49,207 research outputs found

    What to Conserve? Heritage, Memory, and Management of Meanings

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    This Paper explores and criticizes different theories and perceptions concerning ‘cultural heritage’ to explore the definitions of ‘heritage’ throughout history, and questions how the conflicts in considering and identifying ‘heritage’ might have affected the approaches to its conservation. In such process, the paper investigates the relation between ‘place’ and ‘memory’ and how place has been always the medium through which history was written, resulting in two inseparable faces, tangible and the intangible, forming the two-faced coin of ‘cultural heritage’. This research assists understanding the complex construct of heritage places; stressing the growing awareness of intangible heritage’s importance, which represents a remarkable turn in heritage conservation realm in the twenty-first century, and emphasizing the notion of heritage as a coefficient of society, which is understood through experience, learnt through performance, and represented through ‘activities’ formed in the present maintaining and developing the identity of place and preserving its spirit, rather than a past oriented vision that tends to ‘pickle’ images from the past in a picturesque manner that is only tourism-oriented

    The tourist experience of heritage urban spaces : Valletta as a case study

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    This article provides an understanding of how tourists experience heritage urban spaces by investigating features that influence tourist experiences most. It is framed within urban design literature which refers to three elements of urban space namely physical setting (or form), activity, and meaning. These elements are used to explore how urban spaces are experienced by tourists. Its findings are derived from an in-depth qualitative analysis of interviews with tourists to Valletta, Malta. The research suggests that the intrinsic qualities of the space are relevant to the tourist experience but what is even more relevant are the interactions of the tourist with different elements within that space, namely interactions with surroundings, interactions with others, and interactions with self/meaning. Within this broad conceptual model, the research identifies important sub-themes. Some of these reinforce the findings of existing work on tourist experiences, but others are often under-estimated or neglected.peer-reviewe

    Affinity spaces on Facebook: a quantitative discourse analysis towards intercultural dialogue

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    Investigating situated cultural practices through cross-sectoral digital collaborations: policies, processes, insights

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    The (Belfast) Good Friday Agreement represents a major milestone in Northern Ireland's recent political history, with complex conditions allowing for formation of a ‘cross-community’ system of government enabling power sharing between parties representing Protestant/loyalist and Catholic/nationalist constituencies. This article examines the apparent flourishing of community-focused digital practices over the subsequent ‘post-conflict’ decade, galvanised by Northern Irish and EU policy initiatives armed with consolidating the peace process. Numerous digital heritage and storytelling projects have been catalysed within programmes aiming to foster social processes, community cohesion and cross-community exchange. The article outlines two projects—‘digital memory boxes’ and ‘interactive galleon’—developed during 2007–2008 within practice-led PhD enquiry conducted in collaboration with the Nerve Centre, a third-sector media education organisation. The article goes on to critically examine the processes involved in practically realising, and creatively and theoretically reconciling, community-engaged digital production in a particular socio-political context of academic-community collaboration

    The Virtual Museums of Caen : a case study on modes of representation of digital historical content

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    In the early 19th Century much of the Strath of Kildonan was cleared of its people who were replaced by sheep farming. This pattern was repeated across the Scottish Highlands. In 2013 Timespan, Helmsdale Heritage and Arts Centre, hosted a program of activities to mark the 200th anniversary of the Clearances. The centrepiece of these activities was a community excavation of the Caen township in the Strath of Kildonan. Based upon the evidence of that excavation a digital model of the township was created using the Virtual Time Travel Platform. The Virtual World of Caen can be explored as part of an installation in Timespans storytelling room. Visitors can experience what life would have been like in the Strath of Kildonan in 1813. This paper reports how the model has been deployed in different settings and on various digital platforms. These include showcasing the model at the Helmsdale Highland Games where visitors could explore the township of the past on stereo head mounted displays, or a Virtual Museum website that welcomes visitors from around the globe, as well as using Google Cardboard to allow visitors to explore Caen today, the virtual reconstruction of Caen simultaneously whilst on the site.Postprin

    'Immersive' heritage encounters

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    This article introduces and analyzes the immersive turn within museum and heritage contexts. Three immersive heritage encounters from the UK are introduced, which demonstrate practice being promoted and sold through the rhetoric of “immersion” and “experience;” Traces (2017), I Swear to Tell the Truth (2018), and The Lost Palace (2016). These case studies are used to test a definition of immersive heritage as story-led, audience and participation centered, multimodal, multisensory, and attuned to its environment. Although immersive heritage often interweaves digital and physical resources, its digitality, I argue, should not itself be understood as a defining feature. The article concludes by summarizing challenges for research and practice in the nascent field of immersive heritage going forward

    Portmerion, Proportion and Perspective

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    The holiday village of Portmerion was created by Bertram Clough Williams-Ellis (1883 1978) over a period of fifty-one years, starting in 1926. It was grade II listed in 1971. However, Portmerion has become a part of western popular culture rather than of mainstream architectural history. Its use as the setting for the cult 1967 television series “The Prisoner” ensures continued worldwide interest and a constant stream of visitors. Williams Ellis’ design methods were empirical, initial designs being adjusted by eye on site in close collaboration with trusted builders. This paper analyses the development of Portmerion as a gesamtkunstwerk; considering the experience of movement through the village as a dynamic composition of shifting vistas, focussing the visitor on a series of constructed views. Through this analysis, Portmerion is revealed as both a manifestation of the architecture of pleasure and an exercise in the pleasure of architecture
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