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Another "mailbomb essay" concerning the concept of the "virtual museum" also published in the upcoming INTELLIGENT AGENT 2.03 (http://www.intelligentagent.com) Rob REPORT FROM SALZBURG Virtual Museums on the Internet Symposium ARCH Foundation Salzburg, Austria May 8-10, 1998 by Robbin Murphy The Virtual Museums on the Internet symposium in Salzburg, Austria May 8-10 gathered together individuals involved with art, technology, communication and law to attempt to define and interpret new technologies as they may apply to museums in the future. It was sponsored by the ARCH Foundation, a non-profit organization dedicated to the preservation and restoration of cultural heritage, and held in the conference center of the Schloss Leopoldskron, home of the Salzburg Seminars. The small group of about twenty presenters with the same number of audience members, the beautiful, fairytale-like location and the unusually warm weather combined to give the symposium itself something of the aura of unreality often associated with the word "virtual", especially to those us more accustomed to assembly-line conferences held in sterile convention centers or spending our time isolated computers. The Schloss Leopoldskron is instantly familiar to most Americans as the setting for the movie "The Sound of Music" - much to the annoyance of the locals, who would rather promote their native son, Mozart - and it wouldn't have surprised me at all if Julie Andrews and her children had stepped up to the podium to burst into song before traipsing off for a hike and a picnic in the distant Alps. Andrews and crew never materialized though the melodies of Mozart did seem to follow us around giving the whole weekend the feeling of a movie. And that was, I assume, part of the reason the organizers chose the site - to catch us off-guard in an alternative reality in order to reconsider what we might mean by a virtual reality. The Schloss is, in fact, not a "true" historical restoration from the 18th Century when it was originally built but a theatrical recreation by director Max Reinhardt, who bought the castle in a near-ruined state in the 1920s and "restored" the building and grounds to relfect his own reality. The ARCH Foundation was founded in 1991 by Francesca von Habsburg in response to the destruction of cultural artifacts around the world and particularly Central and Eastern Europe. While the group still sponsors conservation projects they've expanded their mission with their "State of the Art" mellenium progect to encourage contemporary artists to explore connections between the past and present in their work. This requires new ways of thinking about the exhibition of art in museums as well as the idea of the museum and the possibility of creating an institutional structure that will, in the words of ARCH, "define the four dimensional framework of a new museum space which has no real world manifestation." In order to achieve this goal the Foundation was joined in the planning of the symposium by The Solomon R. Guggenheim Museum, New York; ZKM - Center for Art and Media Technology, Karlsruhe; Illuminations, London; University of Applied Arts, Vienna; and Techno-Z, Salzburg. The presenters, including myself, were a pretty homogenous group. With a few exceptions we were predominately white males of European extraction with many having established institutional reputations - hardly representative of "global cultural heritage" that was one of the topics we've gathered to discuss. On the other hand we did represent what I've started to sense is a kind of "mid-life crisis" taking place in what was only yesterday called "new media" and what is now a conflagration of techno/video/electronic and/or computer art coming to terms with the Internet and all that it entails. Missing were some of the most interesting artists and theorists working on and with the Net today from around the world who could have added additional perspectives. As it was we seemed to be engaged in what could be called the "shiny red sportscar" theory of art history. We look out our window one day, adjust our bifocals and see gangs of young Tadzios and Lolitas frolicking in an open field. Though these youngsters are immature and probably dangerous we see they are gaining ground and want to join them. Where an individual in the same position might buy themselves a shiny red sportscar, "new media" now has the Internet to hop aboard. Being older, of course, we wear our seat belts and obey the traffic rules but feel we're headed toward a living present and away from what seems like the increasingly cemetery-like environment of the traditional museum. Off on our roadtrip there were no clearly demarcated roadsigns but most of the symposium presentations seemed to have three general themes as their destinations: 1. Defining the virtual museum 2. Social aspects 3. Artworks The organizers of the symposium are to be commended for their willingness to experiment, to do a broad field survey that generated more questions than answers. Most presenters approached all three themes in one way or another from the vantage point of their own area of expertise. I will attempt here to give some sort of an overview of what was presented and to try to create not a superhighway but more of a pleasantly winding alpine roadway through the various ideas. DEFINING THE VIRTUAL MUSEUM The term "virtual museum" has become a popular clich=E9 on the Web - an AltaVista search turns up thousands of sites using these words as part of their title - yet what does it mean? A cursory review of sites show most of them engaged in some sort of simulation of an existing institutional structures and collections using the Internet as a means of distribution. These "Web brochures" can be extremely useful and convenient but add little more than guide books or catalogues do to the the museum itself while the Internet seems to promise the museum the promise of a new dimension. The basic premise of the traditional museum is as a place of fixity, where authentic objects are collected and displayed. In contrast the current trend is towards virtuality, process and participation demanded of communication media and network systems. The talks that followed attempted to address some of the questions raised by this opposition. The Center for Art and Media Technology (ZKM) in Karlsruhe, Germany has been one of the foremost centers for the creation and collection of media-based art in the world and is now in the position of creating a context for the development of the virtual museum. This is, however, at the risk that many fear of dragging the past into that future while ignoring the present social environment. Hans Peter Schwarz, director of the Media Museum at the ZKM started by asking if the museum, even in its state of inertia, still has a value as an institution that can "stop the mad rush, if only for a moment, of visual communication so that we can obtain an image of the world for reflection of this environment?" The museum's relationship with other social mass media, he said, has always been competitive and the relationship between new electronic image media and the traditional museum hasn't changed. We only have to take the resistance to photography as art by many museums as a reminder of the basic conservativism that hinders the positive acceptance of anything new, the fear of contact from "the other side," meaning, of course, outside the museum walls. The very difference of interactive media art from traditional art objects, and its interrelationship with mass media, blinds museums to the possibilities they could offer in the development of that art. What is needed now is the development of useful criteria for new media integration into museum collections and that means expanding the museum's scope. This entails acknowledging the many museum-like environments emerging on the Internet created by people outside the professional museum walls. This does not mean an out-and-out surrender. The traditional museum has one advantage over all other mass media in that it confronts us with the foreign, the unknown and even the embarrassing when other mass media, dependent on public acceptance, cannot. Ironically, it is because of the museum's distance, its seeming intertia, that the virtual museum can be of value. Schwarz went on to say that the museum is one of the last places where one can assess reality in an age of simulations. The issue now is to accept that there are many realities, virtual and physical and that it might be art's task at the end of this century to define, interpret and shape the interfaces between these worlds. So it is then the responsibility of the museum to organize these interfaces between mixed realities. He ended by advising museums to be anticipatory - not imposing perspectives on the history of art, but opening up a pool of possibilities from which art might emerge. Not as a machine but as a structure with its own memory, reacting as much to us as we interact with it -- essentially an electronic central nervous system that will generate a productive situation between the public, the artist and the museologists. The virtual museum as defined by Schwarz is relatively conservative and retains the traditional structure we have from the 19th Century as a physical site to house art objects, but expanded . Taking this view to an extreme, media artist and curator Peter Weibel defined the virtual museum as closer to the classical "museion" or "home of the muses": relying on an archive and acting as forum of discourse rather than a place to store objects. The goal should be to not treat the mass audience as a mass, but to find methods of accommodation for the individual through increased multifunctional variety that would include multidisciplinarity, multimedia and multiculturality. A "museum of multiple choice" that is situated "in the net" of culture and available to any person at any time in any place. In contrast to the tradition concept of a museum, no matter how decentered, as the answer Alonzo Addison of the University of California, Berkeley questioned the commitment shown so far to new media in recent high-profile museum projects. He would shift the definition of a virtual museum into the wider realm of architecture, urban planning and 3d visualization that is the concern of the Center for Environmental Design Research where he is a project director for the Design Technology Group. Unlike the Guggenheim Bilbao or the Getty Center in L.A., neither of which include new media into the design several museums now under construction in Japan have integrated the virtual museum into their planning stages. One of them, a cultural museum on an island in Japan's inland sea, is part of a larger master plan for the entire island that uses the net as a tool for the preservation of its culture without the impact of cultural tourism. Addison believes it is important for the virtual museum to realize the potential for placing and viewing art in the context under which it was originally created and to consider the virtual museum, like the physical museum or the city, as a social place where people go to interact and build relationships. To demonstrate this he worked with a group of international students in the small city of Massa Marittama in Italy to create an Internet site documenting the declining city with interviews, models, pictures, maps, guides, VRML and QuickTime movies etc. While the end result was a typical "Web brochure" the process by which it was created was a community event where citizens were able to re-experience their city and their heritage. A previous project in another city resulted in the Mayor being able to ask for funds from the European Union to build a media studio where the citizens now maintain the web-site. The technology was a spark that empowered the citizens, particularly the young, to re-inhabit their city. The virtual museum, then, expands into the urban social network becoming an important part of the overall structure, one that should be taken into consideration at the earliest planning stages. Another possible "site" of the virtual museum is the crossover between old broadcasting and new network systems. John Wyver an independent producer with Illuminations in the UK attempted to bridge the gap between television and the Internet with a project called "The Mirror", a 3D social space done in conjunction with British Telecom, Sony and the BBC. When that networked space proved successful they took the next step and tried to integrate the on-line system with a television program, broadcasting live from inside an on-line world. Technically is was a triumph but the end result was incoherent to television viewers. Still, Wyver said he is undetered and sees the possibility of these experiments evolving into a form of public service media with profound forms of democratic participation. SOCIAL ASPECTS No matter what its manifestation, the virtual museum is as much a social medium as digital. Wyver joked about how, "the Field of Dreams principle doesn't apply. If you build it, they won't necessarily come." He and his partners had to create ways to draw people into the space and did that with a combination of scheduled special events like weddings and art openings. They also discovered that, like in the physical world, it was important to have people in the space, especially hosts who were there on a regular basis to introduce people and guide them. These new social spaces are being explored by sociologist and media researcher Volker Grassmuck who questioned the possibility of "cultural heritage" on a global level and proposed if there is such a thing as "world culture" it would have to be media. How, he asked, can seven billion people consider a unique singular object as their culture? Only technical reproducibility allows a trace of the artifact to reach a "world culture". As an example he suggested the caves of Lascaux, which have been closed off in order to protect the fragile drawings, while a replica has been built next to it for visitors. T replica could also be reproduced for travelling exhibition using panoramic projection systems. Thus we have "a powerful metaphor of an object being closed off in order to save the abstract idea of the original." At the same time, those who experience Lascaux as part of their heritage still have access, at least a trace of it. This would seem to be a direct contradiction to the belief voiced by Schwarz and others that the virtual museum is an antidote to simulation or the re-enactment of cultural heritage that has become popular in museums today. But Grassmuck points out that museums themselves derive from such re-enactments, practices to commemorate the dead using objects made to manifest something other than themselves, acting as links between the visible present and the invisible past. This is a distinct part of cultural memory that bonds groups together and it's when this memory turns to storage that the collections take on the character of a mausoleum and objects lose their traditional use value. Societies become "self-museofying" and collect not for present use but for some perfect future. Grassmuck sees the virtual museum (as well as the Internet) not so much as the answer but as a test tube for on-going empirical research into the questions. If we are to accept the notion of world culture, and that cultural heritage is something worth preserving then what follows is a demand for accessibility that can only be realized via media. A separate panel on legal aspects placed many of these theoretical considerations into more pragmatic terms, not just the question of ownership and payment but also accountability - who is responsible? Graham Defries, a solicitor with the London based law firm Bird & Bird who specializes in telecommunications law gave a general outline of intellectual property issues and how current laws are being challenged by digital technology. I followed with examples of artists who are taking up the challenge and working with the resulting ambiguity and used Henry David Thoreau as a model of point-to-point interaction. G=FCnther Wilms then outlined recent proposals for copyright reform made by the European Commission and implementing the World Intellectual Properties Organization (WIPO) treaties. ARTWORKS There were a number of projects presented that point to possible directions for the virtual museum to investigate in practice. Michael Naimark's continuing investigations about making representations of actual places and Rafael Lozano-Hemmer's large-scale projections based on his concept of "Relational Architecture" show how virtuality cannot be separated from the politics of place. Jeffrey Shaw, director of the Institute for Visual Media in ZKM presented a number of original artworks that embody paradigms to consider when thinking about virtual museums even though most of the projects he showed depend on high-end computing environments that make them inaccessible over the Internet. He suggested, however, that they can still be studied as models for future installations that may be able to take advantage of higher bandwidth and computer capabilities. He also brought up the valid point that the virtual museum should be understood as incorporating any digital data to be locally or remotely accessed by a large public and that the Internet should be understood as just one of many possible carriers for this data. We should not discount working with technologies that do not have broad accessibility at the moment. Most of Shaw's examples have been widely exhibited, including his own "The Legible City" where the visitor navigates through a virtual space by riding a stationary bicycle. But he is right in that even though they may not be geared toward Internet access, the ideas behind them are worth reconsidering in light of the new network capabilities. My favorite was "The Golden Calf" with it's LCD monitor attached to an empty pedestal, which visitors manipulate to view a computer-generated imaged on the pedestal. What was once a kind of miniature VR helmet now takes on new meaning when considered as a "hand-held Internet appliance" or a "personal browser". This goes to prove the importance of experimenting without being overly concerned with practical application and the necessity of collecting such work for future study. There is, according to Shaw, tremendous diversity of potentialities of the new media and new virtual museums should be created as extensions of the artworks themselves. Lynn Hershman Leeson, media artist and a professor of Electronic Art at the University of California, Davis sees virtual museums as places where we will find lost memories buried beneath cultural foundations where we will both retrieve and built a history we've barely begun to imagine. The net, she believes, is alive and expanding like the universe and communal imagination is an important element. Much of Hershman's work has been done in existing sites like motel room and outside the museum walls. As a result her work has not had broad institutional exposure as it doesn't conform to institutional demands. She has recently moved into the realm of mass media and completed a film about Ada Lovelace, the inventor of the first computer language, titled "Conceiving Ada". It combines live action with PhotoShop images as background so that Ada moves around in a digital environment, which couldn't exist without her original inventions. Her next project, continuing her commitment to excavating our communal memories, is a film about the Bride of Frankenstein. THE ROAD AHEAD The Guggenheim Museum recently announced plans for a $1 million program to create a virtual museum later this year that will include both an expanded Web site as well as studio space for an artist-in-residence program. As a prelude they have commissioned a project for the Web by Shu Lea Cheang titled "BRANDON: A One-Year Narrative Project in Installments" that was previewed by Matthew Drutt, curator of the project, during the symposium and officially launched on June 30th. The story of BRANDON - a woman living as a man who is eventually murdered after her real gender is discovered - is true and, to say the least, a controversial choice for a major museum. It's this very controversy that is the real theme of the project and the reason for doing it. The unease produced by the subject is the unease of an overtly sexual Calvin Klein advertising campaign or a voyeuristic TV talk show meant to draw the attention of the masses as they pretend to be offended. These ruptures of good taste draw our attention because they provoke, if only briefly, small states of emergency in life, like a ride on a roller coaster where reality shifts and causes us to rethink our position. Whether BRANDON will go beyond its initial provocation remains to be seen as it unfolds over the year but the basic premise for doing it, this shifted reality rather than a virtual reality is something to examine when we try to imagine a virtual museum. URLs ARCH Foundation http://www.arch.at Schloss Leopoldskron http://www.salsem.ac.at/conference Solomon R. Guggenheim Museum http://www.guggenheim.org ZKM - Center for Art and Media Technology http://www.zkm.de/ Illuminations http://www.illumin.co.uk Techno-Z http://www.tzi.at/ Peter Weibel http://www.sime.com/neue_galerie/jvk_e.html Alonzo Addison http://s06-1.cgi.polimi.it/~nicco/WorkShop/INDEX_i.html Thoreau, Walking http://artnetweb.com/iola/journal/history/1998/salzburg/ World Intellectual Property Organization (WIPO) http://www.wipo.org/ Michael Naimark http://www.interval.com Lynn Hershman Leeson http://arakis.ucdavis.edu/hershman/ Brandon http://brandon.guggenheim.org _____________________________________________________ ROBBIN MURPHY [email protected] 426 Broome Street, NYC 10013 212-925-1885 <i> i o l a </i> http://artnetweb.com/iola/ --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: [email protected] and "info nettime-l" in the msg body # URL: http://www.desk.nl/~nettime/ contact: [email protected]