museum experience.
Both projects rely on the visitor acting as curator, using interactive
medium to explore and define their own experience of the museum
space. They begin to explore the possibility for immersion within
the virtual space and the objects collections themselves are no
longer restricted to collections held by one museum but collections
held by multiple institutions.
Conclusion
This global village of collection access and unlimited hyperlinks
would be enormously expensive and probably decades away from being
commercially viable. Even so, this environment holds special interest
in that objects themselves no longer hold the reverence of collected
object, the curator no longer imparts management quantities of information,
but the visitor, with unlimited access to this and other collections
has unprecedented access to extraordinary resource material.
Using this configuration, the museum takes on a wider role than
entertainer, educator or interpreter. It now accepts a dominant
role within cultural institutions by fearlessly demystifying object,
gaining in political status by reducing and presenting culturally
specific material in this way. History, culture and politics are
accessible through random viewing and interpretation and the museum
applauds the viewer’s ability to establish individual translations
of collections and context.
This paper has sought to specify an appropriate application for
the technology known as dynamic database driven vrml. It has explored
the interactive nature of the technology making reference to various
readings on emerging roles for museum professionals. It has attempted
to bring together theories of immersion, the virtual and the virtual
curator and has used two project examples to attempt to specify
a role for this particular technology.
The research and project work are in their infancy but, with continued
exploration of three dimensional space respresentation and object
immersion, the technology sited could well form part of the complex
tools used to ensure wide accessiblity to both collections and histories
within the virtual museum.
1 Quoted
in Bennett,Tony. "The Birth of the Museum." (Routledge,New
York 1995), 44
2 Ibid.,
45
3 Bennett,
Tony. "The Birth of the Museum." (Routledge,New York
1995),47
4 Boyer,
Christrine. "Cybercities." (Princeton Architectural
Press. 1997)
5 Ibid.,
46
6 Quoted
in Landow,George. "Hypertext: The Convergence of Contemporary
Critical Theory and Technology (Baltimore: John Hopkins Press,
1992) 2-8
7 Boyer.,
Cybercities 49
8 Ibid.,
55
9 Quoted
in Boyer. 55
10 Ibid.,
55
11 Ibid.,
65
12 Ibid.,
66
13 Murray,
Janet. "Hans on the Holodeck. The future of narrative in
Cyberspace." (MIT Press. 1997 ) 30 - 38
14 Ibid.,
47
15 Sagg,
Dave. www.va.com.au 1997.
16 Kerendine,
Sarah. Diving into Shipwrecks: acquanauts in cyberspace, the design
of a virtual maritime museum. (Curtin School of Design Journal
4 1997)
17 Ibid.,
11
18 Smith,
Steven. Digitising Collections: the redefining of Museums. www.archimuse.com.
1998


Last modified: March 19, 1998. This file can be
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