Stepping into the Virtual Reality Weekend Immersive Fulldome in the Great Court at the British Museum yesterday, I wasn’t quite sure what to expect. I had read the press release for the event, and knew that I was about to experience a digital recreation of a 4,000 year-old bronze age roundhouse, complete with digitally scanned recreations of objects within the British Museum’s collections – but what form would this actually take? Continue reading
A year ago, I wrote a post about 3-D printing and its impact on cultural heritage in the museum world. Last week, I presented an expanded version of the essay as a paper at the tenth annual Arts in Society conference at Imperial College London.
You can now read the paper on Academia.edu.
Licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
In working towards the establishment of a sound museum, it becomes essential to define what such an institution must collect, as the collection of objects has historically been viewed as essential to the mission of museums (Wittlin 1949, Macdonald 2011). While this notion has been gradually evolving to embrace intangible culture (Conn 2009, Gurian 2006), and work is developing related to the curation of sound in a museum context (Lobley 2015), I feel it is useful in the long term to propose an object-based methodology for sound curation centring around what I refer to as the acoustic object.
I often experience a sensation of temporal simultaneity when visiting museums, a merging of past, present, and future in which my sense of history is seldom linear. Even if the museum’s exhibition designers have organized their collections chronologically, visitors rarely follow their intended path. The actual routes taken by museum visitors often, if not entirely, involve a great number of chance operations in tandem with a curatorial guide who, unavoidably, is only partially in control of the situation. Continue reading