Museums without walls (panel session): new media for new museums

A. Addison, D. MacLeod, Gerald Margolis, Beit Hashoah, M. Naimark, H. Schwarz
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引用次数: 3

Abstract

What role should computer graphics, multimedia, virtual reality, and networks play in the 'Museum of the Future' and what effect will these technologies have upon it? This panel is focused on the evolving nature of the museum in the information age. Society's traditional methods of presenting and exhibiting cultural, social, and historic artifacts and information are being profoundly affected by the proliferation of computers, multimedia, and networks. Museum directors and designers around the world are rapidly discovering that older passive and static presentation models are increasingly inappropriate in an 'instant gratification' society raised on television and accustomed to computers and other new media. Can and should museums attempt to keep pace with the media of the 'Nintendo' generation? A proliferation of World Wide Web "museum" sites on the Internet begs the question of what makes a museum today-is physical presence still a defining criteria? Is an interactive, networked 'virtual museum' a viable substitute for a physical place, or do we need both? How can and should traditional museum facilities work with and link to virtual ones? Just as a good novel can be more powerful than an interactive, multimedia CD-ROM story, technology alone does not necessarily make a better museum. How much media is appropriate? How interactive should it and does it need to be? When does media begin to overpower the message of the museum itself? How do we overcome (or should we even care about) problems of graphic realism 'brainwashing' visitors who may come to museums to see 'truths' about their society and history? With technology providing the potential to customize the museum to the visitor's interests, new dilemmas arise, and old debates resurface. Do the curatorial advantages of being able to present multiple 'tours' through a virtual site outweigh the losses of not being able to physically see an artifact itself? And how does a museum fund high technology with computer power and features advancing at a dizzying pace? These and similar questions are among those the panelists are grappling with in their own work, have previously discussed, and are looking forward to debating with each other and the SIGGRAPH audience. The panelists bring a multitude of perspectives to the discussion. From roles as museum directors and designers, to educators and artists, they have all dealt with the issues surrounding the museum of the future. They have similarly faced the challenges of being at the technologic forefront-from the difficulties of synchronizing and ensuring nonstop operation of a multitude of electronics for days on end, to the problems of creating and maintaining a state-ofthe-art showplace in the era of rapid media obsolescence. Although many of the experiences of the panelists are in many respects similar, different museums, artifacts, and ideas require different types and levels of technology-what works at the Museum of Tolerance may not be appropriate at the Getty or the Exploratorium. Douglas MacLeod New media that simply mimics a walkthrough of the paintings and sculptures of a museum is a waste of time and effort. The possibilities of real-time, interactive graphics and sound demand much more. Coupled with emerging high-speed, high bandwidth networks, engaging and evocative exhibits are possible that question the idea of a static collection inhabiting a single space. Converging new media are already undermining the traditional idea of a museum. Art pieces produced at the Banff Centre through its Art and Virtual Environments Project demonstrate the potential of new cultural experiences; and testbed networks such as WURCNet (Western Universities Research Consortium) in Western Canada demonstrate new delivery systems and content. Together the two trends of real-time interactions and high-speed networks will revolutionize our experience of culture and radically transform the institution of the museum.
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没有围墙的博物馆(小组讨论):新博物馆的新媒体
计算机图形、多媒体、虚拟现实和网络在“未来博物馆”中应该扮演什么角色?这些技术将对它产生什么影响?这个小组讨论的重点是在信息时代博物馆的演变性质。呈现和展示文化、社会和历史文物和信息的传统方法正受到计算机、多媒体和网络扩散的深刻影响。世界各地的博物馆馆长和设计师们很快发现,旧的被动和静态的展示模式在一个“即时满足”的社会中越来越不合适,这个社会是在电视上长大的,习惯于电脑和其他新媒体。博物馆能否也应该努力跟上“任天堂”一代媒体的步伐?互联网上万维网“博物馆”网站的激增引出了一个问题:今天是什么造就了一个博物馆——实体存在仍然是一个定义标准吗?互动式、网络化的“虚拟博物馆”是实体博物馆的可行替代品,还是两者都需要?传统的博物馆设施应该如何与虚拟博物馆一起工作并连接起来?就像一本好的小说可能比一个互动的多媒体光盘故事更有力量一样,技术本身并不一定能创造一个更好的博物馆。多少媒体是合适的?它应该有怎样的交互性?媒体什么时候开始压倒博物馆本身的信息?我们如何克服(或者我们是否应该关心)图形现实主义“洗脑”的问题,这些游客可能会来博物馆看到关于他们社会和历史的“真相”?随着技术的发展,博物馆有可能根据游客的兴趣进行定制,新的困境出现了,旧的争论重新浮出水面。能够通过虚拟站点呈现多次“游览”的策展优势是否超过了无法亲眼看到艺术品本身的损失?一个博物馆如何资助具有计算机能力和功能的高科技,以令人眼花缭乱的速度发展?这些和类似的问题是小组成员在他们自己的工作中努力解决的问题,之前已经讨论过,并期待着与彼此和SIGGRAPH观众进行辩论。小组成员为讨论带来了多种观点。从博物馆馆长和设计师的角色,到教育工作者和艺术家,他们都处理过围绕未来博物馆的问题。他们同样面临着技术前沿的挑战,从同步和确保大量电子设备连续数天不间断运行的困难,到在媒体迅速过时的时代创建和维护一个最先进的展示场所的问题。虽然小组成员的许多经历在许多方面是相似的,但不同的博物馆、文物和想法需要不同类型和水平的技术——在宽容博物馆起作用的东西可能不适用于盖蒂或探索博物馆。新媒体简单地模仿博物馆的绘画和雕塑是浪费时间和精力。实时、交互式图形和声音的可能性要求更多。再加上新兴的高速、高带宽网络,引人入胜和令人回味的展品可能会质疑单一空间中静态收藏的想法。融合的新媒体已经在破坏博物馆的传统观念。班夫中心通过其艺术和虚拟环境项目制作的艺术品展示了新文化体验的潜力;和试验台网络,如加拿大西部的WURCNet(西部大学研究联盟)展示了新的交付系统和内容。实时互动和高速网络这两种趋势将彻底改变我们的文化体验,并从根本上改变博物馆的制度。
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