1,926 research outputs found
Listening to Museums: Sounds as objects of culture and curatorial care
This practice-based project begins with an exploration of the acoustic environments of a variety of contemporary museums via field recording and sound mapping. Through a critical listening practice, this mapping leads to a central question: can sounds act as objects analogous to physical objects within museum practice â and if so, what is at stake in creating a museum that only exhibits sounds?Given the interest in collection and protection of intangible culture within contemporary museum practice, as well as the evolving anthropological view of sound as an object of human culture, this project suggests that a re-definition of Pierre Shaefferâs oft-debated term âsound objectâ within the context of museum practice may be of use in re-imagining how sounds might be able to function within traditionally object-based museum exhibition practices. Furthermore, the longstanding notion of âsoundmarksâ â sounds that reoccur within local communities which help to define their unique cultural identity â is explored as a means by which post-industrial sounds such as traffic signals for the visually impaired and those made by public transport, may be considered deserving of protection by museum practitioners.These ideas are then tested via creative practice by establishing an experimental curatorial project, The Museum of Portable Sound (MOPS), an institution dedicated to collecting, preserving, and exhibiting sounds as objects of culture and human agency. MOPS displays sounds, collected via the authorâs field recording practice, as museological objects that, like the physical objects described by Stephen Greenblatt, âresonateâ with the outside world â but also with each other, via their careful selection and sequencing that calls back to the mix tape culture of the late twentieth century.The unconventional form of MOPS â digital audio files on a single mobile phone accompanied by a museum âmapâ and Gallery Guide â emphasizes social connections between the virtual and the physical. The project presents a viable format via which sounds may be displayed as culture while also interrogating what a museum can be in the twenty first centur
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Radical Immersions: Navigating between virtual/physical environments and information bubbles - DRHA 2019 Conference Proceedings
This publication consists of the peer-reviewed papers and posters presented at the DRHA 2019 Conference "Radical Immersions: navigating between virtual / physical environments and information bubbles".
The conference was held at Watermans Arts Centre, London (8-10 September 2019).
For further information: http://www.2019.drha.uk
Disturbing Pasts: Memories, Controversies and Creativity
This themed issue of the Open Arts Journal, âDisturbing pasts: Memories, controversies and creativityâ, brings together a range of artists, curators, policy-makers and academics from around the world, who explore creative engagements with controversial and traumatic pasts in art practice, curating and museums. The material is presented in three parts: âDifficult Pasts and Public Spaceâ (writings on historical issues and museums), âVisual Investigationsâ (artistsâ statements and criticism), and âCollaborationsâ (visual analysis and artist-scholar pairings of writings and original artworks). This collection was developed through a two-year international research project led by Leon Wainwright, which involved three consortia of researchers from universities throughout Europe, and focused on a major public event at the Museum of Ethnology Vienna/Weltmuseum, Wien (November 2011). The project is funded by HERA (Humanities in the European Research Area, the European Science Foundation)
Playful Materialities
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
Rethinking Change
UIDB/00417/2020 UIDP/00417/2020No seguimento da ConferĂȘncia Internacional sobre Arte, Museus e Culturas Digitais (Abril 2021), este e-book pretende aprofundar a discussĂŁo sobre o conceito de mudança, geralmente associado Ă relação entre cultura e tecnologia. AtravĂ©s dos contributos de 32 autores, de 12 paĂses, questiona-se nĂŁo sĂł a forma como o digital tem motivado novas prĂĄticas artĂsticas e curatoriais, mas tambĂ©m o inverso, observando como propostas crĂticas e criativas no campo da arte e dos museus tĂȘm aberto vias alternativas para o desenvolvimento tecnolĂłgico. Assumindo a diversidade de perspectivas sobre o tema, de leituras retrospectivas Ă anĂĄlise de questĂ”es e projectos recentes, o livro estrutura-se em torno de sete capĂtulos e um ensaio visual, evidenciando os territĂłrios de colaboração e cruzamento entre diferentes ĂĄreas de conhecimento cientĂfico. DisponĂvel em acesso aberto, esta publicação resulta de um projecto colaborativo promovido pelo Instituto de HistĂłria da Arte, Faculdade de CiĂȘncias Sociais e Humanas, Universidade NOVA de Lisboa e pelo maat â Museu de Arte, Arquitectura e Tecnologia. Instituição parceira: Instituto Superior TĂ©cnico. Mecenas: Fundação Millennium bcp. Media partner: revista Umbigo. Following the International Conference on Art, Museums and Digital Cultures (April 2021), this e-book seeks to extend the discussion on the concept of change that is usually associated with the relationship between culture and technology. Through the contributions of 32 authors from 12 countries, the book not only questions how digital media have inspired new artistic and curatorial practices, but also how, conversely, critical and creative proposals in the fields of art and museums have opened up alternative paths to technological development. Acknowledging the different approaches to the topic, ranging from retrospective readings to the analysis of recent issues and projects, the book is divided into seven sections and a visual essay, highlighting collaborative territories and the crossovers between different areas of scientific knowledge. Available in open access, this publication is the result of a collaborative project promoted by the Institute of Art History of the School of Social Sciences and Humanities, NOVA University of Lisbon and maat â Museum of Art, Architecture and Technology. Partner institution: Instituto Superior TĂ©cnico. Sponsor: Millennium bcp Foundation. Media partner: Umbigo magazine.publishersversionpublishe
Assessment of plastics in the National Trust: a case study at Mr Straw's House
The National Trust is a charity that cares for over 300 publically accessible historic buildings and their contents across England, Wales and Northern Ireland. There have been few previous studies on preservation of plastics within National Trust collections, which form a significant part of the more modern collections of objects. This paper describes the design of an assessment system which was successfully trialled at Mr Straws House, a National Trust property in Worksop, UK. This system can now be used for future plastic surveys at other National Trust properties. In addition, the survey gave valuable information about the state of the collection, demonstrating that the plastics that are deteriorating are those that are known to be vulnerable, namely cellulose nitrate/acetate, PVC and rubber. Verifying this knowledge of the most vulnerable plastics enables us to recommend to properties across National Trust that these types should be seen as a priority for correct storage and in-depth recording
Playful Materialities: The Stuff That Games Are Made Of
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
Information and Communication Technologies in Tourism 2022
This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)âs 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11â14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research
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