Virtual museums - Survival of the fittest in a digital environment_Marloes Kueter (2010)
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Transcript of Virtual museums - Survival of the fittest in a digital environment_Marloes Kueter (2010)
Virtual museums
Survival of the fittest in a digital environment
Marloes Kueter
0238422
Falckstraat 6B
1017 VW Amsterdam
06 14573182
07-08-2010
Trilce Navarrete
Culturele informatiewetenschap
1
Table of contents
Introduction ............................................................................................................................... 3
Chapter 1 Museum ................................................................................................................... 4
1.1 Definitions of museum ........................................................................................... 4
1.2 Functions of museums ........................................................................................... 5
1.3 Visions on (the evolution of) museum functions ................................................. 10
1.4 Working definition museum and its functions .................................................... 11
Chapter 2 The Virtual .............................................................................................................. 14
2.1 Gilles Deleuze ......................................................................................................... 14
2.2 Digital Heritage Netherlands (DEN) .................................................................... 14
2.3 Ross Parry .............................................................................................................. 15
2.4 Martijn Stevens and interaction at the Maritime Museum ............................... 16
2.5 Working definition virtual .................................................................................... 17
Chapter 3 Virtual museums ..................................................................................................... 18
3.1 Vannevar Bush ....................................................................................................... 18
3.2 Ross Parry’s on-line museum ............................................................................... 18
3.3 Werner Schweibenz’s virtual museums ............................................................... 19
3.4 Peter Lester’s virtual exhibition ........................................................................... 20
3.5 Bruno Latour and Adam Lowe’s fac similes ....................................................... 21
3.6 Erkki Huhtamo’s historical overview .................................................................. 22
3.7 Surveys and considerations ................................................................................... 23
3.8 What is a virtual museum? ................................................................................... 25
Chapter 4 Audience/member/visitor/user/producer .............................................................. 27
4.1 Private and public .................................................................................................. 27
4.2 Experiences in the museum ................................................................................... 28
4.3 Participatory museums .......................................................................................... 30
4.4 Role of the visitor ................................................................................................... 33
Chapter 5 Case studies ............................................................................................................. 34
5.1The Armando Museum ........................................................................................... 34
5.2 Graphic Design Museum ....................................................................................... 34
5.3 Anne Frank House ................................................................................................. 35
5.4 National Maritime Museum Amsterdam ............................................................. 35
5.5 Framework of museum functions ......................................................................... 35
5.6 Comparison virtual museums ............................................................................... 37
5.7 Relation between functions and virtual museums .............................................. 39
Chapter 6 How to survive? ....................................................................................................... 41
6.1 Memes ..................................................................................................................... 41
2
6.2 Rules for the (r)evolution of museums ................................................................. 42
6.3 Transcoded museum .............................................................................................. 43
6.3.1 Numerical representation ...................................................................... 44
6.3.2 Modularity .............................................................................................. 45
6.3.3 Automation ............................................................................................. 45
6.3.4 Variability ............................................................................................... 46
6.3.5 Transcoding ............................................................................................ 47
Conclusion ................................................................................................................................. 49
Endnotes .................................................................................................................................... 50
Literature ................................................................................................................................... 52
Appendix I ................................................................................................................................. 55
Appendix II ................................................................................................................................ 57
3
Introduction
‘Imagine a vast sheet of paper on which straight Lines, Triangles, Squares, Pentagons, Hexagons, and
other figures, instead of remaining fixed in their places, move freely about, on or in the surface, but
without the power of rising above or sinking below it, very much like shadows—only hard and without
luminous edges—and you will then have a pretty correct notion of my country and countrymen. Alas, a
few years ago, I should have said “my universe”: but now my mind has been opened to higher views of
things.’ — Edwin A. Abbott. Flatland – A Romance of Many Dimensions
In Flatland Abbott describes the differences between spatial dimensions. The main character is
a square who lives in Flatland. This square makes an adventurous trip from his own Flatland to
Spaceland. His view of the world is the same as his own home, a flat world, but in Spaceland
the square is introduced to a third dimension. This opens a whole new world for the square and
other insights in his life. Thinking in three dimensions was something he could never imagine
and now he can, he finds it important to share this knowledge.
How does this square and his new world relate to virtual museums? Museums can be considered
as rather ‘flat’ places, but these ‘flat’ places can add a new, third, dimension to themselves.
They can, for instance, present their collection online in a virtual museum. The fear most
museums have, is that with the virtual museum the facet of imagination disappears. This thesis
assumes that the virtual museum represents a new level of imagination. Another aspect is that
museums seem to have no other option than to digitise their collections and present them online
if they want to play a significant role in the cultural field. This transition from a physical to an
online museum is comparable with the square’s trip and his discovery of a ‘new dimension’.
This trip through a new environment will be explored in this thesis. The first chapter will
examine what museums are or should be, based on an examination of definitions, functions and
visions. The title of this thesis assumes that ‘virtual’ is something ‘digital’. Is ‘virtual’ a
synonym of ‘digital’? Or does virtual adds a surplus? These are the key questions in chapter two.
Chapter three will give a definition of ‘virtual museum’ and chapter four will investigate the
role of the visitor. Is an online museum visit different than an offline visit (i.e. a physical visit to
the museum)? This thesis investigates if the online visit is also a ‘virtual’ visit. Chapter five will
comprise a comparison of four Dutch virtual museums. It constructs the place of the museum in
this new dimension brought by the internet. The last chapter focuses on strategies for museums
in order to survive. Finally, two questions have to be answered in the conclusion: Do museums
have clarity on the difference between being physical, digital and virtual? And do museums
have to reconsider their function in order to survive?
4
Chapter 1 Museum
Before exploring the survival of virtual museums, it is necessary to define ‘virtual museum’. In
this thesis the definitions of ‘museum’ and ‘virtual’ will be taken as starting points. This chapter
focuses on the definition of museum as well as the functions of museums. It seems obvious
what is meant by a virtual museum; however, there is a discussion about the interpretation of
virtual. This thesis has no intention to interfere in this discussion. The focus lies on the
possibilities brought by being a virtual museum.
1.1 Definitions of museum
Probably most people have an understanding of what a museum is. This thesis uses primarily
the definition as given by the International Council of Museums (ICOM). The ICOM is an
international organization for museums and museum professionals. For this account, they offer a
platform for collaboration between institutions. The ‘ICOM Statutes’ formulate the definition of
a museum as follows:
‘A museum is a non-profit, permanent institution in the service of society and its development,
open to the public, which acquires, conserves, researches, communicates and exhibits the
tangible and intangible heritage of humanity and its environment for the purposes of education,
study and enjoyment.’ (icom.museum/statutes )
This definition includes tangible and intangible heritage, what is meant by intangible heritage is
not further explained by the ICOM. According to this definition it is not necessary to give
separate definitions of museum and virtual museum.
The ICOM believes that an institution has to meet several goals, before it can designate itself as
a museum. Does this definition fully comprise the museum as a whole? Edward Porter
Alexander and Mary Alexander find it difficult to give a plain definition of museum. In
Museums in motion they discuss several definitions from different people and institutions,
including the above ICOM definition. They quote Barry Gaither, director of the ‘Museum of the
National Center of African American Artists’:
‘The struggle [for museums] …has to do with hegemony over the interpretation of one’s own
experience, and how to give institutional form to that hegemony. If I saw any mission as the
appropriate mission of newer museums, evolving museums, museums associated with a specific
heritage within the American story, I would say it’s finding the courage “to be”. And that “to
be” is open-ended, because the “to be” is an evolving understanding of self and culture and its
dynamic relationship. That’s our real work. Other institutions can respond to us in a more
5
concrete way, whether willingly or not, when we are more clearly ourselves.’(qtd. in Alexander
and Alexander: p. 3)
Gaither’s definition implicates that it is almost impossible to give a set definition of museum.
His “to be” understanding of a museum is a fluid definition. Therefore, museums have to accept
that museum strategies and visions on museum functions will change over the years. Museums
have also to consider that the expectations of the public are changing and that these expectations
cannot be controlled by museums. Gaither does not suggest, that museums should investigate
the reasons why people visit a museum and what their opinions and suggestions are to improve
the museum.
This changeability of museums and their positions are also included in the UNESCO definition
of museum. UNESCO believes that the main function of a museum is ‘[…] to safeguard and
preserve the heritage as a whole. It carries out whatever scientific study is required to
understand and establish both its meaning and its possession.’ (portal.unesco.org/culture)
Preservation is necessary to present identity and diversity, whether they are changed or not.
Furthermore, a museum is an actor and a means to construct a dialogue between culture and
nations. This means that there is no one-way communication; other actors participate in the
dialogue to form opinions about (the purpose of) museums and museum functions.
1.2 Functions of museums
The definition of museum is closely linked to its functions. Not every museum has the same
goals and not everyone agrees on which functions museums have or should have. According to
the ICOM definition, a museum has five functions:
1. to acquire
2. to conserve
3. to research
4. to communicate
5. to exhibit
The ICOM explains several functions by ‘ethics’. First, to acquire a collection, museums should
take into account the following principle:
‘Museums have the duty to acquire, preserve and promote their collections as a contribution to
safeguarding the natural, cultural and scientific heritage. Their collections are a significant
public inheritance, have a special position in law and are protected by international legislation.
Inherent in this public trust is the notion of stewardship that includes rightful ownership,
permanence, documentation, accessibility and responsible disposal.’ (icom.museum/ethics)
6
The ICOM considers this principle as a guideline. In addition to this principle, several rules for
acquisition are provided. These rules are mostly about technical matters; ICOM does not give
reasons why museums should acquire. For this thesis, the ICOM-statement that museums
should publish their policies on collections is important, because every museum has its own
reasons to acquire. Furthermore, museums play an important role as a public organization,
which is demonstrated by all functions of a museum. Museums are also accountable to the
public since they receive subsidies from public funds. For this reason, museum policies should
be verifiable and transparent for the public.
The next function is ‘to conserve’. This is a difficult function, because it is not always obvious
what the terms ‘conserve’ or ‘conservation’. In the cultural heritage field there is some
discussion about the terms 'conservation' and 'preservation'. Although, these terms are
interrelated and seem to have the same meaning there is a minor difference in connotation.
Preservation is, as the word does suggest, mainly focused on treatments to ensure the
sustainability of a work of art. Moreover, preservation has as main goal that a work of art will
still exist in the future in a state that is identical to the original. In other words, a work of art
should remain authentic.
Conservation issues raise also questions on originality and authenticity. Bruno Latour and Adam
Lowe, for instance, argue that the concept of ‘authentic’ and ‘original’ have to be reconsidered:
‘it is not because of some inherent quality of painting that we tend to create such a yawning gap
between originals and copies […], but because of the differences in the techniques used for each
segment of the trajectory.’(Latour and Lowe: p. 8) In chapter four, their view will be further
explored.
For this thesis the definition of conservation of the ICOM-CC (International Council of
Museums- Conservation Committee) will be used, because it is a plain definition. Furthermore,
the ICOM-CC distinguishes several forms of conservation: “preventive conservation”,
“remedial conservation”, and “restoration”. These three forms of conservation constitute
together “conservation” of the tangible cultural heritage. In addition, using this definition the
ICOM-CC acknowledges that conservation is a complex matter. (icom-cc.org) According to
ICOM-CC, conservation includes:
‘all measures and actions aimed at safeguarding tangible cultural heritage while ensuring its
accessibility to present and future generations. Conservation embraces preventive conservation,
remedial conservation and restoration. All measures and actions should respect the significance
and the physical properties of the cultural heritage item.’ (icom-cc.org)
7
Preventive conservation includes all measures and actions to avoid or minimize future
deterioration or loss. Remedial conservation are actions directly applied on an item in order to
arrest the current damage. Restoration, finally, goes further than remedial conservation and is
directly applied to an item that has lost its significance or function regarding the understanding
and appreciation of an item. When remedial conservation is applied, this significance or
function still exists, but it is likely that without any undertaken action this will be lost. (See
Appendix I for further explanation and examples).(icom-cc.org)
The ICOM does not prescribe precise rules for restoration purposes. Museums should bear in
mind that procedures should be carefully documented and (if possible) reversible. Conservation
is related to the research function of museums. The ICOM states that: ‘Research by museum
personnel should relate to the museum’s mission and objectives and conform to established
legal, ethical and academic practices.’ (icom-cc.org) Conservation is one of the tasks that
museums have and it is their main research topic. For example, there is little research done on
visitors behaviour, but this could be important information if museums want to serve the
audience. Furthermore, the ICOM finds that museums should co-operate and share their
knowledge on research. In other words, communication within the field as well as
communication to the audience is important.
The fourth museum function is communication. Exhibitions are a means of communication;
museums visually present their collection as well as their knowledge about the objects.
Communication is interactive, because visitors have also their own opinions about the museum
and the way museums ‘communicate’. This is important when creating a virtual museum.
Museums are used to one-way communication, but there are many ways to start a dialogue with
visitors. Moreover, when visitors give suggestions than museums should let them know this is
appreciated and show visitors how they helped to improve the museum. Probably not every
visitor is an active communicator, but in general visitors are an interesting source for museums.
Another way to involve the audience is the transparency on museum policies and mission, but
the collection and the exhibition will raise the most questions.
Exhibition is the last function and is included in communication. Museums need to exhibit,
because it is the most visible function and a starting point for a dialogue with visitors. Through
an exhibition the audience can experience the museum.
Museum functions are also formulated by Alexander and Alexander in their book Museums in
Motion (2007). They distinguish five museum functions which are very similar to the ICOM
functions:
1. to collect
8
2. to conserve
3. to exhibit
4. to interpret
5. to serve
For the first function, they identify six purposes of collecting:
1. economic hoards
2. social prestige
3. reveal “magic”
4. express group loyalty
5. to stimulate curiosity and inquiry
6. a means of emotional experience
The authors underline that these purposes are also the difficulties that museums face when
compiling a collection. In their opinion, each museum has its own characteristics and therefore
not all purposes are relevant. Museums can only concentrate on a few purposes. For example, a
natural history/science museum has a different focus than an art museum. [1]
Another aspect of collecting is the planning of museums. The authors refer to an article of
Gardner and Merritt in which the collection planning of museums is theorized. In short,
museums should consider six elements and a plan is always ongoing.[2] It is beyond the scope
of this thesis to expound their theory. Furthermore, Alexander and Alexander give an overview
of the challenges museums face regarding the collection function. This includes research,
storage and computerization of collections. Digitisation of collections or digital born material
are not on their list of challenges. Probably they do not find it a challenge; protecting a museum
collection in wartime is a more urgent challenge, according to the authors.
Conservation is the second function and Alexander and Alexander introduce The Delta Plan for
Preservation of the Cultural Heritage in the Netherlands. This is a Dutch initiative to create
awareness of the collection preservation/conservation needs. The main goal of the project was
‘[…]to clear the backlog in the cataloguing items of the cultural heritage and conservation of
objects by the year 2000’(De Bruin: p. 357). The plan of attack recognised that the expertise of
cultural heritage institutions should be improved on, for example: conservation standard
development; education function and promotion; research on treatment methods;
professionalism of staff members; training courses (De Bruin: p. 357). Furthermore, a ‘Planning
List’ has been put together in order to plan the conservation process. This list consists several
priorities:
9
A. “High frequency of use and stimulation of use by special programmes for the public.
B. Vulnerable collections or parts of collections, with a high degradation velocity (acidity, iron gall,
ink corrosion, nitrate and acetate negative material and fire damage).
C. Single items with a high intrinsic or historical value (owing to the information or the object
itself).
D. Objects that require treatment for exhibition purposes.” (De Bruin: p. 363)
These priorities are an indication to establish the cultural value of collections. Museum objects
in the A collection have the highest priority regarding conservation. Objects in the D collection
have the lowest priority and have no or minor urgency for conservation.
Alexander and Alexander underline the concern that conservation is too important to neglect
and that there should always be financial support for conservation. In the authors’ opinion, the
great challenges that conservators and museums have to deal with are mainly the new materials
artist work with.
The third function of a museum is ‘to exhibit’. Alexander and Alexander define exhibition as
the purpose to communicate with the audience. An exhibition has two ‘chief classes of
exhibition’: permanent and temporary. The creation of an exhibition has four main components:
1. a concept (message) or story line
2. objects to be displayed
3. the setting
4. “front end” evaluation studies or audience research.
These components all refer to the physical environment (the offline museum); the online display
of an exhibition is not included in their concept. The authors find it a challenge for museums to
compete with internet for the attention of the audience. They imply that museums should be on
internet to attract peoples’ attention, but an online exhibition seems not a solution at all.
Interpretation is Alexander and Alexander’s fourth museum function. They explain it as an
educational function; museums should teach their visitors to interpret the museum objects. Their
view differs from the ICOM’s perspective which includes interpretation in the research function.
The interpretation function also concerns how and what to communication with the visitors. The
authors regard digital display as a means to communicate, but they consider public access (of
the offline museum) as well as transparency of museum policies and goals as the main concerns.
The above function relates closely to the fifth function: to serve. It is essential to know who
your audience is and what their needs are. Alexander and Alexander underline the changing role
of museums; different times have different needs. Digital display is an important consideration
10
for museums. When your public is online, so should you (i.e. the museum). Another issue
concerns the role of the audience. The relation between museum and audience changes when the
role of a museum in society changes. A museum that wants to serve its audience has to give the
audience a significant role in the organization.
1.3 Visions on (the evolution of) museum functions
Museum directors have their own ideas of museum functions. This paragraph discusses the
views of four museum directors: Wim Pijbes (director Rijksmuseum Amsterdam), Edwin
Jacobs (director Centraal Museum Utrecht), Meta Knol (director De Lakenhal Leiden) and
Valentijn Byvanck (future director Museum of National History).
Wim Pijbes believes that a museum has an educational function for people of all ages. To reach
this broad audience, a museum has to be a pleasant place that inspires people. His educational
vision is shared by his colleague Edwin Jacobs who thinks that museums grow towards a
‘school of visualization’. He also notices that museums are in an exploring phase (Hollak).
The visualization of information is a means to excite young people. Meta Knol pleads for more
excitement to attract a young audience. The esthetical form that museums have is not the form
that appeals to the younger generation. Valentijn Byvanck takes this educational point of view a
bit further. Museums have to transmit culture (whatever that may be) through exhibitions.
Besides this task, museums also have to collect, to conserve and to document works of art.
Byvanck finds museums public institutions that should be open to the opinion of their audience.
He quotes Charles Wilson Peale (founder first museum with both works of art and natural
history content): museums have “to instruct and to entertain” (Hollak).
Pijbes underlines Byvanck’s view, but notes that with the introduction of internet the
presentation of information has to be short and more concise. He also observes that ‘contact’
with the audience is important nowadays, but it is almost impossible to measure the appreciation
of the audience. In addition, Byvanck and Knol both find that the use of (too much) text
obstructs contact with the audience. Knol recognizes the differences between elder and younger
visitors; text gives the first group something to hold on to, something the second group does not
need, they rather undergo the exhibition (Hollak).
A museum should be an experience according to the museum directors. Jacobs considers a
festival design: different stages with different performances. He finds the chronological order of
an exposition with a beginning and an end out of date. Byvanck thinks that museum visitors
should feel the museum without answering all their questions at first. Pijbes considers the
primary task of a museum to teach people how to see an object instead of just looking at it. Knol
11
and Jacobs find that museums should help visitors to gain knowledge for self-fulfilment
(Hollak).
1.4 Working definition museum and its functions
To answer the question ‘what is a museum?’ is not that simple. It depends on the goals and
collection of a museum and who is responsible for the museum strategy. Nevertheless, the
above opinions do have several similarities.
For this thesis the definition of the ICOM will be used as working definition added with Gains'
fluid perception of a museum and UNESCO’s changeability:
‘A museum is a non-profit, permanent institution in the service of society and its
development, open to the public, which acquires, conserves, researches, communicates
and exhibits the tangible and intangible heritage of humanity and its environment for
the purposes of education, study and enjoyment. Furthermore, museums should
interact and communicate with its public in order to anticipate on the changeable
circumstances it has to deal with over the years. Therefore, museums should be
considered as ‘living’ institutions with fluid perceptions that will meet the needs of
their (potential) visitors.’
This definition contains also certain elements of the visions of the museum directors in
paragraph 1.3. They mainly consider education and visual presentation as important aspects of
museums. But their opinions are based on the developments they observe in this era. This can be
considered as fluid perceptions, for now visual presentation will attract a large part of the
visitors.
The interaction (or communication) with the audience is important and it should be a permanent
characteristic of museums. The only way to know what the audients want, is to maintain contact
with the audience. Considering the above definition, museums ought to educate people as well
as to reach a broad audience (either local or global).
The functions of museums that will be used in this thesis are:
Functions
ACQUIRE Museums have the duty to compile a coherent collection. The acquirement of a
collection is related to the mission of a museum. It is dependent on the subject or
theme of a museum.
Purpose [3] Reasons for museums to acquire objects.
economic hoards Museums depend on budgets and subsidies. When an object is very important for
a collection, then a museum has to gather a budget in order to buy it before
another institution does.
social prestige Some works of art have more value than others. For instance, The Night Watch
in the Rijksmuseum is an important work of art that has to be preserved as a key
12
example of Dutch cultural heritage.
reveal “magic” This purpose relates to another purpose (see below). Museums can reveal a
magical experience for the visitor by creating another world using the collection.
express group loyalty When museums serve a specific group, the acquisition of certain objects can
express the relation and loyalty to this group. This relates also to the mission and
theme of a museum.
to stimulate curiosity
and inquiry
This purpose relates to the educational function. Some objects are controversial
in the sense that they generate very different reactions and feelings among the
visitors.
a means of emotional
experience
This purpose relates to the ‘reveal “magic”’ purpose (see above). Visitors can
have a personal relation with an exhibition, because it evokes personal
experiences.
Policies on
acquiring are :
published Are policies accessible for the public and/or published on the museum website?
clearly stated Has the museum stated an unambiguous policy on acquirement?
Policies on :
rightful ownership This includes copyright.
permanence This relates to conservation and preservation as well as digital access.
documentation Documentation is important according to the ICOM. It ensures that policies are
transparent for the public and for the museum it has the purpose of a historical
overview.
accessibility This relates to promotion and preservation of the museum collection as well as to
permanence.
responsible disposal The other site of acquirement is to dispose objects from the collection. For
example, the relocation database
(http://www.herplaatsingsdatabase.nl/index_EN.php) of the Netherlands Institute
for Cultural Heritage (ICN) is an initiative to dispose objects from a collection in
a responsible way. Objects do not disappear completely, but are removed from
the collection.
CONSERVATION Museums have to take care for their collections in order to fulfil the other
functions.
Distinction
between:
preventive
conservation
Includes all measures and actions to avoid or minimize future deterioration or
loss.
remedial
conservation
Actions that are directly applied on an item in order to arrest the current damage.
Significance or function still exists, but it is likely that without any undertaken
action this will be lost.
restoration Directly applied to an item that has lost its significance or function regarding the
understanding and appreciation of an item.
Policies on :
funding From which institutions does the museum receive subsidies? And how much can
they spend on, for instance, collections?
documentation Documentation is important according to the ICOM. It ensures that policies are
transparent for the public and for the museum it has the purpose of a historical
overview. For conservation it is important to know which treatments were
applied to an object and what resources were used.
technical matters Techniques used for conservation (non destructive or destructive).
RESEARCH Museums perform research about their collections in order to explain the
(meaning of the) objects and to inform future acquisitions (Navarrate).
conform mission Do mission and research questions match?
Sharing knowledge:
strategy Is sharing knowledge a goal or is it a side issue? Is there structural cooperation
with other institutions or is it occasional?
sharing with When a museum shares knowledge, then with whom? What sort of institutions?
Does it share with other museums or also other cultural heritage organisations or
research institutions?
COMMUNICATE Museums communicate their work of acquisition and research to the public, most
commonly through exhibitions, events or publications. Museums increasingly
communicate via the web (Navarrete).
with other museums Which museums? What is communicated (see sharing knowledge)? On what
13
level and how?
handling feedback
from the field
How does a museum processes the feedback from other museums?
contribution to
research discussions
Does the museum have an active attitude in the discussions within the museum
field?
communication with
visitors
How does the museum communicate with visitors? Is it a one way
communication or does the museum stimulates an interactive dialogue with its
visitors? Which means are used for communication?
feedback of visitors When visitors can leave comments or feedback, then how is this feedback
handled by the museum? Does a museum show that the comment is appreciated?
How?
EXHIBIT Museums present their collections to the visiting public. Online exhibits allow for
sharing the collection and expertise about the objects remotely (Navarrete).
offline Permanent or temporary exhibitions.
online This relates to the mission and key function of a museum. See also the table
‘Sorts of museum’.
EDUCATE Museums have increasingly taken the role of informal educational institutions
(Navarrete).
Distinguished groups Which groups does a museum have in mind when designing educational tools?
Form:
offline Which tools are used? For example, booklets or a guided tour.
online Which tools are used? See also table ‘presentation of information’.
SERVE Museums are obliged to serve (a selected) the public, as preservers of human and
natural heritage (Navarrete).
knowledge about
visitors
Did the museum do research on their visitors? Has it mapped out which kind of
groups visit the museum? For instance, does the museum works with ‘Persona’s’
in order to determine what the main groups are and what their needs and interests
are?
visitors’ role in
museum
Do visitors have a key function in the mission statement of museums? Do visitors
have some influence on the improvement of a museum?
objectives How does the museum want to serve their visitors? What are the goals and how
does the museum achieve these objectives?
Figure 1 Functions of museums
The ICOM and Alexander and Alexander use mainly the same functions. In chapter three the
framework will be constructed in order to investigate and compare ‘virtual museum’ based on
the above functions and the working definition of museum. The next chapter explores the virtual
and gives a working definition for this thesis.
14
Chapter 2 The Virtual
In the previous chapter the definition of museum that will be used in this thesis is explored and
stated. The next step is to construct a definition of virtual. This is a vague concept, but to
understand ‘virtual museum’ this vague concept will be explored in this chapter in order to
define it. First, Gilles Deleuze’s concept of ‘virtual’ will be explained to give a philosophical
view on the matter. Second, the definition of virtual that the Digital Heritage Netherlands (DEN)
uses. Ross Parry’s concept of virtual will be investigated; his idea of a recoded museum will be
further explored in chapter six. The last visions on virtual in this chapter are the ideas of Martijn
Stevens as well as the discussion during the virtual museum meeting of March 25 2010 where
Stevens held an introduction on the subject.
2.1 Gilles Deleuze
In The Actual and the Virtual Gilles Deleuze describes ‘the actual’ as object and ‘the virtual’ as
image of this object. In other words, an actual object has a virtual counterpart. Deleuze states
that the actual is represented by objects; the actual object reflects the here and now. The virtual
is interpreted as an image of an object. It coexists with the actual object and also preserves the
past. Without an actual object there is no virtual image. The question is, if a virtual image needs
to have an actual object. Deleuze is not clear on this, but when digital content is considered as
virtual then it is reasonable to assume that virtual images do not have an actual object as
counterpart.
Deleuze has a philosophical view on virtual in which he distinguishes objects and images. A
museum is both actual and virtual, according to Deleuze. The actual museum is the building and
the physical collection. The virtual image of this actual museum are the memories, history and
interpretation of the building and the collection. Deleuze’s virtual museum is related to the
actual museum, but not necessarily as a digital version of or an addition to a physical museum.
2.2 Digital Heritage Netherlands (DEN)
The Digital Heritage Netherlands (DEN) is ‘the Dutch national ICT knowledge center for
cultural heritage’ (den.nl). This organisation is the authority in the field of cultural heritage.
DEN gives the following description of virtual:
‘Something virtual is independent of place, space and time. It is an online space without
physical properties that is similar to the real world. Informatics describes virtual as something
‘non-existing’ which appears to exist through software. Thus, the user can feel a part of a space,
although it is a virtual space.’ (matrix.den.nl)
15
DEN understands ‘something virtual’ as a technological matter. For (most) cultural heritage
institutions, this is a logical definition, because the digitisation of collections is a technical
matter. Thereby, a virtual museum can be seen as a logical result of a digitisation project. DEN
defines digital as follows:
‘The ability of a computer to binary encode data or a signal, which means that all information is
expressed in combinations of zeros and ones. This encoding allows copying the data accurately
without loss of any information.’ (matrix.den.nl)
This definition of digital will also be used in this thesis. Furthermore, DEN distinguishes three
digital manifestations of cultural heritage (matrix.den.nl):
1. Digital born heritage: heritage material originally digital, such as electronic archives,
digital art or photos made with a digital camera.
2. Digitised heritage: material not originally digital, but reproductions by a digitisation
process.
3. Digital heritage information, such as descriptions, detailed photos or digital
reconstructions of the heritage item. The information is usually available in an organized form
(e.g. a database).
These different forms of digital content are useful to understand the different problems
museums face with digital content. For example, digital born art requires a different approach to
conservation than seventeenth century paintings.
2.3 Ross Parry
Ross Parry explores in his book Recoding the museum the challenges museums face regarding
digitisation. He takes new media as a starting point and therefore understands ‘virtual’ as
‘virtual reality’. Parry defines ‘virtual’ as:
‘For virtual space is, likewise, dynamic and fluid in the way it interconnects elements within its
structure. And, as with all hypermedia, virtual reality space revels in layered meaning, and
coexisting discourses. Moreover, unlike other formats and media, it celebrates and centres the
eye of the user; the connectivity between objects (i.e. ‘meaning’) is assembled entirely for the
individual. In this way, virtual reality might be seen as a perfect analogue for the post-modern
condition. In virtual reality everything is reduced to representation. Nothing has an accessible
history. Everything is configured for and revolves around the individual. Looking/reading is
interactive, and, therefore, an act of production and creation. It is a self-oriented-world of
surfaces and contemporaneous moments. In a sense, it is the very essence of post-modernity.’
(Parry: p. 72)
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This definition is also based on technologies and the digitisation of cultural heritage. Parry
considers museums in a ‘virtual reality’ as online museums accessible through internet. Virtual
reality has to be considered as representation without an accessible history and with no
beginning and no end. Edwin Jacobs (director Centraal Museum Utrecht, see 1.3) would agree
with him, because this is the only way that an exhibition can be fully experienced without any
borders (such as beginnings and endings).
2.4 Martijn Stevens and interaction at the Maritime Museum
The Virtual Museum was the theme of the meeting held in the National Maritime Museum
Amsterdam at 25 March 2010. The first and main question that day was: What is a virtual
museum? Martijn Stevens gave an introduction on the theme. For a definition of virtual museum
for this meeting Stevens used the ICOM definition of museum and linked it with virtual as an
online presentation of digital/digitized objects. In his opinion a virtual museum should be
named a digital museum, but a digital presentation is not necessarily a virtual museum.
In his PhD thesis, Stevens investigates the position of museums in the digital culture. His aim is
to redefine the definition and notion of museum. His main focus is the presentation of art in
conventional galleries and online environments, especially digital born art. However, Stevens
does not provide a plain definition of virtual or virtual museum. He uses the term cyberspace in
order to explain the internet and the ‘digital born’ art on the internet. For theorizing his thesis
Deleuze’s concept of controlled society is the framework for understanding this digital
cyberspace (Stevens: p. 67).
Stevens introduces two concepts of Deleuze. Becoming is the concept of an endless process of
transformations. The other concept, machine, is a form of this becoming. Stevens wants to show
with this idea that internet art is not a name for unique and original forms of art. Like machines,
the process is not a fluent one; there are some failures and interruptions. Art is a continuous
process; however, art is not an automated process (Stevens: p. 67 and 179).
During the meeting Stevens’ idea of virtual museum seems to differ from the interpretations of
the museums. The museums that presented their plans for virtual museums did not discuss what
precisely a virtual museum is. Most museums interpreted virtual as digital. This includes
websites and applications for smart phone applications (scheepvaartmuseum.nl). The museums
that were present at the meeting are used as case studies in this thesis. For a discussions on the
individual cases see chapter five.
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2.5 Working definition virtual
Virtual can be differently interpreted and it is difficult to find a set definition. Museums
interpret virtual mainly as digital and they eventually design the virtual museums. On the other
hand, some authors in this chapter argue that virtual is more than digital content accessible via
internet. However, for this thesis virtual consist of two key factors: first, the technical
interpretation that lacks time and space, as described by the DEN and Parry; second, the ideas of
Deleuze and Stevens on the interaction between museum and visitor as a fluid and continuous
process expressed through digital access and with interactive features.
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Chapter 3 Virtual museums
The definitions of museum and virtual, which will be used in this thesis, are stated in the
previous chapters (see respectively p. 11 and p. 17). This chapter focuses on the definition of a
virtual museum. The following authors and their ideas will be used to explore and to define the
idea of a virtual museum. First, Vannevar Bush made a first step with his “memex” to
reconsider display of information. The next author is Ross Parry. He uses digitisation to recode
the museum and construct a virtual museum. Another definition of virtual museum is given by
Werner Schweibenz. He distinguishes different virtual museums. Peter Lester compares the
physical exhibition and virtual exhibition to answer the question whether the virtual exhibition
is the natural successor of the physical one. Bruno Latour and Adam Lowe discuss the terms
‘authentic’ and ‘original’ regarding virtual museums. The last author in this chapter is Huhtamo.
He gives an historical overview of the idea virtual museum.
3.1 Vannevar Bush
Vannevar Bush introduces in ‘As We May Think’ his idea of the “memex”. He describes it as
follows:
‘A memex is a device in which an individual stores all his books, records, and communications,
and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is
an enlarged intimate supplement to his memory. […] In one end is the stored material. The
matter of bulk is well taken care of by improved microfilm. Only a small part of the interior of
the memex is devoted to storage, the rest to mechanism. Yet if the user inserted 5000 pages of
material a day it would take him hundreds of years to fill the repository, so he can be profligate
and enter material freely.’ (Bush: paragraph 6)
Bush’s memex is a personal mechanical memory, as we may think of this as a computer. This
memex can display a virtual museum. Bush imagined that institutions will produce
encyclopaedias for the memex and that these encyclopaedias can be trailed down from another
memex. The aspect similar to contemporary ideas of virtual museums is that information should
be public and traceable for others. Bush argues that the human mind does not operate the same
as a library catalogue. To find and understand information the techniques should be developed
to meet the needs of the users.
3.2 Ross Parry’s on-line museum
Users are also an important actor in Parry’s idea of virtual museum. There are different views
on how to define ‘virtual museum’. Parry chooses to call it on-line museum. He states that new
technologies, especially the Web, offer new opportunities. Parry acknowledges the possibilities
museums are offered through internet (or the Web), but he recognizes also several difficulties.
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First, internet is not accessible to everyone. Parry refers to the digital divide. This divide splits
the world population roughly in those who have access to internet and the ones who have not.
He assumes that the main part of the internet users are from the western world. Whether this is
still valid, is not taken into account. There were no known studies that further investigated this
digital divide at the time Parry wrote his book. And for this thesis it takes too far to investigate
whether the divide is still valid or not.
The digital divide is one barrier, technical challenges are another one. Parry states that internet
is just as good as the technique used for accessing the internet and building websites. Museums
should consider this problem, because if their on-line museum is too ‘high tech’ for their
audience the display of the exhibition will not be the same for every visitor. In addition, some
parts of the exhibition are not accessible or visible for visitors if they lack the required
equipment on their computers. The third challenge for museums is the use of internet. There are
certain patterns of usage to discover, but Parry assumes that it is difficult to explore the use of
on-line museums in everyday live comparing with physical museum visits and the experience of
visitors.
3.3 Werner Schweibenz’s virtual museums
The use of online museums is linked with its design. Werner Schweibenz identifies three types
of museums on the web: the brochure museum has an information function for future visitors;
the content museum gives information about the museum-collection and it presents the
collection objects; the learning museum gives contextual information about the online collection
and it also presents the collection objects (Schweibenz “The development of Virtual Museums”).
Furthermore, Schweibenz uses the following working definition for virtual museum:
‘…a logically related collection of digital objects composed in a variety of media which,
because of its capacity to provide connectedness and various points of access, lends itself to
transcending traditional methods of communicating and interacting with visitors…; it has no real
place or space, its objects and the related information can be disseminated all over the world.’
(qtd. in Schweibenz “The development of Virtual Museums”)
The three identified types of museums on the web are steps on to a virtual museum. The
learning museum has to link to external digital collections before it becomes a virtual museum.
Schweibenz sees this as the only way to create digital collections with no counterparts in the
real world. This is called a virtual museum or a ‘museum without walls’ referring to André
Malraux. Malraux meant by a ‘museum without walls’ the knowledge people have of works of
art through photographic reproductions (Murray: p. 186).
This ‘imaginary museum’ can also be explained as a virtual museum with digital content. The
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main objective is that visitors gain knowledge on certain objects through representations and
thus without visiting the physical museum.
3.4 Peter Lester’s virtual exhibition
Peter Lester explores the differences between physical and virtual exhibitions and he wonders if
the virtual exhibition is the natural successor of the physical one. He defines virtual exhibition
as: “[…] one in which records, or photographic images of the records, are digitised and stored as
a computer file.”(Lester 85) Lester uses archives as a starting point and therefore he defines a
virtual exhibition as a digital representation of an archive.
Lester understands exhibitions as a form of advocacy, the duty of each archivists. He finds this
as important as preservation and description. In order to fulfil this duty, archivists should
investigate who their visitors are. In Lester’s view it is fundamental to determine the public
profile, because without knowledge about the visitor it is impossible to create an archival
exhibition that will be used. In addition, Lester means with ‘natural successor’ the development
of techniques to display collections otherwise than the traditional physical exposition as shown
in museums.
Lester uses the definition ‘showing for a purpose’ for exhibition. First, he distinguishes museum
exhibition and archival exhibition, because of the different functions of the institutions and the
different record formats. Archives are meant to provide information; users can choose which of
the collection objects they want to study. Museums are also ‘learning’ institutions, but the
objects cannot be touched by users and users cannot choose which of the objects in the
collection will be shown that depends on the choice of the curator.
An exhibition has a purpose; in other words, it has to serve the visitor. Archival exhibitions,
visitors want specific information. Therefore, the presentation of an exhibition is important.
Visitors also have to be aware of the existence of the exhibition. If no one knows about the
exhibition, than how can it be justified? Archives and museums have to serve the public. The
given information on and from the collection has to satisfy the visitors. If they are not satisfied,
than why exhibit? Justification of an exhibition is in Lester’s view to satisfy the visitor.
The visitors forms the starting point of an exhibition, because when it is clear who will visit the
website, then it is easier to design an online tool which facilitates the needs of the audience.
Archivists and curators have to bear in mind that they have to explore the various possibilities of
the World Wide Web in order to communicate with and inform the audience in new and
interactive ways.
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Lester points out that exhibitions ‘bring the viewer in contact with the “real thing”’. He also
argues that the online version is not able to construct such contact, but it can be a natural
successor to the physical exhibition if during the display of objects three areas will be
considered: viewer communication, interpretation and interaction. The role of the visitor is
important in his opinion. In the following chapter the role of the audience or visitor will be
further explored.
3.5 Bruno Latour and Adam Lowe’s fac similes
Bruno Latour and Adam Lowe argue that the main question concerns the quality of the
reproduction. What really matters is that fac similes are necessary to explore and re-define what
originality actually is (Latour and Lowe: p. 5). They quote Charles Péguy to underline their
opinion on this: “if we stop interpreting, if we stop rehearsing, if we stop reproducing, the very
existence of the original is at stake. It might stop having abundant copies and slowly disappear.”
(Latour and Lowe: p. 5-6)
Latour and Lowe notice that since the invention of the printing press the costs dropped, the
number of copies increased and, moreover, the manuscript of a work became ‘the original’.
Before then each copy was an original, because the number of copies were marginal and the
process of copying was considered as a work of art. What happened to the aura of a work?
Instead of moving along with the copies, the aura remained attached to one piece of work: the
‘original’. The authors refer to Walter Benjamin who made this distinction, because he believed
that a mechanical reproduction could not express the same intentions or feelings as the original
work (Latour and Lowe: p. 7-9).
Latour and Lowe designate when (mechanical) techniques become almost indistinguishable to
the techniques used in the original work. They believe that the distinction between ‘original’
and ‘copy’ will fade in time. In their opinion it is not the reproduction itself that lacks the aura
of a work, but the gap between the used techniques (Latour and Lowe: p. 9).
Moreover, the authors state that in order to preserve paintings for the future, they have to be
taking care of. When a work has to be reframed, dusted or relit than this can be interpreted as
reproductions. A painting cannot be the original if a curator has modified it. Reproduction is a
necessity of existence. This does not devalue the original work, because originality is not only
attached to a particular work, but the context of this particular work is important as well. If a
work of art is separated from its context, the aura disappears. Therefore, viewing an original or a
fac simile is of no importance. The context of a work of art has to be present in order to have an
original experience (Latour and Lowe: p. 10-11).
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The context of a work also relate to its availability. The time spend on investigating a work of
art affects the experience of this work. Time is intertwined with the location and the popularity
of a work of art. When a location is small or fragile, visitors will have little time to look at an
object. The same is true for a popular work of art. When large groups of visitors want to see a
certain work of art, they do not really have enough space and time to examine the object. They
have to be satisfied with just a glimpse of an object. And that is not enough to undergo the aura
of a work (Latour and Lowe: p. 12).
A third element concerns the surface features of a work of art. It is easy to confuse 3D with 2D.
Latour and Lowe give the example of the reproduction of Veronese’s Nozze di Cana. This
particular work has been replaced by a fac simile that not only resembles the representation, but
also Veronese’s technique (Latour and Lowe: p. 12-13).
The reason why digital reproductions have a bad reputation is due to the used technologies.
These are rather poor, because of the inappropriate screen of our computers. Latour and Lowe
end their statement with: “Since all originals have to be reproduced anyway, simply to survive,
it is crucial to be able to discriminate between good and bad reproductions.” (Latour and Lowe:
p. 13-14)
3. 6 Erkki Huhtamo’s historical overview
Context is also a central focus for Erkki Huhtamo’s historical overview of virtual museums. He
thinks that the origins of the virtual museum have to be found at the beginning of the 20th
century. The new media at that time were photography, film and sound recording. The avant-
garde movements of that time used these new media for radical changes in the roles and the
concept of art. The relationship between exhibition spaces, exhibits and spectators/visitors
needed to be rethought. It was also necessary to redefine the public viewing contexts as well as
the notion of the galleries (Huhtamo: p. 3).
Huhtamo finds in ‘integration’ the key idea for reconsidering exhibits. The avant-garde
movements considered exhibits as an integral element of a total environment. Visitors were
encouraged into a dynamic relationship with all dimensions and elements of the exhibition
space. The visitor turned into an active participant and became a part of the exhibition. This
relationship is best described by Frederick Kiesler (Huhtamo: p. 6):
“The traditional art object, be it a painting, a sculpture, or a piece of architecture, is no longer
seen as an isolated entity but must be considered within the context of this expanding
environment. The environment becomes equally as important as the object, if not more so,
because the object breathes into the surrounding and also inhales the realities of the environment
no matter in what space, close or wide apart, open air or indoor.” (qtd. in Huhtamo: p. 7)
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The participation of visitors allows the object and the environment to be equally important.
There is interactivity between all actors: visitor, object and environment. In addition, Huhtamo
points out that the avant-garde used technology against collective consumption and for
individual and customized experiences (Huhtamo: p. 9).
Kiesler had also a vision of a virtual museum. He imagined that it would be possible to display
pictures as a permanent wall decoration at home. Jeffrey Shaw was inspired by Kiesler’s idea
and used it for his work of art. For an exhibition in 1990 he made a rotating platform with a
screen in front of it. Visitors had to sit on the platform and they controlled the movements of the
platform by leaning backwards or forwards. On the screen an exact replica of the gallery was
displayed, but visitors could penetrate the walls and discovered other galleries with virtual
objects. Shaw considers a virtual museum as a location that transcends the physical space. This
opens new possibilities for art and its display (Huhtamo: p. 11-13).
Huhtamo ends with a list of challenges museums face when creating a virtual museum. He
points out that this list will change over the years. For this thesis the following questions of his
list are interesting:
‘• Is there a limit to the “multisensory overload” in exhibition design? How many information
channels can be added without causing confusion and miscommunication?
• How should physical museum relate to virtual ones? Can a virtual museum be merely a replica
of the physical one, or should it be something radically different? What?
• Can all location-based exhibits be replaced by virtual ones? Is this a viable goal?
• How important is user interaction? Wouldn’t it be good to try to do without it, at least
sometimes? What would be the consequences of noninteractive virtual museum design?’
(Huhtamo: p. 14)
Huhtamo remarks that the non digital virtual museums from the past should not be neglected.
Those experiments and experiences could be useful for the development of digital virtual
museums.
3.7 Surveys and considerations
In the above paragraphs several theories are discussed, but to construct a framework for
comparison of virtual museums it is useful to look to other studies on this subject. For this thesis
the outcomes of the surveys and the considerations are taken from articles of Sylaiou Styliani et
al. (2009) and Chern Li Liew (2006).
Both articles discuss the advantages and limitations of online exhibitions. Styliani et al. use the
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three categories of virtual museums as stated by the International Council of Museums (ICOM):
brochure museum (to inform (future) visitors), content museums (information about the
museum collection and presenting objects) and the learning museum (giving contextual
information about the online collection as well as presenting objects). In comparison with
Schweibenz, who distinguished the different types of museums, the authors add that visitors
have a personal experience or relation with the collection. Liew uses the term ‘interactive
museum’ and not the ICOM museum categories. He also excluded institutions which main
focus is displaying objects without context as in the learning museum defined by ICOM.
Liew continues with the survey population (mostly respondents from the US and other English
speaking states) and he also outlines the data analysis. This information is not used in the article
of Styliani et al. The authors do not explain their outcomes, but describe the different techniques
and tools that are available and are used by virtual museums.
The main findings of both studies are similar on some points. For instance, both discuss the
advantages and limitations of the use of different types of technologies and the need of ‘in
house’ knowledge about these systems. Furthermore, there is agreement about the role and
needs of (future) users. Before designing an online exhibition, it is important to understand the
audience in order to display collections in a clear way. A user should easily find its way through
the online exhibition. If this is not the case than the purpose of the exhibition is lost or not clear
to the visitor.
Both articles underline that the use of techniques should support the aims of institutions,
especially considering the intended visitor. In practice that could be anyone, because the use of
internet as medium implies that a virtual museum potentially reaches a large and diverse
audience. In the same fashion, Liew brings forward that copyright is another issue that could
limit the possibilities of virtual museums, whereas Styliani et al. leave out this consideration.
However, both agree on the fact that physical museums and virtual museums exist next to each
other; an online exhibition cannot be considered as a substitution, but in several cases the online
content is used as promotion material for the physical exhibition.
When designing a virtual museum, Liew points out that funding and budget have also to be
taken into account. Without those, designing a virtual museum is almost impossible. The size of
the budget is largely responsible for the quality of the online exhibition. Styliani et al. bear in
mind that digitisation techniques are very costly. The authors, do not focus on this issue and
concentrate more on collaboration between institutions for sharing knowledge, collection
objects and to gain more funding together. Likewise, Liew agrees with collaboration, but as the
results in his article show there is not enough conjunction between the institutions. This does
25
not benefit the development of standards used in designing a virtual museum.
3.8 What is a virtual museum?
In theory, a virtual museum is both a digital presentation of objects and a physical exhibition
that triggers the imagination of visitors. In practice, most virtual museums represent the online
publication of a collection of digital content. In this thesis the digital presentation of objects and
information accessible through the internet will be investigated. A virtual museum can also
contain non digital content, as expressed by the avant-garde movements Huhtamo describes.
It is important that the museum provides the visitor with the context of the object, also in the
virtual museum. Contextualization in a digital environment can be personalised by tools
designed to respond to the needs of the visitor. Visitors are the key actor in a virtual museum,
according to Lester. Tools should be designed regarding the needs of the visitors. In this way the
reproductions will be experienced as original works. The visitor is in this thesis also regarded as
the key actor.
Latour and Lowe agree on Lester that the experience of a work of art depends on the used tools
and techniques. For this thesis the techniques are less important, but the tools offered to visitors
are essential for an interactive experience. Furthermore, following Huhtamo’s list of challenges,
a virtual museum is always evolving and newly arose questions are essential for the ongoing
improvements to virtual museum. This thesis underlines his idea.
For this thesis the following definition will be used:
A virtual museum is a digital presentation of objects accessible through the internet that
provides interactive tools as well as contextual information in order to give visitors the
experience of the original object. The form of the digital objects (digitised, digitally
born or database) does not affect this experience. The visitors are the key actors in a
virtual museum which is an always evolving space.
In addition, a distinction is made between types of virtual museums. The table below is
constructed from the theories of Schweibenz, Styliani and Nina Simon (see chapter four).
Type of museum
Brochure Basic museum information (Schweibenz; Styliani et al.)
Content Information on the museum collection and presentation of
objects (Schweibenz). Digital access to the collection and
object oriented presentation (Styliani et al.)
Learning Contextual information about online collection as well as
presentation of objects (Schweibenz). Different points of
access; context-oriented and additional information on objects.
Visitors have a ‘personal’ experience or relation with the
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collection (Styliani et al.).
Participatory Interaction with visitors where museums respond to the
feedback of visitors (Simon). This applies to the three other
museum typology above. Figure 2 Type of museum
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Chapter 4 Audience/member/visitor/user/producer
In the previous chapters the museum is described as a changing organization that has to deal
with the real and the virtual. In this chapter the role of the audience will be explored. To
communicate and to serve are two key functions when exploring the relation between museum
and visitor. When a museum decides to create a virtual museum, interactivity with the visitors
should be the key to evolve as a museum. What does this interactivity mean for the audience?
And how could museums facilitate this interactivity?
The first paragraph investigates the influence of new media on the public and private spheres as
well as the redefinition of time, space and social relations. This is followed by the role of
visitors in the museum and the attitude of the museum towards them. The third paragraph
explores the participatory museum. The last paragraph outlines the role of the visitor as
interpreted in this thesis.
4.1 Private and public
Sonia Livingstone claims that 'new media' has potentially dramatic consequences. In her view
this implies that the boundaries between distinct spheres (e.g. work and leisure) are being
blurred or transcended. This means that the role of different groups is changed as well as the
relations between them. Livingstone argues that the most pertinent boundary is the one between
public and private. She examines the increased media use as well as how children should learn
to maintain the boundaries between their public real sphere and the private digital sphere on the
internet. Livingstone finds this necessary in order to keep personal information as well as the
children themselves safe. She explains this as the mediated childhood (Livingstone “In defence
of privacy”).
According to Livingstone the media have an important role nowadays, especially, in the lives of
children. She mainly refers to the internet, whereas Kirsten Drotner focuses on the mobile phone
as the medium. Drotner claims that mobile media increases individualisation, but she probably
means that mobile media cause a blur between public and private space. There is no need for a
fixed place for a private conversation; people create their own private space and shut themselves
off from the other people in a public space. This is what Drotner calls individualisation:
ignoring others in a public space in order to have a private conversation in the same space
(Drotner “Audiences and Publics”).
Therefore, time, space and social relations have to be redefined. Space can be both public and
private. Social relations change within a public sphere, because even strangers are involved in
private spaces without asking them to be a part of a private space. Probably, you have to accept
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that sometimes a public space becomes a private space and that you are a part of it. Time has to
be redefined. First, because it is possible to visit a website whenever you want and to find
information at any time. Second, communication through mobile technology does not have any
restriction regarding time, because there are other ways to communicate. As a consequence the
conversation is delayed, but it can be continued at any time (Drotner “Audiences and Publics”).
Drotner differs from the perspective of Livingstone and redefines the digital/virtual spheres to
include both a public and a private sphere, and also the 'real' public and private sphere. For
example, private conversations can be held in a public place. When using a mobile phone the
illusion of a private sphere is created, even though the person can actually be in a public sphere.
Both authors agree that the boundaries between the different spheres are blurred, especially
considering private and public spheres.
What does this mean for museums? Museums are public spaces. At the same time, the
interpretations visitors give to museums are individual interpretations and can be considered as
private. Paraphrasing the ideas of Livingstone and Drotner: museums offer a space to create a
private experience inside a public space. Accessibility to this personal space is another question.
A private online space could only be accessible for the one who created it, but it could also be a
public space open to other visitors and/or the museum.
4.2 Experiences in the museum
Museums create exhibitions with a purpose and with a certain attitude towards visitors. In return,
different visitors have different experiences, most likely evoked by the attitude of the museum.
Zahava D. Doering distinguishes three different attitudes:
‘Stranger: This attitude arises when the museum believes that its primary responsibility is to the
collection and not to the public.
Guests: From this point of view, the museum wants to “do good” for visitors out of a sense of
mission, primarily through “educational” activities and institutionally defined “learning”
objectives.
Client: This paper suggests that social trends will force museums to adopt attitudes and
behaviors in which the museum is accountable to the visitor. Institutions will then acknowledge
that visitors, as clients, have needs, expectations, and wants that the museum is obligated to
understand and meet.’ (Doering: p. ii)
Furthermore, Doering describes four major categories of experiences individuals prefer and find
most satisfying in museums:
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‘Social experiences center on one or more other people, besides the visitor.
Object experiences give prominence to the artefact or the “real thing”.
Cognitive experiences emphasize the interpretive or intellectual aspects of the experience.
Introspective experiences focus on the visitor’s personal reflections, usually triggered by an
object or a setting in the museum.’ (Doering: p. ii)
Doering believes that museums have to listen to their visitors and have to respect their needs. If
they do so, museums will be able to provide the experiences their visitors find most satisfying.
In addition, museums can also find a way to communicate their mission.
Regarding museum visits, the ‘Museum visitor experience’ model of John H. Falk takes
communication between museum and visitor a step further. He underlines the interaction
between museum and visitor. In order to understand the museum visit, it has to be
acknowledged that a museum visit starts before ‘anyone sets foot in a museum’ (Falk: p. 158).
Two streams of thought have to be considered:
‘An individual who wishes to satisfy one or more identity-related needs and decides to satisfy
one or more of these needs through some kind of leisure time activity.
The individual possesses a set of generic as well as specific mental models of various leisure
settings, including museums, that individually and collectively support various leisure-related
activities.’ (Falk: p. 158)
These two streams of thought (identity-related needs and a set of various leisure settings) come
together when an individual decides to visit a museum. Falk only discusses the physical visit;
can his ‘Museum visitor experience’ model be applied to the virtual museum? It can,
considering the interaction motivation between museum and visitor.
Falk distinguishes five categories of identity-related museum motivations (Falk: p. 158):
Explorer
Facilitator
Experience seeker
Professional/Hobbyist
Recharger
First, what does Falk mean by identity? He defines it as follows:
‘[…] as something that is always “situated” in the immediate realities of the physical and socio-
cultural world. Our identity is a reflection and reaction to both the social and physical world we
consciously perceive in the moment, but identity is also influenced by the vast unconscious set of
30
family, cultural, and personal history influences each of us carries within us. Each is
continuously constructing and maintaining, not one, but numerous identities which are expressed
collectively or individually at different times, depending upon need and circumstance.’ (Falk: p.
72)
Falk finds that identity is the combination of both internal and external social forces; cultural
and individual agencies contribute to identity. Furthermore, he acknowledges the different
layers of identity (individual, social (close relations) and societal (broader relations)). Identity is
also evolutional, because of the influences of innate and learned perceptions of the physical
environment; in other words, identity derives from the learned and genetic influences. Museums
are a part of the identity of museum visitors. They are one of the external social forces that
influence museum visitors.
Museums should be able to reflect different layers of identity if they want to attract a varied
audience. Therefore it is important to understand the motivations of a museum visit. The
following factors influence the motivations of visitors:
‘Personal Context: The visitor’s prior knowledge, experience, and interest.
Physical Context: The specifics of the exhibitions, programs, objects, and labels they
encounter.
Socio-cultural Context: The within- and between-group interactions that occur while in
the museum and the visitor’s cultural experiences and values.’ (Falk 159)
Interestingly enough, Falk thinks rather non-virtual. Although these categories and contexts can
be applied to a virtual museum visit, some factors are not investigated in his approach. For
example: accessibility through the internet; the quality of display of objects; and the navigation
through a virtual museum.
4.3 Participatory museums
The museum visitor is the key in Nina Simon’s participatory museum. She uses three theories to
construct an approach to let audience participate in cultural heritage institutions, with a focus on
museums. These theories are: audience-centred institutions; visitors construct their own
meaning and the influence of users’ voices on project design and public-facing programs
(participatorymuseum.org).
First, Simon focuses on the dissatisfactions of audiences which she considers as challenges for
museums. These dissatisfactions are reasons to pursue participation (participatorymuseum.org ):
1. Cultural institutions are irrelevant to my live
31
2. The institution never changes – I’ve visited once and have no reason to return
3. The authoritative voice of the institution doesn’t include my view or give me context for
understanding what’s presented
4. The institution is not a creative place where I can express myself and contribute to history,
science, and art
5. The institution is not a comfortable social place for me to talk about ideas with my friends and
strangers
Simon believes that when a museum becomes a participatory institution, the satisfaction rate
among visitors will rise. A museum can become a participatory institution by first to determine
who their public is and in addition to investigate how they are participating or wanting to
participate. Simon first answers the rate of participation of visitors by investigating internet
behaviour. For this, she uses the “social technographics” profiles of Charlene Li and Josh
Bernoffs’ Groundswell: Winning in a World Transformed by Social Technologies. According to
the authors, participatory online audiences can be grouped into six categories
(forrester.com/Groundswell):
1. Creators make social content go. They write blogs or upload video, music, or text.
2. Critics respond to content from others. They post reviews, comment on blogs, participate in
forums, and edit wiki articles.
3. Collectors organize content for themselves or others using RAA feeds, tags, and voting sites like
Digg.com
4. Joiners connect in social networks like MySpace and Facebook
5. Spectators consume social content including blogs, user-generated video, podcasts, forums, or
reviews
6. Inactives neither create nor consume social content of any kind
For example, the authors give the percentages of ‘Social Technographic Profiles’ of online U.S.
adults (Li and Bernoff: chapter 3):
1. Creators: 18%
2. Critics: 25%
3. Collectors: 12%
4. Joiners: 25%
5. Spectators: 48%
6. Inactives: 44%
Note that individuals can be categorised in more than one group, because they may show
different behaviour in different settings. The ‘Social Technograhic Profiles’ are only related to
social content. The term ‘Social’ refers to people-to-people activities; ‘Technographic’ refers to
32
Forrester Research’s methodology for surveying consumers, but with a focus on technology
behaviour. Simon does not apply this methodology on museums or the museum visitor, but
introduces a plan for building a relationship with individual visitors:
1. Individual Consumes Content
2. Individual Interacts with Content
3. Individual Interactions are Networked in Aggregate
4. Individual Interactions are Networked for Social Use
5. Individual Engage with Each Other Socially
In addition to this plan, Simon pleads for approaching visitors as individuals. Therefore,
individuals should be able to express themselves in a museum. How should this be constructed?
What does is it mean for visitors to express themselves in a museum? An important
consideration is the way in which visitors can give information so that museums can recognise
them in a future visit. A museum should design tools to collect feedback so the contribution of
visitors could be used by the museum. How does this relate to the ‘Social Technographic
Profile’? Simon ignores this problem by suggesting that every individual will participate when
museums will stimulate this participation by giving them simply the opportunity to participate
and treating them like individuals.
It is questionable whether this really solves the problem of dissatisfaction among visitors. The
level of dissatisfaction depends on what museums do with the gathered information from
visitors/individuals and how they communicate this to their visitors. It is probably fair to state
that visitors, who provide the museum information to profile them, want something in return. A
reorganisation of the institution would have then to be considered if it can be based on the
provided individual profiles. Is this possible with the provided information?
Instead of answering the above questions, Simon continues with her plan for personalising the
museum. First, the museum should be audience centred. The I Like Museums campaign of
museums in North East England uses trails to encourage visitors to explore the collections of the
participating museums. Visitors can enter the website www.ilikemuseums.com and follow
different trails of both museums and other visitors or create their own trail
(participatorymuseum.org).
Visitors can give the trails a score (out of ten) so the best trails will be easy to find. For example,
the trail ‘I like… things to do with a hangover’ scores a nine and the ‘I like… science’-trail
scores a three (20 June 2010). When the trail is followed, the name of the creator and a list of
museums appear. The listed museums give little additional information, such as a quote of the
creator, address and website. More information about opening times and entry price is available
33
by clicking the ‘view’-button. Visitors can also add comments on trails and give feedback
(ilikemuseums.com).
It is not clear whether this campaign is encouraging enough to actually visit a museum. Simon
does mention a survey among the visitors, but this cannot be verified. In this survey 36% of the
visitors were aware of the campaign and it influenced their decision whether to visit a museum
or not.
Another approach is Tate’s ‘The ‘…….’ Collection’. On their website
(tate.org.uk/britain/yourcollection) visitors can experience six collections that have already
been created. They can also create their own collection and label/comment on their chosen
works. This initiative is very different from the I Like Museums and seems more personal.
However, visitors can only choose between 39 works that are divided in Pre-1900 and Post-
1900 artworks. This is a rather small selection, but the alternative is to write a caption for any
other work of art. The most interesting comments will be used as captions in the gallery. Tate
will contact the specific visitor whose comment is used and notifies the visitor when the
visitor’s comment is at Tate Britain.
4.4 Role of the visitor
In the previous sections the role of the visitor is discussed. For this thesis it is assumed that
interaction between museum and visitor is necessary in order to create a virtual museum. This is
primarily based on the idea of Huhtamo that a virtual museum always is in development.
Without interaction with the visitor, this process will end.
The participatory concept of Simon is interesting, but the rate of active participation is
questionable. Other research on online participation can be relevant regarding participating
virtual museum visitors, but this thesis will focus on the question of the role of visitors within a
virtual museum.
34
Chapter 5 Case studies
The previous chapters explored the idea of a virtual museum. In this chapter a framework for
identifying a virtual museum will be constructed. Within this framework, four museums will be
investigated after a short introduction. These museums are:
The Armando Museum
Graphic Design Museum
Anne Frank House
National Maritime Museum Amsterdam
These museums were also represented at the Virtual Museum meeting introduced in chapter two.
The results from this meeting is used in this chapter as a first comparison between theory, as
outlined previously, and the current Dutch practice. In this thesis, the Virtual Museum meeting
is understood as starting point for investigating various approaches of virtual museums and to
share knowledge on this subject. A discussion on what a virtual museum is, will take place for
each case studies based on the specific functions visible to the online visitor.
The choice of case studies is based on the value of the discussion during the Virtual Museum
day. Despite the fact that only two cases are online each of the four theoretic approaches are
good examples for further discussion.
5.1 The Armando Museum (armandomuseum.nl and scheepvaartmuseum.nl)
This museum in Amersfoort (Netherlands) is dedicated to the work of the contemporary artist:
Armando. He works in different disciplines; he can be considered as a visual artist, a writer, a
violist and a film and documentary maker. He is inspired by his personal experiences during the
Second World War. Power and powerlessness as well as his fascination for violence and evil are
themes in his work.
The Armando Museum building was hit by a fire in October 2007 and for now a little part of the
collection is exhibited in a small annex. The reopening of the museum will be in 2011. The
planning of a virtual museum had already been started before the fire, although since the
museum burned down, the development of the virtual museum became more urgent. The launch
of the virtual Armando Museum is planned in October 2010. This shall be the only way to fully
experience the Armando collection until the reopening of the physical museum.
5.2 Graphic Design Museum (graphicdesignmuseum.nl)
This museum is the first museum in the world for graphic design. It is situated in Breda
35
(Netherlands). Graphic design has a rich tradition in the Netherlands and has been around for
about a century. The museum offers an international podium for both established designers and
new talent. Visitors get a deeper insight into the past and present of image culture and the
museum gives up to date information on the latest developments in visual communication. For
children there is a program in which they can become a designer.
5.3 Anne Frank House (annefrank.org)
The mission of the Anne Frank organisation is to inform the public and educate the public about
Anne Frank and the Second World War. The building plays an important role, because it shows
where Anne Frank lived during the war before her deportation. For the creation of a virtual
museum, the house was digitized and during a virtual tour visitors can learn about Anne and the
war.
5.4 National Maritime Museum Amsterdam (scheepvaartmuseum.nl)
The main goals of this museum are to let the visitor experience and explore the Dutch maritime
history. The museum has a diverse audience and wants to be accessible for all ages and different
interests. The building and the museum ship play an important role, because of the historical
value and representation of the past. The physical museum is closed, because of a major
renovation. It presumably will reopen in the summer of 2011. The virtual museum is in
development and will be launched at the end of 2010.
5.5 Framework of functions
The museums functions will be compared using the functions as defined in chapter one. The
comparison is based on the information available for visitors via the current museum websites
and also on the report of the Virtual Museum meeting (scheepvaartmuseum.nl). In this chapter
the table of functions is compressed, because for a detailed analysis there is too little
information available.
Functions Armando
Museum
Graphic Design
Museum
Anne Frank
House
National Maritime
Museum
ACQUIRE This museum is
completely
dedicated to the
work of one
person. All
objects and
content are
provided by
Armando. The
collection exists
of one core
collection owned
by the museum
and two
collections on
This museum
acquires new
content via the
Dutch design
database content
from designers
who can upload
their own work
with additional
information.
The core
collection
contains work
from Dutch
designers.
The main object
of the museum is
the annex in
which Anne
Frank and her
family were
hidden during the
war. This
museum provides
not only
information on
Anne, but it also
provides context
to understand the
content and story
The museum has
five main themes
for acquiring:
The Dutch and
the world – an
international
perspective.
Maritime Nation
– national
perspective.
Sea as inspiration
– Dutch maritime
history through
art objects.
Sea as challenge
36
Functions Armando
Museum
Graphic Design
Museum
Anne Frank
House
National Maritime
Museum
loan. of Anne. – relation
Netherlands and
the water.
Amsterdam –
maritime history
of port
Amsterdam.
The museum
finds it also
important to have
an active policy
on acquirement
and the
collection.
CONSERVATION No information
on this subject on
the website or
other information
directly available
for visitors.
No information
on this subject on
the website or
other information
directly available
for visitors.
For the museum
it is important to
preserve the
building, because
it is the key
object of the
museum. This
applies on the
interior as well as
the exterior of the
building and
original objects
from Anne or
related to Anne.
The information
plan of the
museum includes:
permanent access
to digital
collection;
relation between
physical and
virtual museum
and an
opportunity for
frequent
questions of
visitors.
RESEARCH The Armando
museum has a
documentation
centre on the
work and life of
Armando. It is
accessible for
researchers as
well as visitors.
The museum
offers visitors a
historical
overview of
Dutch design of
the last century.
No clear
statements found
on research
function. The
museum
publishes on
Dutch design.
The Anne Frank
foundation put a
lot of effort in
research to
conserve and
preserve the
house. They have
also a project on
monitoring
racism and
extremism. Its
aim is to define,
analyse and
document the
different forms of
racism and
extremism in
order to share this
knowledge and to
provide
contributions to
solutions and
policies.
Annual
publications on
maritime themes.
Research on
collection objects
is also accessible
for externals.
A joined digital
collection
database of the
Netherlands
maritime
institutions is
accessible
through the
museum website.
COMMUNICATE The museum
communicates
through the
website and in the
future through the
world of
Armando.
Visitors can
receive a news
letter to keep up
The museum
provides a news
letter as well as a
magazine which
is online
accessible.
Visitors can leave
comments and
the museum
wants to archive
The Anne Frank
foundation
communicates
through the
museum itself,
but also uses
different media to
reach her broad
public (e.g.
Facebook,
The museum
provides a news
letter, a blog on
the restoration of
the museum
building and it
communicates
through the
website. The new
museum will
37
Functions Armando
Museum
Graphic Design
Museum
Anne Frank
House
National Maritime
Museum
to date with
activities and
news of the
museum.
these comments. YouTube and
Guestbook on
website).
The virtual tour
through the annex
is a new way to
communicate
with visitors
abroad and to
provide them
with a way to
experience the
house and the
historical
background.
offer more
opportunities for
visitors to share
comments on the
collection and the
museum.
EXHIBIT The exhibition is
only physically
accessible. The
new virtual
museum shows
works of
Armando online
and this will be
thematically
structured.
The museum
aims to link the
physical with the
virtual
experience.
Interactivity with
the visitor is
interpreted as a
personal tour
through the
museum as well
as applications
for visitors to
comment on the
objects.
The Anne Frank
house is an
exhibition itself,
but the museum
also uses the
virtual museum
to present parts of
the collection.
The physical and
virtual museum
(both not
accessible) will
be structured on
three levels:
experience &
endure; discover
& experience;
discover & enjoy.
The design of the
exhibitions are
based on three
persona’s. [4]
EDUCATE This is a key
function of the
museum. The
new website,
‘The world of
Armando’, is
designed with an
educational
background.
This is a key
function of the
museum. It
provides
workshops for
children to
introduce them to
design as well as
lectures on
graphic design
and its function in
every day life.
This is a key
function of the
museum. It wants
to teach visitors
the horror of the
Second World
War as well as
making them
aware of racism
and extremism
today and its
consequences.
This is a key
function of the
museum. The
target groups are:
families with
children;
traditional
museum visitors;
maritime
enthusiasts and
schools.
SERVE The website gives
visitors little
space for
comment. The
design of the
virtual museum is
collection
orientated.
The visitor has an
important role in
the museum,
expressed in the
personalised tour
through the
museum and the
activities to
introduce visitors
to Dutch design.
The role of the
visitor is mainly
passive, but
visitors can share
their personal
relation with
Anne Frank (see
introduction on
Anne Frank
House).
The role of the
visitor will be
more active in the
new museum.
Figure 3 Functions of the case studies
5.6 Comparison of the virtual museums
The comparison of the above four museums is based on the websites and other information
derived from the Virtual museum meeting at the National Maritime Museum Amsterdam (25
March 2010). For this thesis the focus is on presentation and visitor experience as shown in the
38
table below. Museums face also challenges such as rightful ownership and copyright. The
museums expressed their concern on these matters during the meeting.
Type of
museum
Armando Museum Graphic Design
Museum
Anne Frank House National Maritime
Museum
Brochure All current websites (based on the information at July 28 2010) contain basic
information. The presentation of the information will not be discussed.
Brochure The homepage
offers a choice
between
information on
Armando or the
museum to plan a
visit. The
information on the
museum is
structured as
follows:
introduction,
visitors’
information,
coming events,
documentation,
centre,
collection,
tours,
shop, The part of the
website with
information on
Armando contains
the following
subjects:
introduction,
paintings,
drawings,
sculptures,
prose/poetry,
films/documentari
es/theatre.
The website
structures the
information as
follows:
the museum,
exhibitions (‘current’,
‘upcoming’ and
‘past’),
events (‘calendar’,
‘tours’,
‘workshops’,
‘children’s parties’
and
‘booking/contact’)
education (‘basic
info’, ‘elementary
schools’, ‘high
schools’, ‘college’
and
‘contact/booking’),
partners (‘introduction’,
‘funders’,
‘collaborators’,
‘businessclub’,
‘friends’,
‘arrangements’ and
‘donations’).
The website
structures the
information as
follows:
home (…), Anne
Frank’s History (‘Life in Germany’,
‘Emigration to the
Netherlands’, ‘The
Nazi occupy the
Netherlands’,
‘Going into
hiding’, ‘Discovery
and arrest’, ‘Otto
returns alone’,
‘Reactions to the
diary’, ‘A diary as
best friend’, ‘All
people’, ‘From
hiding place to
museum’),
Museum (‘Practical
information’,
‘Group visits for
schools’, ‘Group
visits for adults’,
‘Exhibitions’),
Worldwide (‘News’,
‘Education’, ‘The
Anne Frank
Collections’,
‘Racism &
Extremism
Monitor’,
‘Library’,
‘Newslettes
Subscription’),
Inspiring (‘Guestbook’,
‘Anne Frank Tree’,
‘Facebook’, ‘Photo
competition’,
‘YouTube’).
The website
structures the
information as
follows:
on the museum (‘organisation’,
‘news’, ‘agenda’,
‘press’,
‘newsletter’), visit
(‘museum ship’,
‘de plantage’, ‘sail
2010’, ‘event
location’), news on
renovation (‘renovation’,
‘blog’, ‘vision new
museum’,
‘exhibitions’,
‘museum as
meeting place’,
‘library’,
‘restoration
objects’, ‘building
‘s Lands
Zeemagazijn’),
collection (‘masterpieces’,
‘Christiaan
Brunnings’,
‘maritime
calendar’,
‘articles’, ‘photo
orders’, ‘strategy’,
‘research’,
‘curators’, ‘map’,
‘loan requests’,
‘collection on
tour’), donations
(‘private’,
‘business’,
‘funds’), contact
(‘mail-telphone-
email’, ‘visit ship’,
‘visit office’,
‘parking’, ‘press
contact’,
‘collection
information’ and
‘photo orders’),
storehouse (‘objects’, ‘online
gift’)
Content The website
provides some
Via the current
website the
The Anne Frank
House launched an
The current website
of the museum
39
Type of
museum
Armando Museum Graphic Design
Museum
Anne Frank House National Maritime
Museum
information
(mainly text) on the
collection (see
above). The new
website, ‘The
world of
Armando’, has no
homepage, but
varying themes in
which all works of
Armando fit.
highlights of the
collection are
presented with only
basic data. Visitors
can leave comment
on the objects.
This museum is
developing
applications for the
iPhone with
additional
information on the
objects and a Dutch
design database
where designers
can store their own
objects with
additional data.
online version of
Anne’s annex on
April 28 2010. The
house is the object
and the visitor can
make a virtual tour
through it. There is
also additional
information
provided in
different forms
(text, audio and
image).
contains the master
pieces with some
additional
information. The
objects can be
sorted on theme.
The new museum
will present more
digital accessible
objects.
Learning The new website,
‘The world of
Armando’, will
present most (or
all) works of
Armando in
themes. Visitors
can start at any
point, but the
museum has as
goal to provide a
learning
experience. There
will be little space
for visitors to
create something
themselves.
The applications
are in development
and will give
contextual
information. The
museum building is
the object and it is
expected that the
visitors can
navigate through
the museum with
the iPhone. If
visitors do not have
an iPhone they can
lent one of the
museum.
During the summer
holidays there are
workshops for
children in the
physical museum.
This museum
presents the hiding
place of Anne
online with
contextual
information. Anne
Frank is also active
on other platforms
such as the Anne
Frank channel on
YouTube. Anne
Frank has her own
page on Facebook
and visitors can
place their own leaf
under the Anne
Frank tree to
express their
personal relation
with Anne Frank.
The main goal of
the Maritime
Museum is to
educate. Contextual
information on the
objects will be
presented on the
new website and in
the virtual
museum.
MijnScheepvaart.nl
will provide a
personal
experience.
Visitors can create
their own
collection and
maybe this can be
displayed in 3D in
the physical
museum.
Participatory Not all of these museums provide a personal space for visitors. Most museums give
visitors the opportunity to leave comments on objects or the museum. However, it is
not clear what happens with these comments.
Participatory It is not clear how
visitors will
participate in the
museum. They will
probably have a
minor role. The
main goal is to
teach the visitor
about Armando.
Visitors can leave
their comment at
the virtual
museum. In this
way the museum
wants to investigate
what their visitor
like.
Visitors can leave
comment, add a
personal story or
add Anne Frank on
Facebook. In this
way visitors create
the museum and
personalise it.
The museum
questions itself
presently the
following: ‘How
should the museum
handle the
comments of
visitors? And how
can they
participate?’.
Figure 4 Type of museum (case studies)
5.7 Relation between functions and virtual museum
In the previous tables the functions and the virtual museums are analysed with the available
information derived from the museum websites and from the presentations at the Virtual
museum meeting. Unfortunately, only two museums were online during the writing of this
40
thesis. The analysis is therefore not complete. However, with the available information, as
presented in both tables, it is possible to compare the functions of the museums with each other
as well as to compare the different virtual museums. In addition, an answer can be formulated to
the question how the function of museum relates to the presentation through a virtual museum.
All museums consider education as a key function of the museum and the design of the virtual
museum is structured around this function. Visitors are guided through the museum and the
museum (will) provide(s) contextual information on the exhibition. The other functions are less
visible for visitors, unless the museum fully publishes its mission and functions on the website.
Do the museums also bear in mind the other facets of a virtual museum as defined in chapter
three? [5]
The virtual museums are accessible online, except the applications of the Graphic Design
museum. For this virtual museum it is necessary to be physically present in the museum
building and an iPhone is needed to display the virtual part of the museum. All museums want
to interact with the public, but on different levels. The Armando museum has no personal space
for visitors in contrast to the Anne Frank House that actively interacts with visitors and develops
interactive tools. The Maritime Museum develops a personal space for visitors to let them
interact with the collection.
However, the virtual Anne Frank House is not a truly interactive; it merely offers an online tour
through the museum. This tour is designed to give visitors an original experience, another aspect
of the virtual museum. All museums aspire to facilitate an original experience with as much as
possible contextual information. The presentation differs from high resolution digital
representations of objects (Armando museum, Graphic Design Museum) to the construction of a
personal environment (Maritime Museum) or the reconstruction of a historical environment
(Anne Frank House).
Visitors are not always the key actor, but their role is growing. How these virtual museums will
evolve over time still has to be investigated. This thesis assumes that the visitor has a large part
in the evolution of the virtual museum.
41
Chapter 6 How to survive?
‘As many more individuals of each species are born than can possibly survive; and as, consequently, there
is a frequently recurring struggle for existence, it follows that any being, if it vary however slightly in any
manner profitable to itself, under the complex and sometimes varying conditions of life, will have a better
chance of surviving, and thus be naturally selected. From the strong principle of inheritance, any selected
variety will tend to propagate its new and modified form.’ – Charles Darwin The Origin of Species
The ‘survival of the fittest’ is a famous phrase that refers to Darwin’s theory of natural selection,
but he never used this phrase in his own work. Darwin calls it struggle for existence and this
struggle acts in natural selection. Darwin only mentioned living beings, but could this theory
also be applied to museums? Richard Dawkins interpreted Darwin and his struggle for existence
as a gene pool, in which genes are replicators. In his theory life, like the human body, has to be
seen as a ‘survival machine’. The replicator can also be translated into a cultural form and
Dawkins introduces the term ‘memes’ as new replicators.
6.1 Memes
Richard Dawkins argues in The Selfish Gene that humans function as survival machines for
genes. Genes participate in the struggle for existence; Charles Darwin explains this as a
competition between species. Dawkins believes that it is the genes which are competing with
each other. This gene survival of the fittest is what makes genes selfish, although, Dawkins
doubts this is the right term for gene behaviour.
Genes survive by replicating themselves; according to Dawkins’ theory genes are replicators.
Dawkins also introduces another kind of replicators: memes. He understands memes as ideas
that exist in the human brain. Memes and genes both act as replicators and therefore, they must
have the same characteristics. Dawkins distinguishes three characteristics:
1. Longevity: the longer the lifetime of a replicator, the more numerous the
replicator can become;
2. Fecundity: the more fertile a replicator is the highest the speed of replication will be;
3. Copying-fidelity: the less mistakes during the copying, the more numerous the
replicators will be.
How do these characteristics affect memes? Dawkins argues that longevity is the less important
characteristic, because it implies that a meme only exist as long as the lifetime of a human being.
The second characteristic (fecundity) is more relevant. Dawkins designates three causes which
effects the fecundity of a meme: acceptation of a (scientific) theory; the popularity of an act of
culture; existence of written records. The third and last characteristic of a meme is, according to
42
Dawkins, the most important one. When the copying-fidelity is applied on ideas, they seem to
be a process of continuous mutation and blending.
In addition to these characteristics, the struggle for existence is also an essential aspect in
Dawkins’ theory. Memes also have to compete with each other. To survive, a meme has to
dominate the attention of the human brain at the expense of ‘rival’ memes. How does this relate
to museums?
Memes are intangible and are best regarded as ‘ideas’. As Dawkins points out, memes exist in
the human brain and humans are survival machines. Museums can also be seen as survival
machines. The idea of cultural heritage survives in museums. Therefore, a museum should not
only be defined as an abstract institute, but it is intertwined with the human survival machine.
Humans actually carry the memes and decide which of the memes will survive.
First, the characteristic longevity can be applied to the collection of a museum. The objects
within the museum collection make a museum valuable. They are also the reason to preserve
cultural heritage, because the objects, and sometimes also the museum building, carry the
memories of cultural heritage. What should be preserved or not depends on the strategy of a
museum and the conservation plan (see paragraph 1.2).
The second characteristic fecundity is interrelated with longevity, because fecundity influences
the lifetime of a museum strategy. The key aspect of fecundity is the popularity of an object.
What does Dawkins mean with popularity? Popular can be understand as low brow culture and
museums are mostly considered as institutions that present high brow culture. Popularity can
probably be interpreted as the future value of objects of culture. The visitor has a role in this
popularity as well as the museum professionals. However, it is difficult to determine which
object is popular and therefore important to preserve for the future. Some objects are not
popular, but could be important for the future (see Delta Plan and the conservation function in
paragraph 1.2)
The most important characteristic of memes, according to Dawkins, is copying-fidelity.
Therefore, permanent access to digital content is important for virtual museums. Dawkins
describes the copying-fidelity of ideas as a continuous mutation and blending. This resembles
the ideas of Erkki Huhtamo (see p. 22). In this thesis a virtual museum is also considered as a
continuous process.
6.2 Rules for the (r)evolution of museums
Elizabeth Wood formulates ‘rules’ for museums to change museum practice in this era (Wood
43
“Rules for the (r)evolution of Museums”). This is another way to interpreted the evolution and
the survival of museums. Wood focuses on the social role museums have. The first rule is to ‘let
everyone have their say’. With everyone she means both museum staff and community
members (i.e. active museum visitors). Museums should interact with their community. They
have to show that the feedback they receive is used to improve the museum.
Rule two is to ‘don’t be a know-it-all’, but use the knowledge of the community. This rule can
be compared with Parry’s ‘variability’; who has the authority or authorship considering
exhibitions? In Wood’s view, the museum is responsible for creating an exhibition, but they
should invite the visitors into the process.
The third rule: ‘look at all sides of an issue’ applies to the different opinions of museum objects
and content. Museums should demonstrate these different views and in order to do so they
should use the different views within the community as well as the perspectives outside this
community. Rule four is closely related to the third: ‘don’t be afraid to name the problem’.
Wood concentrates mainly on social history. In her opinion museums should investigate social
issues, especially injustice, and they should bring them out in the open. To follow the third rule,
museums should tell all sides of the story; in other words, they should be neutral. However,
Wood is not clear on this neutrality. An exhibition has to question certain issues and visitors
should be encouraged to think these issues over and discuss them.
The fifth rule ‘look for the possibilities, invite change’ relates to the creation of another reality.
In Woods opinion this should be a world without injustice, but in general it could be any other
imagined world. Museums have the responsibility to let visitors think and reconsider their daily
life. For the best results rule six ‘keep it local’ has to be applied. What are the local interests?
When museums focus on the local, the relationship with the local visitors will improve. People
recognize themselves in the stories the museum tells and this should help the museum to evolve.
Communication is an important element in this relationship with the local community. Wood’s
rule number seven ‘objects are given meaning by everyone who encounters them’ implies that
objects are means to communicate. This last rule shows that interaction with museum visitors
through objects is important, because every visitor will give a different meaning to objects.
6.3 Transcoded museum
Manovich argues that new media objects differ from old media objects and he presents these
differences as five principals of new media (see Appendix II). What are the influences of new
media on museums? Ross Parry uses these principals to both examine these influences and
recode museums.
44
6.3.1 Numerical representation
Parry considers Numerical Representation (Parry chapter four) as a digitisation of museum
objects and the main concern for museums is authenticity. The general view on digital copies is
that they threaten the ‘value’ of original objects. The doom scenario is that no one will visit the
museum physically when everything is accessible through internet. (See also Latour and Lowe
paragraph 3.5)
For ‘authenticity’ Parry refers to Walter Benjamin:
‘The authenticity of a thing is the essence of all that is transmissible from its beginning, ranging
from its substantive duration to its testimony to the history which it has experienced. Since the
historical testimony rests on the authenticity, the former, too, is jeopardised by reproduction
when substantive duration ceases to matter. And what is really jeopardised when the historical
testimony is affected is the authenticity of the object.’ (Parry: p. 64)
Parry states that digitisation affects the authenticity of an object. He sums up all the fears that
exist in the museum field and he uses the following diagram to distinguish the different types of
digital content:
Digitally born
A recorded interview
for a museum’s
oral history archive
A ‘learning object’
created by a
museum
A government Web page
collected by a national
archive
A piece of net art
commissioned and
acquired by a gallery
Created Acquired
A video taken in the
gallery of a ritual or
rite performed on an
object
A captured image of
an object generated
by a digitisation
project
A digital photograph
submitted by a local
visitor to a museum’s
community history
project
Digital surrogate
Figure 5 "The technology cube" (Parry: p. 106)
Digital objects can be both originals and representations and Parry observes that museums
embrace the digital content. Making collections accessible through the internet is interesting for
museums. It spreads the awareness of the museum among the public and it also attracts visitors
to view the ‘original’ in the museum. Another aspect is the growth of multi media art, which
raises questions about authenticity and representation. ‘Value’ (Parry does not explain this term)
seems to be similar to ‘authenticity’. Parry argues that the ‘aura’ of an object will disappear
45
when it becomes a representation. This ‘aura’ gives an original object value and a representation
lacks this ‘aura’ and therefore the value of original objects.
Returning to the recoding of museums, this Numerical Representation shifts the perspective of
museums from object-centred to experienced-centred. This is similar to the ideas of Wood, Falk
(see paragraph 4.2) and the museum directors (see paragraph 1.3). In this thesis the visitor has
an important role, thus the experience-centred idea is a first step to recode a museum.
6.3.2 Modularity
Manovich understand modularity as fractals; Parry uses the metaphors ‘building’ and
‘architecture’ (Parry chapter five). Fractals and a building or architecture are not quite the same,
because the structure of a building differs from that of a fractal. Fractals have one specific
theme that is repeated in such a way that the theme on each level is always the same. When you
zoom in or out on a fractal it always represents the same image. Furthermore, he defines
museums as spaces, using the concept of Lefebvrean spaces [6]. Parry understands modularity
of museums as ‘rescripting the visit’, because visitors can enter a museum whenever they want.
This is the most important change concerning the museum visit.
Parry uses modularity as a means to explain spaces, but in his view this repeated pattern is not
the essence. In his view, a museum has different modules, with as the most important ones the
building and the objects of art. The building stays in one place, the objects can move around.
This applies on virtual museums in displaying digital content. A virtual museum has a specific
structure that is repeated throughout the whole museum on different levels. Manovich describes
modularity as a structure of modules of bits, pixels, characters and scripts. It is a technological
matter and if one level of this structure is left out, the museum cannot be displayed.
The use of technology is not the real essence of a virtual museum, as explained in chapter three,
but the presentation and display of a virtual museum affects the experience of a visitor.
6.3.3 Automation
The display and presentation of a virtual museum relates to automation. Parry links automation
in museums at standardisation, especially considering the creation of computerised collection
databases in which information about the museum collection is digitally structured (Parry
chapter three). He wonders if museums are databases. In his opinion, a database is the
‘rationalising system for the modern world’. The logic of a database is embedded in the
organisation of a (modern) museum. This database structure for collections is also used for the
online presentation of objects.
46
Parry believes that this does not concern the museum visit or the virtual museum considering
the expectations the museum audience has. The automation of a visit to a virtual museum is
different to the automation of the catalogue of a museum.
For museums it is interesting to see how these standards can be implied to save time, but for
visitors automation is different. How can their computer remember certain things of a virtual
museum in anticipation of a next visit? Or otherwise: how can the museum anticipate on the
next visit of the audience? In the previous chapter four case studies of Dutch virtual museums
show that museums struggle with the role of visitors. When creating a virtual museum,
standardisation is a minor problem. Museums have to determine the needs of visitors regarding
the museum experience. If a museum puts effort in investigating those needs, the more likely a
virtual museum succeeds.
6.3.4 Variability
This characteristic of new media includes authorship and the authority of the curator (Parry
chapter six). A museum used to be a fixed location in which curators show their preferences and
opinions. Parry observes that museums are letting go of the idea of their exclusive authority.
This is particularly the case in the personal museum concept. Visitors can participate and can
create their own exhibition. Examples of this new authority are the tagging of objects, but also
the opportunity to add information to objects.
What does this mean for curators? Do they lose their authority or is their authorship changed?
Parry states that authority should be shared. The authority of a curator will change, he has no
monopoly anymore and he also has to consider the authorities of the visitors. On the other hand,
some visitors will appreciate the authorship of the curator, because he is an expert of the
collection. Museums acquire the objects in order to display them and to offer visitors the
opportunity to add an object to their personal museum. If an object is not in the museum
collection, than it cannot be a part of a personal museum.
This personal museum is a museum within a museum. Parry does not propose that a personal
museum should consist of objects collected from different museums and thus different
collections. If this would be true, then location and space really do not matter at all. For example,
Europeana (europeana.eu) is an initiative to construct this kind of personal museums; several
cultural heritage institutions agreed to make their collections digitally available for the public.
Although the collection of Europeana is growing, it seems to be a difficult process to promote
this idea of cultural heritage for everyone and every personal museum. The project faces
different challenges to open up one online accessible (European) cultural heritage collection.
47
Another question is whether the public really wants to create their own museum or collection
that consists of objects from different cultural heritage institutions. For this thesis, it goes too far
to explore this initiative, but the idea of personal museum is taken into account as an aspect of a
virtual museum.
6.3.5 Transcoding
This last principle of new media is used by Parry to explore the influence of technologies within
a museum organisation (Parry chapter seven). First, Parry explores the risks of new technologies.
Museums struggle with the impact of computers within their organisations in different ways.
Digital databases are today common in museums, but they are not always reliable and the ideal
database does not exist (yet). Even today, several projects are ongoing in order to develop
databases for museums.
Digital information is inevitable, specifically for virtual museums. It takes time to digitise
information and objects as well as to develop a system and database in which this information is
structured. Parry remarks that museums have underestimated this process. Museums have to
invest large sums in these projects and they have no guaranty that the outcome is perfect and
permanent. Permanence is another concern, because technologies are developing quickly. This
means that digital information has to change quickly as well regarding accessibility and
presentation. It is a challenge to digitise without losing information in the future.
These aspects have to be taken into account and it is a difficult process to draw up a plan for
standards on this matter. Furthermore, museums face another challenge regarding skills and
training for museum staff. When everything is digital it is important that people can work with
the new technologies. These new technologies brings along a new vocabulary and another way
of working. This is not always an improvement when the new tools are ‘hard to understand’ and
‘difficult to use’. The profession of a museum employee has changed. Knowledge of museum
objects is not enough; technical skills are also required.
Parry’s conclusion is that new media and technologies have a great influence on museum
organisations, but museums are still experimenting with new media. They accept using these
technologies; however, there is no perfect system that can be applied to all institutions. It takes
time to develop this, but the fact that museum are willing to invest in this development is
encouraging.
Finally, Parry wonders where the museum stops and the computer begins. The growing amount
of digital information demand more functionalities and memory of the computer. Does this
really matter? The principle of transcoding concerns the translation of numerical or digital
48
content to a human level. The computer is a means to translate this, but museums make the rules
how to translate this in an understandable way.
49
Conclusion
This thesis aims to explore the virtual museum. The first question is: Do museums have clarity
on the difference between being physical, digital and virtual? It seems there is no question for
museums identifying the difference between being physical or not. But how to deal with digital
and virtual? This thesis points out that digital is not similar to virtual. The virtual museum is
composed of different forms of digital content as defined by Digital Heritage Netherlands
(DEN). They distinguish three forms: digitised, digital born and digital structured information.
The visitor is the key actor in the composition of the different digital content. Interactive tools
and a dialogue with the visitor are the surplus value for museums in order to design a virtual
museum and to support change in the museum. The latter is also of importance. A virtual
museum is an evolving process that never ends and requires a different view on museum
functions. This is the second and last question this thesis wants to answer: Do museums have to
reconsider their function in order to survive?
In the previous chapters it is made clear that most museum functions are interrelated. The
consequence is that if one function has to be reconsidered, all functions have to be reconsidered.
When designing a virtual museum institutions face several challenges. The rules Wood
summarises are a tool for some museums to construct their mission and thus their function. It
has to be noticed that these rules mostly apply to local museums. When the target is a national
or international audience this local focus may not be enough. It has to be clear which visitors a
museum has in order to serve them.
The museums compared in chapter five focus on education, but the service function is found the
most important one. Does a virtual museum serve all visitors? A virtual museum can be
developed with a focus on a certain group of visitors. What is the surplus value of the virtual
museum to the physical museum? Does it provide additional information? What is the goal of
designing a virtual museum? A virtual museum has a surplus value if it is designed for a
specific target group or for all visitors with additional information not available in the physical
museum. For both groups interaction is important, because of the evolving element of a virtual
museum.
Then, how to survive? Unfortunately, there is no ‘one size fits all’ strategy. The case studies
show that museums differ from each other. Survival requires a clear focus on the mission and
functions of the museum, interaction with the visitor and knowledge sharing on designing
virtual museums with other institutions. Most importantly, survival depends on accepting that a
virtual museum is a continuous evolving process.
50
Endnotes
1. Alexander and Alexander distinguish six museums: art museum; natural history and
anthropology museums; science and technology museums and centres; history museum;
botanical gardens and zoos; children's museums.
2. Alexander and Alexander (2008): p. 195-196. The six elements for an effective
collection planning:
‘1. Identify the museum’s audience(s) and how their needs will be served by collections.
2. Review the strengths and weaknesses of the existing collections.
3. Include a “gap analysis” contrasting the real and ideal collection.
4. Set priorities for acquisition and de-accessioning based on the needs assessment and
gap analysis.
5. Identify “complementary collections” held by other museums or organizations that
may affect the museum’s collections choices.
6. Take into account existing or needed resources (funds, space and staff).’
3. Description of the purposes used in this thesis are derived from the purposes of
Alexander and Alexander.
4. The persona’s used for this museum are: Dick, a regular museum visitor with a
preference for maritime objects; Simone, she wants to be entertained and has a young
family; Micky, has an international scope and visits exciting and innovative exhibitions.
These persona’s are derived from the presentation of the Maritime Museum during the
Virtual museum meeting. See also the website for the presentations (in Dutch) :
scheepvaartmuseum.nl/over-het-museum/nieuws/studiemiddag-virtueel-museum-
succes!/presentaties
5. ‘A virtual museum is a digital presentation of objects accessible through the internet
and it provides interactive tools as well as contextual information in order to give
visitors the experience of the original object. The form of the digital objects (digitised,
digital born or database) does not affect this experience. The visitors are the key actors
in a virtual museum which is an always evolving space.’
6. Parry (2007): p. 88-92. Henri Lefebvre explained social spaces as mirrors. These
mirrors requires members of a society an image of their membership. This space can be
regarded as an hyperspace (i.e. a space in which the modes of spatial production are
focused and intensified). This hyperspace is comparable with Baudrillard’s hyperreality;
a reality in which everything is larger than life. His favourite example of hyperreality is
51
Disneyworld. Is it a real world? Yes, we can see, touch and experience it. Why is it
hyperreality? Disneyworld does not represent the real world in which people normally
live, but it is a utopian world in which (some) people want to live. Everything is real,
but it is a virtual real; in Disneyland do not live real people, the citizens of this world
are all played characters. When the park is closed, the reality of Disneyworld is over,
Snowwhite and her seven dwarves go home, but the utopian idea lives further in the
visitors. In Disneyworld the reality of everyday life can be forgotten and everyone goes
along in the utopia of Disneyworld. Lefebvre’s hyperspace is a space in which society
is so intensified that all different realms in which people’s life is divided: Material space
(i.e. everyday world); representational space (i.e. construction of space with language,
logic, techniques and knowledge); space as it might be, fully lived (i.e. the ideal world).
The essence of Lefebvrean space is the continual interplay between these realms.
52
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55
Appendix I Definition conservation ICOM-CC1
(“What is conservation?” icom-cc.org)
Terminology to characterize the conservation of tangible cultural heritage
At the 15th Triennial Conference held in New Delhi in September 2008, ICOM-CC adopted a
resolution on a terminology for conservation to facilitate communication in the international
professional and public fora and in the literature, since the same word may currently have
different meanings in different places. The resolution was adopted in English and in French, and
translated into Spanish. A commentary describing the approach and methodology used to decide
on a terminology is also available in English.
ICOM-CC adopted the following terms: “preventive conservation”, “remedial conservation”,
and “restoration” which together constitute “conservation” of the tangible cultural heritage.
These terms are distinguished according to the aims of the measures and actions they encompass.
The definitions of the terms are as follows: Conservation - all measures and actions aimed at
safeguarding tangible cultural heritage while ensuring its accessibility to present and future
generations. Conservation embraces preventive conservation, remedial conservation and
restoration. All measures and actions should respect the significance and the physical properties
of the cultural heritage item.
- Preventive conservation - all measures and actions aimed at avoiding and minimizing future
deterioration or loss. They are carried out within the context or on the surroundings of an item,
but more often a group of items, whatever their age and condition. These measures and actions
are indirect – they do not interfere with the materials and structures of the items. They do not
modify their appearance.
Examples of preventive conservation are appropriate measures and actions for registration,
storage, handling, packing and transportation, security, environmental management (light,
humidity, pollution and pest control), emergency planning, education of staff, public awareness,
legal compliance. - Remedial conservation - all actions directly applied to an item or a group of
items aimed at arresting current damaging processes or reinforcing their structure. These actions
are only carried out when the items are in such a fragile condition or deteriorating at such a rate,
that they could be lost in a relatively short time. These actions sometimes modify the
appearance of the items.
Examples of remedial conservation are disinfestation of textiles, desalination of ceramics, de-
acidification of paper, dehydration of wet archaeological materials, stabilization of corroded
metals, consolidation of mural paintings, removing weeds from mosaics. - Restoration – all
actions directly applied to a single and stable item aimed at facilitating its appreciation,
understanding and use. These actions are only carried out when the item has lost part of its
significance or function through past alteration or deterioration. They are based on respect for
1 http://www.icom-cc.org/242/about-icom-cc/what-is-conservation/ Consulted on: 04-07-2010
56
the original material. Most often such actions modify the appearance of the item.
Examples of restoration are retouching a painting, reassembling a broken sculpture, reshaping a
basket, filling losses on a glass vessel. Conservation measures and actions can sometimes serve
more than one aim. For instance varnish removal can be both restoration and remedial
conservation. The application of protective coatings can be both restoration and preventive
conservation. Reburial of mosaics can be both preventive and remedial conservation.
Conservation is complex and demands the collaboration of relevant qualified professionals. In
particular, any project involving direct actions on the cultural heritage requires a conservator-
restorer (see ICOM-CC's The Conservator-Restorer: a Definition of the Profession and ICOM's
Code of Ehics for Museums.
57
Appendix II Manovich five principals of new media
Lev Manovich points out that there are several differences between ‘old’ and ‘new’ media. New
media are characterized by presenting any of the following principals (Manovich “The language
of new media”).
1 Numerical Representation
All new media objects (digital-born or converted from analogue to digital) are composed of
digital code. In other words: new media objects are numerical representations. This has two key
consequences. First, new media uses mathematical functions as language instead of human
language. There is only one way to interpret mathematical language. If the reader (computer)
cannot interpret the mathematical language, then it cannot display the new media object. Second,
‘new media object is a subject to algorithmic manipulation’. Manovich aims at the
programmability of media the way it is used to manipulate or clean up photos or other objects.
2 Modularity
Manovich compares new media objects with fractals. Where a fractal has the same structure on
each level, new media objects have the same modular structure throughout. Manovich considers
them as a collection of bits, pixels, characters and scripts. This collection is needed to produce
the formal language for numerical representation. This has its limitation, because when one of
the modules is erased then the object cannot be read.
3 Automation
The first two principles, numerical representation and modularity, allow to automate operations
involved in media creation, manipulation and access. Manovich makes a distinction between
‘low-level’ and ‘high-level’ automation. Low-level automation uses templates, for example
image editing programs which automatically corrects scans or word processing programs with a
standard lay-out. High-level automation requires a computer which understands semantics. This
means that, to a certain level, a computer can interpreted information that is generated from the
new media object. It is able to learn and remember certain information in order to anticipate to
the object or similar objects.
4 Variability
New media objects are not fixed, but can exist in different versions. Manovich considers this as
a consequence of the Numerical representation and Modularity. He discusses several
consequences of this principal. First, the storage of media elements in media database(s) causes
variety in resolution, form and content of the objects. Consequently, they can be generated at
any time, thus the objects are independent of time.
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Second, the levels of data and interface of new media objects can be separated. The same data
can have different interfaces which are stored in one database. A third consequence is stored
information on the user. This information can be used by a computer program to customise the
media composition. For example, the recognition of an internet browser leads to customisation
especially for the user’s type of browser for an optimal presentation of the site for a particular
browser.
The fourth consequence is actually a particular case of user information. Manovich names this
‘branching-type interactivity’ in which the program presents various possibilities in a branching
tree structure and lets the user choose between the opportunities.
Hypermedia is another media structure where multimedia are linked through hyperlinks.
Consequently, the elements are independent of each other. The World Wide Web is, according
to Manovich, a particular implementation of hypermedia.
Periodic updates are the sixth consequence in Manovich theory of principals. Networks update
their content while keeping the structure of the network intact. Updates from internet for
programs used on your computer are an example of this periodical updating. A last consequence
of variability is scalability. Different versions of sizes and levels of the same media object can
be generated. Manovich compares this with a map. The possibility to zoom in and move around
provides details on different levels.
5 Transcoding
The last principal is the most substantial consequence of the computerisation. New media
objects are Numerical representations and therefore written in a digital code. The digital code
has to be transcoded to human level in order for users to be able to make sense of it. Manovich
distinguish two levels of which new media consists: ‘cultural layer’ and ‘computer layer’. The
cultural layer can be compared with short stories of categories in an encyclopaedia. The
computer layer includes computer language, data structure and storing and matching of data.
The core of transcoding, is the blend of the two levels and the influence they have on each other.
In other words, to transcode something is actually to translate it into another format. In
particular the translation from cultural to computer level and in reverse.