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Exuberant and fantastical: How flythroughs are changing the way museums construct their identities and build relationships with their publics 奇思妙想:"飞越 "如何改变博物馆构建自身身份以及与公众建立关系的方式
Pub Date : 2024-08-09 DOI: 10.1177/26349795241265873
Annett Hellwig
Digital ‘flythroughs’ are increasingly being used by museums to promote themselves to their publics and to extend their spatial and experiential boundaries. These complex, multimodal artefacts use 3D animation, AI imagery, drone footage, sound, music and other modes to construct a parallel museum experience. Such an experience is markedly dissimilar from an ‘ordinary’ embodied relationship to architectural space, and instead constructs an experience of elevated velocity, height and glissade. These movement style choices construct a ‘non-naturalistic’ experience of moving through space that differs considerably from the embodied experience constructed by digital walkthroughs, augmented and virtual reality and ordinary corporeal movement through a museum. Instead, they offer a potential imaginary, a supernatural or ’extracorporeal’ embodiment of a kind typically associated with fantasy films, video games, amusement rides and dreams. This paper analyses 10 flythroughs from a variety of museums and locations through the lens of multimodal social semiotics. The systems of movement styles and visual validity are used to explore how meanings are made in the flythroughs and how they may be understood in terms of the ‘fantasy’ coding orientation. The implications for how museums construct their respective identities and relate to their publics are also unpacked.
博物馆越来越多地使用数字 "飞越 "来向公众宣传自己,并扩展其空间和体验边界。这些复杂的多模态艺术品使用三维动画、人工智能图像、无人机镜头、声音、音乐和其他模式来构建平行的博物馆体验。这种体验与建筑空间的 "普通 "体现关系明显不同,而是构建了一种提升速度、高度和滑行的体验。这些运动风格的选择构建了一种 "非自然主义 "的空间运动体验,与数字导览、增强现实和虚拟现实以及博物馆中的普通肉体运动所构建的身体体验大相径庭。相反,它们提供了一种潜在的想象,一种超自然或 "体外 "的体现,这种体现通常与奇幻电影、视频游戏、游乐设施和梦境有关。本文通过多模态社会符号学的视角,分析了来自不同博物馆和地点的 10 个飞越项目。运动风格和视觉有效性系统被用来探索飞越中的意义是如何产生的,以及如何从 "幻想 "编码导向的角度来理解它们。此外,还探讨了博物馆如何构建各自的身份并与公众建立联系。
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引用次数: 0
Enabling touch in an art museum: A curatorial reflection 艺术博物馆中的触摸功能:策展人的思考
Pub Date : 2024-07-24 DOI: 10.1177/26349795241265874
Line Engen
In 2016 the National Museum in Oslo launched a nationwide touring exhibition that allowed visitors for the first time to touch the sculptures of modernist Aase Texmon Rygh. The aim was to encourage visitors to experience these abstract stone works through the body before engaging with various contextualising practices for a more comprehensive process of meaning-making. Allowing members of the public to touch original sculpture in an exhibition context was new not only for the National Museum but also internationally, and the exhibition generated considerable professional and media attention. In my role as the exhibition’s curator, I set out to investigate the interdisciplinary process of developing the exhibition concept and the audience response through a practice-led research project. Drawing different theoretical perspectives, such as learning theory and interdisciplinary sensory research, and audience surveys which were conducted during the exhibition, I wanted to learn more about how audiences experienced touching the sculptures, and how touch affected their process of meaning making. In this paper, I share some of my findings and also reflect on the importance of practitioners doing research on their own practice.
2016 年,奥斯陆国家博物馆推出了一个全国巡回展览,首次允许参观者触摸现代主义大师阿塞-特克斯蒙-雷格(Aase Texmon Rygh)的雕塑作品。展览的目的是鼓励参观者先通过身体体验这些抽象的石头作品,然后再参与各种语境化实践,以获得更全面的意义生成过程。让公众在展览环境中触摸雕塑原作,这不仅是国家博物馆的新举措,也是国际上的新举措,展览引起了专业人士和媒体的广泛关注。作为该展览的策展人,我着手通过一个以实践为主导的研究项目,调查展览概念的跨学科发展过程和观众的反应。借鉴不同的理论视角,如学习理论和跨学科感官研究,以及在展览期间进行的观众调查,我想更多地了解观众是如何体验触摸雕塑的,以及触摸是如何影响他们创造意义的过程的。在本文中,我将与大家分享我的一些研究成果,并反思从业人员对自身实践进行研究的重要性。
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引用次数: 0
Methodological challenges and insights for researching embodied learning in museums 研究博物馆中体现式学习的方法挑战和启示
Pub Date : 2024-07-24 DOI: 10.1177/26349795241265258
Sara Price, Andrew Manches, Robb Lindgren, H. C. Lane
Embodied learning is a nascent term drawing on theories emphasising the role of the body, and body-based interaction in knowledge creation. Whilst embodied learning research has articulated pedagogical and design implications which resonate with museum practice and emphasis on hands-on approaches, translation between embodied learning research and everyday practice is limited. A key challenge is conducting research that is both methodologically rigorous whilst providing tractable implications for complex practice contexts. Whilst this tension is endemic in educational research, the field of embodied learning presents unique challenges. Here, we draw on experiences from a four-year, multisite, academic-practitioner research project investigating embodied learning with young children (3–6 years) in science centres/museums to synthesise, illustrate, and critically reflect on four key challenges: theoretical framing (how embodied learning is conceptualised), nature of the experience (what makes it embodied), evaluating embodied learning, and logistical challenges (capturing multiple modes of interaction, social context, communication). These challenges are illustrated through case studies, contributing a methodological lens for both academics and practitioners investigating the role and implications of embodied learning in museums.
体现式学习是一个新兴术语,其理论基础是强调身体的作用,以及在知识创造过程中以身体为基础的互动。虽然体现式学习研究阐明了教学和设计的意义,与博物馆的实践和强调动手的方法产生了共鸣,但体现式学习研究与日常实践之间的转化是有限的。一个关键的挑战是,开展的研究既要在方法上严谨,又要为复杂的实践环境提供可操作的影响。虽然这种矛盾在教育研究中普遍存在,但体现式学习领域却面临着独特的挑战。在这里,我们借鉴了一个为期四年、多地点、学术界与实践者合作的研究项目的经验,该项目调查了科学中心/博物馆中幼儿(3-6 岁)的具身学习情况,对四个关键挑战进行了综合、说明和批判性反思:理论框架(如何将具身学习概念化)、体验的性质(是什么使其具身)、评估具身学习以及后勤挑战(捕捉多种互动模式、社会环境、交流)。这些挑战通过案例研究加以说明,为学者和从业人员研究博物馆中体现式学习的作用和意义提供了方法论视角。
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引用次数: 0
Innovating visitor research within museums: Concepts, tools and practices 在博物馆内创新游客研究:概念、工具和实践
Pub Date : 2024-07-23 DOI: 10.1177/26349795241265256
Palmyre Pierroux
Increasing demands on museums for visitor insights, theoretical shifts in the learning sciences, the embeddedness of multimodal media in museums and society, and advancements in data visualisation tools and web-based applications are all clear calls for innovating visitor research in museums. In this article, I describe how concepts from multimodal and sociocultural research help shift the analytical lens for understanding and studying connections between visitor behaviours, social interactions and engagement in exhibitions. The following question is explored: In which ways can multimodal theory and the learning sciences inform the design and use of new visitor research tools and methods that are relevant for museum practice? A case study from a university-museum research partnership illustrates how multimodal and sociocultural perspectives from the humanities and learning sciences, respectively, merged in the development of a new tool to enhance and innovate visitor research within museums.
博物馆对参观者洞察力的要求越来越高,学习科学的理论转变,多模态媒体在博物馆和社会中的嵌入,以及数据可视化工具和网络应用的进步,都明确要求博物馆对参观者的研究进行创新。在本文中,我将介绍多模态和社会文化研究的概念如何帮助转变分析视角,以理解和研究参观者行为、社会互动和参与展览之间的联系。我将探讨以下问题:多模态理论和学习科学在哪些方面可以为设计和使用与博物馆实践相关的新参观者研究工具和方法提供信息?一项来自大学与博物馆合作研究的案例研究说明了在开发一种新工具以加强和创新博物馆内的游客研究时,如何将分别来自人文学科和学习科学的多模态和社会文化视角结合起来。
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引用次数: 0
Book review: Museums and technologies of presence 书评:博物馆与在场技术
Pub Date : 2024-06-11 DOI: 10.1177/26349795241262773
Eva Insulander
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引用次数: 0
Call for contributions to a special issue on multimodal representations of authority in discourse 征集对 "话语中权威的多模态表征 "特刊的投稿
Pub Date : 2024-06-07 DOI: 10.1177/26349795241258930
Robert Butler
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引用次数: 0
Doing registering, gearing up, and launching: Understanding student multimodality and the process of class participation 做好注册、准备和启动:了解学生的多模态性和课堂参与过程
Pub Date : 2024-05-06 DOI: 10.1177/26349795241251841
Junko Takahashi
This multimodal conversation analytic (MCA) study investigates the embodied process of student self-selection – voluntary participation - in the American graduate classroom. Student participation has frequently been a central topic of investigation in the field of educational linguistics. In American graduate classrooms, in particular, participation is considered significant and students are encouraged to make frequent oral contributions; for instance, so as to ensure that teachers can gauge how much they have learned, and to enhance student learning (e.g., Cohen, 1991; Fassinger, 1995; Rocca, 2010). Building on Kääntä’s (2014) research on students’ “doing embodied noticing” through the process of self-selection for correction initiation in the classroom, the current study analyzed 38 hours of videotaped graduate-level classes and uncovered the three main embodied self-selection stages—doing registering, gearing up, and launching—through which students tend to progress during their preparation for self-selection. It further demonstrates a variation in the form of “expedited processes”—the practices some students use to self-select earlier than others—followed by examples and discussion of how educators can turn these findings into practice and enable a wider range of students to achieve effective self-selection in a classroom.
这项多模态会话分析(MCA)研究调查了美国研究生课堂上学生自我选择--自愿参与--的体现过程。在教育语言学领域,学生的参与常常是一个核心研究课题。特别是在美国的研究生课堂上,参与被认为是非常重要的,学生被鼓励经常进行口头发言;例如,这样可以确保教师能够衡量学生学到了多少知识,并提高学生的学习效果(例如,Cohen, 1991; Fassinger, 1995; Rocca, 2010)。本研究以 Kääntä(2014 年)关于学生在课堂上通过自我选择进行矫正启动的过程中 "进行体现性注意 "的研究为基础,分析了 38 个小时的研究生课程录像,揭示了学生在准备自我选择过程中倾向于经历的三个主要体现性自我选择阶段--进行注册、准备和启动。本研究还进一步展示了 "加速过程 "形式的变化--一些学生比其他学生更早地进行自我选择的做法--随后举例说明并讨论了教育工作者如何将这些发现转化为实践,让更多的学生在课堂上实现有效的自我选择。
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引用次数: 0
Book review: Multimodal conversation analysis and interpretative phenomenological analysis: A methodological framework for researching translanguaging in multilingual classrooms 书评:多模态会话分析和解释现象学分析:研究多语种课堂中翻译语言的方法框架
Pub Date : 2024-05-06 DOI: 10.1177/26349795241252536
Ira Mutiaraningrum
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引用次数: 0
Theory-building in the social, material and postdigital worlds of play: Participatory research and multimodal discourse analysis 在游戏的社会、物质和后数字世界中建立理论:参与式研究和多模态话语分析
Pub Date : 2024-03-27 DOI: 10.1177/26349795241241314
John Potter
This article is about using participatory research and multimodal discourse analysis to scaffold theory-building, with a focus on how children draw on their lifeworlds, folkloric imagination, and media experiences to generate meanings in, and through, their play. It draws on a tradition of research which employs a multimodal semiotic lens to analyse interaction and communication between social actors in combination with sociocultural theory to generate hypotheses about a phenomenon. The focus is on how multimodal discourse analysis operates when partnered in research designs with other interpretive constructs, drawn from sociocultural, socio-material and postdigital frames. Examples are featured from two research projects centred on children’s play, and the central argument here is that play, with its reference points in media, popular culture and traditional folkloric forms is a particular location for theory-building on the postdigital nature of contemporary lived experience.
本文将利用参与式研究和多模态话语分析为理论建设提供支架,重点关注儿童如何利用其生活世界、民间想象力和媒体经验,在游戏中并通过游戏产生意义。它借鉴了采用多模态符号学视角分析社会行动者之间的互动和交流的研究传统,并结合社会文化理论,对某一现象提出假设。重点是多模态话语分析如何在研究设计中与来自社会文化、社会物质和后数字框架的其他解释性建构相结合。两个以儿童游戏为中心的研究项目中的例子很有特色,其核心论点是,以媒体、大众文化和传统民俗形式为参照点的游戏是就当代生活经验的后数字化性质进行理论建设的一个特殊地点。
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引用次数: 0
Reflections on cope and kalantzis: How intelligent is generative AI? Towards trans-semiotizing the turing test 对科普和卡兰茨斯的思考:生成式人工智能有多智能?实现图灵测试的跨符号化
Pub Date : 2024-03-26 DOI: 10.1177/26349795241241315
Angel MY Lin, Qinghua Chen
The release of ChatGPT in November 2022 has sparked great interest in Generative Artificial Intelligence (Gen AI). Discussions have arisen regarding whether Gen AI has passed the Turing Test, a measure of a machine’s ability to mimic human intelligence. There are also concerns about the potential threats posed by advanced AI to humanity. Using the lens of multimodal grammar, Cope and Kalantzis’s work offers a balanced analysis of Gen AI’s capabilities and limitations. This paper builds on their work, examining Gen AI’s strengths and weaknesses, and proposes trans-semiotizing the Turing Test to benchmark Gen AI.
2022 年 11 月发布的 ChatGPT 引发了人们对生成式人工智能(Gen AI)的极大兴趣。人们开始讨论 Gen AI 是否通过了图灵测试,这是衡量机器模仿人类智能能力的标准。人们还担心先进的人工智能会对人类构成潜在威胁。科普和卡兰茨斯的研究从多模态语法的角度,对人工智能的能力和局限性进行了平衡的分析。本文以他们的研究为基础,探讨了 Gen AI 的优势和劣势,并建议将图灵测试跨符号化,为 Gen AI 设定基准。
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引用次数: 0
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Multimodality & Society
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