Conference PaperPDF Available

Digital Museum and User Experience: The Case of Google Art & Culture

Authors:

Abstract

Museum websites have evolved from offering information on the collections of institutions over the virtual space to providing the richer user experience. However, previous research in museology has mainly focused on the causal relationship between online users and actual visitors of physical museums, neglecting users' behaviour within the digital platform or human-computer interaction (HCI). This study aims to explore the way in which online users are affected by the interface tools of digital museums with a case study of the Google Art & Culture. Drawing on the concept of re-mediation [1], our analysis reinforces the interactivity based on its interface tools such as "Zoom-in" and "Museum View" for delivering information (transparency) and "User Gallery", "Share", and "Details" for compelling experience (reflectivity). The outcome of this research suggests ways in which museum professionals can develop and manage the user interface of their institutions.
Digital Museum and User Experience: The Case of Google Art & Culture
Jin Woo Lee1, Yikyung Kim2, and Soo Hee Lee3
1 Kyung Hee University, Korea, insightintoart@gmail.com
2 Seoul National University of Science and Technology, Korea, clarakkim@gmail.com
3 Corresponding author, University of Kent, UK, s.h.lee@kent.ac.uk
Abstract
Museum websites have evolved from offering information
on the collections of institutions over the virtual space to
providing the richer user experience. However, previous re-
search in museology has mainly focused on the causal rela-
tionship between online users and actual visitors of physical
museums, neglecting users’ behaviour within the digital
platform or human-computer interaction (HCI). This study
aims to explore the way in which online users are affected
by the interface tools of digital museums with a case study
of the Google Art & Culture. Drawing on the concept of re-
mediation [1], our analysis reinforces the interactivity based
on its interface tools such as “Zoom-in” and “Museum View”
for delivering information (transparency) and “User Gal-
lery”, “Share”, and “Details” for compelling experience (re-
flectivity). The outcome of this research suggests ways in
which museum professionals can develop and manage user
interface of their institutions.
Keywords
Human-computer Interaction; Remediation; User experi-
ence; Digital Museum; Google Art & Culture
Introduction
The development of technology has changed the way we
create, provide, and possess arts. Particularly, the growth
of using internet has had a significant impact on all levels
of visual arts [2]. In particular, the websites of museum
have been evolved from giving information of current and
upcoming events in the institutions to affording richer vir-
tual experiences of appreciating works of art [3]. However,
few works have explored online users’ engagement with
the digital museum. We presume that users interact auton-
omously with the virtual museum provides “a genuine
online visitor experience” [4]. This study has aimed to un-
derstand the extent to which the interactivity has been af-
fected by the interface tools of digital museum. In this pa-
per, we explore Google Art & Culture (previous known as
Google Art Project, and henceforth GAC) as a case study
with not focusing on the technical issues of our case, but
emphasising upon the conceptual argument. We mainly
argue that interactivity between online users and the GAC
within the quality of remediation [1], which is accom-
plished by analysing interface tools of the GAC.
Theoretical Background
There are several approaches to explain “user experience”.
According to Forlizzi and Battarbee (2004), user experi-
ence is caused by interaction between commodity and us-
ers [5]. According to the degree of interactivity, Pine and
Gilmore (1998) analyse the experience in two dimensions:
participation and connection [6]. Customers divide into
active and passive groups, according to the degree of par-
ticipation. Passive participation means that users do not
affect the event. In contrast, with active participation, peo-
ple are in a position to affect the performance significantly.
Another approach is connection, in which users absorb or
are immersed in the environment of the performance. Pine
and Gilmore (1998) place the experience in four realms
according to the previous two dimensions [6] (Figure 1).
Figure 1: The four realms of an experience [6]
We examine the related theories of the digitalisation of
artworks closely. In the digital age, artworks represent in
the new environment; computer. Indeed, interface is an
important definition to represent the culture in the comput-
er environment. The interface is expressed as a layer, posi-
tioned between user and system [7]. Interface design is
explained in relation to the effect of remediation.
The new media theory of remediation was introduced
by Bolter and Grusin (2000), as formal logic by which
new media refashion prior media forms [1]. Remediation
is one of the three characteristics of new media: remedia-
tion, immediacy and hypermediacy [1]. The term remedia-
tion means that new media fashion differently from older
media. Immediacy and hypermediacy explain the process
of remediation. Immediacy is visual depiction with the
purpose of enabling viewers to forget the existence of the
medium. Bolter and Grusin [1] offered virtual reality (VR),
where the purpose of the media is to disappear, as an ex-
ample to clarify immediacy. Approaching the term VR
from human experience, the term of “presence” is similar
with the immediacy; “it refers not to one’s surroundings as
they exist in the physical world, but to the perception of
those surroundings as mediated by both automatic and con-
trolled mental processes” [8].
Hypermediacy aims to reveal the viewer in the medium.
Hypermediacy is characterised by multiplicity, in which all
of the media are juxtaposed, overlap and interact. The var-
ious reactions by multimedia result in reconstructing the
viewer’s experience. The multiple windows on a computer
screen are the representative instance. These two character-
istics, immediacy and hypermediacy, are not independent,
but complementary.
Bolter and Gromala (2003) suggested two strategies to
design an interface: transparency (immediacy) and reflec-
tivity (hypermediacy) [9] (see Table 1). They refer to the
transparency strategy as “Window”, which enables viewers
to ignore the presence of media. On the other hand, they
make reflectivity metaphoric as “Mirror”, which aims to
give users a unique experience. With the strategy reflec-
tivity, it is explained that viewers constitute the experience
when surrounded with various forms of media. They noted
that “each design is a combination of these two strategies”
[9]. In other words, neither transparency nor reflectivity
constructs interface design alone.
Transparency
Reflectivity
Goal
information delivery
compelling expe-
rience
Metaphor
interface as window
interface as mirror
Response
by user
look through inter-
face
look at interface
Table 1. Interface design [9].
Methodology
Our paper provides a case study of a recent digital museum
source, Google Art & Culture. The GAC provides “an ev-
er-growing digital archive of the world’s greatest arts” [10].
We mainly collected data from reviewing various second-
ary sources including a journal articles, magazines, news-
papers and books. Material was also gleaned from the In-
ternet; published documents such as the official description
and instruction manual by Google, related information and
interview script from the online newspapers and articles, as
well as blogger project reviews, the script of recorded vid-
eo of instruction the GAC by Amit Sood who is director of
the GAC and transcriptions of interviewing with Sood by
media. Moreover, one of the authors explored the interface
of the GAC and provided information about the website
practice
Google Art & Culture
Google introduced a new digital interface in 2011, the
Google Art Project, which allows online users to experi-
ence virtual artworks. This project prepared for 18 months
before launching to the public with the purpose of optimis-
ing the accessibility of museum’s artefacts [11]. Google
started the project in cooperation with 17 museums. More
institutions have become involved with the project and 151
institutions joined the project [12]. Two years after the
launch, the project had expanded the territory, so that 287
museums have now participated in the project [13]. The
project has changed its name to the GAC with also featur-
ing historical artefacts. Moreover, the GAC is the hub of
Google Cultural Institution, along with World Wonders
Project and Archive exhibitions [14].
The interface provides more than 7.2 million digital im-
ages, which is offered by large and small museums in 60
countries [15]. The artworks provided fall into classic and
modern genres, without limitation of figure (e.g. canvas,
sculpture and furniture). The GAC has introduced several
features on the official page: (1) the project presents high-
resolution digital images of museum artefacts; (2)
Google’s technology, “Street View”, enables users to expe-
rience the interior of the museums virtually; (3) users facil-
itate the creation of their own gallery, using project re-
sources; (4) users can share their collection or a particular
work with others through social networks [13].
Discussion and Analysis
The interface elements of the GAC are analysed below in
terms of the effect of remediation.
The GAC as “Window
Zoom-In” and “Museum View” are interface components
to make the GAC ‘Window’. In general, as we already
noticed, transparent remediation (‘Window’) aims to seek
information and enable the user to ignore the presence of
the current medium [9].
Firstly, users are captivated by the interface whilst they
zoom in to a particular painting. At that time, they lose
sight of the fact that they are viewing it on a computer
screen as they seek the details of the artwork. The interface
of the GAC is immediate, by facilitating “Zoom-in” tools.
Then, we pay attention on the tool behind this: high-
resolution digital images. Users might be disturbed to re-
mediate transparently when facilitating the “Zoom-in” tool
with low-quality images. That is because they would face
a defective screen when zooming in on an image with low
pixel density.
The GAC, then, provides immediacy with “Museum
View”, using panoramic pictures. In other words, the me-
dium becomes invisible in the viewers’ perception [16].
Therefore, the interface tool, “Museum View”, becomes
the representative example of “Window”, which aims to
convey information. In this context, users seek the infor-
mation of an artwork’s position in an institution, whilst
they navigate the institution with the interface tool. More-
over, this interface leads users to discover more detail of
paintings through the practice of clicking the paintings
during the virtual tour. The behaviour allows users to be-
come absorbed into the project.
However, “Museum View” has an issue that operates
against the maintenance of transparency: copyright re-
striction. Although Google tries to solve the problem [17],
“Museum View has blurred images. Alternatively, Google
scans the inside of the institution avoiding a particular ob-
ject with copyright limitation [18]. For instance, a user
wants to find a painting in room A, which consists of
blurred images. Users ignore the medium when they are in
the hallway of the museum, but recognise the presence of
the medium when they reach room A. This disturbs inter-
activity between users and the interface.
The GAC as “Mirror”
On the GAC, “User gallery”, “Compare”, “Share” and
“Details” contribute to make a compelling experience from
reflecting the user in the interface.
Based on the “Save” function, the “User gallery”, “Com-
pare” and “Share” tools help viewers to reflect themselves
in the GAC. The interface tool, “Compare”, enables view-
ers to construct their experience. Viewers appreciate that
this is not simply a digital image, but that they are achiev-
ing their own goal by customising the computer screen.
Thus, this tool elicits a unique experience from users. Sec-
ondly, “User gallery” is the component resulting in partici-
pation. Through selecting and saving their favourite art-
works, the user reflects their sense of identity in the inter-
face.
In addition to this, the users share their galley by com-
menting on the artworks. This behaviour allows users to
have a new experience that it would not be possible to have
in another digital museum. Lastly, through the “Share” tool,
the resources remediate reflectively. Previous work has
reported that the use of bloggers’ social media relates to
reflective remediation [18]. On the GAC, users share an
entire user gallery or a particular painting in order to dis-
cuss this with others. Therefore, a shared image in social
media is the channel by which the users interact with oth-
ers.
Previously, Bolter and Gromala (2003) have noted that
the characteristic of reflective remediation is multiplicity
[9]. The “Detail” tool is to draw a multiplicity. The “Detail”
tool in practice enables the user to view information relat-
ing to a certain object. The information consists of various
kinds of media: text, videos, pictures and hyperlink. For
example, the users appreciate a digital image simultaneous-
ly with reading text or playing a video. Moreover, the
computer screen is overlapped with the museum’s website
when users click the hyperlink of painting’s owner detail.
In this way, diverse media surround viewers and these me-
dia comprise the users’ experience.
Indeed, the elements are not clearly divided into trans-
parency and reflectivity. That is because transparent and
reflective remediation is complementary [9]. The GAC
elements that have been mentioned stand between “Win-
dow” and “Mirror. For example, the media become trans-
parent during a virtual tour and users reflects themselves in
the media when they click a discrete painting.
Interactive digital museum.
Pine and Gilmore (1998) notes that visiting museum is
“Esthetic” experience in their classification [6]. While the
visitors of gallery are usually passive, they are immersed in
museum by surround environment. In the case of digital
museum, we argue that the experience of users is “Educa-
tional” users are active; although users navigate around
digital museum, their surrounded environment, computer,
is not enough to make them immerse in digital museum. In
this paper, the GAC is categorised as “Escapist” (Figure 1)
and we insist that designing effective interface tools in the
platform enhances the quality of remediation, which con-
tributes to encouraging users to be active and immersed in
the GAC. As such, the digital interfaces, “Zoon-in” and
“Museum View”, enable media to be invisible, which al-
lows users to be immersed by the GAC. Moreover, the
reflective elements, “User gallery”, “Share”, and “Com-
pare”, lead users to actively reflect their identity in the
GAC, thereby users immerse themselves in the interface.
Conclusion
Previous research on museum limits their research scope
within exploring the relationship between the physical mu-
seum and their website. However, this paper begins with
considering the digital museum as users’ independent ac-
tivities. Therefore, this paper describes that the digital mu-
seum becomes an interactive platform by examining the
GAC. We analyse the findings of a case study from the
conceptual lens of remediation. Two tools, “Zoom-in” and
“Museum view” play roles in terms of transparent remedia-
tion, whereas reflective remediation arises through the
practice of “User gallery”, “Compare”, “Share” and “De-
tails”. From elements with stimulating transparency, active
users become absorbed in the interface and reflective fea-
tures on the interface enable them to immerse themselves
in the GAC.
The outcome of analysing the GAC makes the implication
for curators engaging with the digitalisation of museum.
Indeed, the role of curators evolved from placing artworks
in historical context on the wall of museum to structuring
the aesthetic experience of art and communicating to audi-
ences in the 1960s [20]. In other words, curators began to
encourage the active and direct engagement with works of
art by offering interactive spaces to visitors [21]. To pro-
vide interactive space in digital museum, curators should
consider following aspects. Firstly, the latest technologies
on the interface are essential resources to enhance remedia-
tion quality, which contributes to positive users’ experi-
ence. Secondly, digital museum needs elements that allow
users to reflect themselves into the interface, which designs
unique experience for users.
With exploring the GAC from a different angle, lastly,
new research agendas can be aroused: it is an interesting
point why Google proceeds with this project. Google has
stressed that the department of leading the project is non-
for-profit sector. Despite the announcement by the head of
the project and the fact that the GAC is freeware [22],
Google is still able to earn potential profits. For example,
although there are no advertisements during usage of the
GAC, the website operation gives opportunity for Google
to use their search engine or expose their advertisements,
potentially. In the point of intangible aspects, the invest-
ment in the non-profit sector helps Google improve their
brand status. In this way, we will explore the relationship
between museums and Google or discuss how the GAC
impacts changes in audience perception about Google.
Reference
[1]Bolter, Jay David, and Richard Grusin. 2000. Remediation:
Understanding New Media. MIT Press.
[2]Lee, Jin Woo, and Soo Hee Lee. 2017. “‘Marketing from the
Art World’: A Critical Review of American Research in
Arts Marketing.” The Journal of Arts Management, Law,
and Society 47 (1): 1733.
[3]Sundar, S. Shyam, Eun Go, Hyang-Sook Kim, and Bo Zhang.
2015. “Communicating Art, Virtually! Psychological
Effects of Technological Affordances in a Virtual
Museum.” International Journal of Human-Computer
Interaction 31 (6): 385401.
[4]Cunliffe, Daniel, Efmorphia Kritou, and Douglas Tudhope.
2001. “Usability Evaluation for Museum Web Sites.”
Museum Management and Curatorship 19 (3): 232
[5]Forlizzi, Jodi, and Katja Battarbee. 2004. “Understanding
Experience in Interactive Systems.” In Proceedings of the
5th Conference on Designing Interactive Systems:
Processes, Practices, Methods, and Techniques, 26168.
ACM.
[6]Pine, B Joseph, and James H Gilmore. 1998. “Welcome to the
Experience Economy.” Harvard Business Review 76: 97
105.
[7]Wang, Peiling, William B Hawk, and Carol Tenopir. 2000.
“Users’ Interaction with World Wide Web Resources: An
Exploratory Study Using a Holistic Approach.”
Information Processing & Management 36 (2): 22951.
[8]Steuer, Jonathan. 1992. “Defining Virtual Reality: Dimensions
Determining Telepresence.” Journal of Communication 42
(4): 7393
[9]Bolter, Jay David, and Diane Gromala. 2003. Windows and
Mirrors: Interaction Design, Digital Art, and the Myth of
Transparency. MIT press. 67
[10]Jones, Jonathan. 2015. “Set up a Google Art Project Gallery.”
TheGuardian. October 9, 2015.
http://www.theguardian.com/.
[11]Sood, Amit. 2011. “Building a Museum of Museums on the
Web | Talk Video | TED.” TED 2011. 2011.
http://www.ted.com/talks/amit_sood_building_a_museum_
of_museums_on_the_web.
[12]BBC. 2012. “Google Expands Online Art Project.” 2012.
http://www.bbc.co.uk/news/entertainment-arts-17608419.
[13]Google. 2014. “Cultural Institute Google.” 2014.
http://www.google.com/intl/en-GB/culturalinstitute/about/.
[14]Ballard, Susan. 2014. “A ROBOT WALKS INTO A ROOM:
GOOGLE ART PROJECT, THE NEW AESTHETIC,
AND THE ACCIDENT OF ART.” In Interference
Strategies Leonardo Electronic Almanac, edited by
Lanfranco ACETI and Paul THOMAS, 20:12245.
London, UK: Leonardo
[15]Lohr, Steve. 2014. “Museums Morph Digitally.”
Thenewyorktimes, October 23, 2014, accessed December
20, 2018,
https://www.nytimes.com/2014/10/26/arts/artsspecial/the-
met-and-other-museums-adapt-to-the-digital-age.html
[16]Bolter, Jay David, Maria Engberg, and Blair MacIntyre. 2013.
“Media Studies, Mobile Augmented Reality, and
Interaction Design.” Interactions 20 (1). ACM: 3645.
[17]Gordon, Leslie A. 2013. “It’s Google, but Is It Art? Museums
Wonder Whether They Should Open Their Galleries to
Digitizing.” ABAJOURNAL, 2013.
[18]Proctor, Nancy. 2011. “The Google Art Project: A New
Generation of Museums on the Web?” Curator: The
Museum Journal 54 (2). Wiley Online Library: 21521
[19]Lee, Soo Hee, Marios Samdanis, and Sofia Gkiousou. 2014.
“Hybridizing Food Cultures in Computer-Mediated
Environments: Creativity and Improvisation in Greek Food
Blogs.” International Journal of Human-Computer Studies
72 (2): 22438
[20]Acord, Sophia Krzys. 2010. Beyond the Head: The practical
work of curating contemporary art. Qualitative Sociology
33(4): 447-67
[21] O’Neil, Paul. 2012. The Culture of Curating and the
Curating of Culture(s). London: MIT press.
[22] Caines, Mattew. 2013. Arts Head: Amit Sood, Director,
Google Cultural Institue”, TheGuardian, December, 3,
2013, accessed December 20, 2018,
https://www.theguardian.com/culture-professionals-
network/culture-professionals-blog/2013/dec/03/amit-
sood-google-cultural-institute-art-project
... With a research study of Google Arts & Culture, Lee et al. [6] attempt to investigate how digital audiences are influenced by digital museum display features. This study, predicated on the idea of remediation, emphasizes interaction through interfaces features like "Zoom-in" and "Museum View" for conveying information and "User Gallery," "Share," and "Details" for providing a fulfilling experience. ...
Article
Full-text available
More and more museums are being established or restored as people’s cultural levels grow. A digital twin is a computerized representation of the physical object or phenomenon, which acts as its real-time digital equivalent. Artificial intelligence (AI) is becoming increasingly widespread, and museums and art shows will need to change their old working and thinking processes to fully fulfill their potential. In an increasingly digital world, combining AI technologies and wearable devices into digital museums could assist in boosting involvement. It is necessary to investigate AI’s strategic function and application in affecting tourist experiences at art galleries and museums, as well as its potential to improve education. Also, digital twin (DT) paves the way to alleviate difficulties or might improve access to digital museums via digital experiences. The historical report recommends that digital museum items be represented in a way that poses the fewest threats to its legitimacy. Owing to its uniqueness and vulnerability to substantial environmental dangers, the safeguarding of art and cultural heritage in digital museums is a serious issue. There are many approaches for assessing the state of artistic heritage and protecting it from extreme acts. The current study offers a framework for digitized museum art design based on the utilization of digital twin (DT), artificial intelligence (AI), and fifth-generation (5G) technologies. Further to enhance the security of the system, we employ the improved blowfish encryption algorithm (IBEA). Also, the authentication is done using the Diffie-Hellman protocol. The proposed system is simulated using MATLAB, and its performance is analyzed and compared with conventional systems. From the result obtained, it was revealed that the suggested methodology express high range of security level (95%) than the existing mechanisms. This study is very important in two directions: (1) it presents an analytical structure for having to adapt digital information to complicated systems in museums and (2) it explains the artistic obstacles for heritage properties, such as accessibility, execution time, security level, and the efficiency of 3-dimensional designs.
... GAC does not, however, allow users to claim ownership over their personal galleries and interpretations (requirement R29/enduser:claim). Additionally, according to Lee et al. [66], GAC does not cover requirement R28/enduser:copyright thoroughly, as GAC blurs images of artworks under copyright restriction in ways that hinder transparency to the user. Additionally, because GAC captures some artworks in extremely high-resolution images, there is a potential to print and misuse them for personal or commercial need [113]. ...
Article
Digital archives of memory institutions are typically concerned with the cataloguing of artefacts of artistic, historical, and cultural value. Recently, new forms of citizen participation in cultural heritage have emerged, producing a wealth of material spanning from visitors’ experiential feedback on exhibitions and cultural artefacts to digitally mediated interactions like the ones happening on social media platforms. Citizen curation is proposed in the context of the European project SPICE (Social Participation, Cohesion, and Inclusion through Cultural Engagement) as a methodology for producing, collecting, interpreting, and archiving people’s responses to cultural objects, with the aim of favouring the emergence of multiple, sometimes conflicting, viewpoints and motivating users and memory institutions to reflect upon them. We argue that citizen curation urges to rethink the nature of computational infrastructures supporting data management of memory institutions, bringing novel challenges that include issues of distribution, authoritativeness, interdependence, privacy, and rights management. To approach these issues, we survey relevant literature toward a distributed, Linked Data infrastructure, with a focus on identifying the roles and requirements involved in such an infrastructure. We show how existing research can contribute significantly in facing the challenges raised by citizen curation and discuss challenges and opportunities from the socio-technical standpoint.
... Collezioni artistiche da tutto il mondo sono state digitalizzate, offrendo la possibilità di percorrere virtualmente luoghi d'interesse storico, artistico, culturale di tutto il globo, di muoversi ed esplorare in maniera interattiva, mediante la vr, le opere d'arte all'interno degli edifici museali, di assistere a concerti, come gli spettacoli della Scala, Milano, tenutisi durante il periodo di lockdown e di visitare siti, come la Basilica di San Marco e la Reggia di Versailles. Uno degli obiettivi di questo progetto è quello di stimolare la collaborazione tra musei e fondazioni di tutto il mondo per creare un archivio digitale comune ed elaborare progetti culturali condivisi (Lee, Kim, & Lee, 2019). L'offerta culturale è vastissima: ci sono modelli di antichi templi, statue, edifici, monumenti e grazie alla realtà virtuale, con il visore Google Cardboard, è possibile immergersi letteralmente nelle opere d'arte per vivere un'esperienza museale ad elevato coinvolgimento sensoriale, motorio, cognitivo ed emotivo. ...
Article
Full-text available
This article proposes a reflection on the role of digital technologies in emergency museum education during the Sars-Cov-2 pandemic, starting from some relevant experiences at national and international level. In particular, it explores the use of serious games and storytelling as tools to realize the idea of a participatory, accessible, interactive and inclusive museum: a museum that doesn’t go into quarantine, but tries its best to keep the relationship with the audience. Vivere l’arte a distanza. Le tecnologie digitali per i musei durante e oltre la pandemia. Questo articolo propone una riflessione sul ruolo delle tecnologie digitali nella didattica museale di emergenza durante la pandemia da Sars-Cov-2, a partire da alcune esperienze di rilievo in ambito nazionale e internazionale. In particolare, si approfondisce l’uso dei serious games e dello storytelling come strumenti per realizzare l’idea di un museo partecipato, accessibile, interattivo e inclusivo: un museo che non va in quarantena, ma fa di tutto per mantenere viva la relazione con il suo pubblico.
Chapter
One of the fundamental functions of a museum is to collect and preserve ancient cultural relics. Nowadays, some museums also undertake the roles as learning center, communication and social place, leisure center, and cultural communication center, by offering comprehensive experience of multisensory feelings, intelligence, aesthetics, social communication. As active participators and operators in virtual environment, the visitors show stronger engagement and better use experience when using virtual reality applications. A good interactive design in the virtual museum system will enhance the quality of remediation, which will encourage users to be active and immersed in the virtual tour. This study aims to analyze the interaction design of the virtual Palace Museum and examine virtual experience designed for visitors. After analyzed the virtual applications of the Palace Museum, we found that virtual museums can deliver knowledge in an attractive and accessible way for better cultural experience. Virtual reality is not to replace the unique experience of appreciating real objects, but it can greatly improve our understanding of artifacts and allow us to better understand their stories. The virtual museum enables immersive sense, good storytelling, interactive learning, and sharing between peers, which turns passive visitors to active explorers. In the digital age and the epidemic, we must re-examine the positioning and mission of museums from a longer-term perspective, dig and interpret the diverse values of cultural heritage, and give new vitality to cultural heritage.
Article
The professionalization of cultural management in Spain emerged as a complex process in which the demand for professionals anticipated the existence of an academic discipline to support qualified knowledge, giving rise to strong epistemological debates. The main objective of this research paper is to study the development of the profession linked to the political, social, institutional and economic context, finding a recent research gap. The methodological triangulation of the various sources has revealed the importance of public and private systems in the definition of professional competencies, endowing them with a strong technical character that has been reflected in the theoretical development of cultural management. A lack of consensus between professionals, associations, entities and academies has been detected, showing the current fragmentation caused by the interest of certain sectors in maintaining the status quo that existed prior to the academic development of the profession. Scientific involvement in theoretical and educational development is necessary to guarantee adequate professional compliance in the practice of cultural management.
Article
Full-text available
The purpose of this article is to provide an integrative review and future directions for research in arts marketing by highlighting the social and cultural mechanisms by which marketing research can be inspired, especially in the context of contemporary arts. We categorize previous research in arts marketing into three perspectives: Marketing of Arts Organizations; Marketing with Artworks/Artists; and Marketing from the Art World. With these three categories, this article also examines recent developments in the contemporary art market to discover emerging trends and issues. The primary contribution of the article lies in identifying Marketing from the Art World as a new perspective from which to explore central issues of marketing associated with the uncertainty and fluidity of the contemporary art market.
Book
Full-text available
In Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Jay David Bolter and Diane Gromala argue that, contrary to Donald Norman's famous dictum, we do not always want our computers to be invisible "information appliances." They say that a computer does not feel like a toaster or a vacuum cleaner; it feels like a medium that is now taking its place beside other media like printing, film, radio, and television. The computer as medium creates new forms and genres for artists and designers; Bolter and Gromala want to show what digital art has to offer to Web designers, education technologists, graphic artists, interface designers, HCI experts, and, for that matter, anyone interested in the cultural implications of the digital revolution.
Article
Full-text available
This paper focuses on the ways in which food blogs influence the evolution of food cultures in computer-mediated environments. Food blogs provide a unique setting in which to study individual creativity and improvisation, as they make everyday food practices visible, pubic and transmittable. This paper proposes a cultural framework of human–computer interaction (HCI) and applies it to the context of food blogging. It stresses the effects of remediation on hybridisation of disciplines, roles and practices, which in turn lead to individual creative practices in the form of bricolage. Three case studies of Greek food blogs abroad are analysed to illustrate the proposed framework and to develop research implications for human–food interaction (HFI).
Article
Museums lean heavily on recent developments in communication technologies to create an authentic experience for online visitors of its galleries. In this study, we examine whether three specific affordances of communication technology—customization, interactivity, and navigability—can provide the personal, social, and physical contexts, respectively, that are necessary for ensuring an enjoyable museum experience. A 2 (presence vs. absence of customizable gallery) x 2 (presence vs. absence of live-chat with others) x 2 (presence vs. absence of 3-D navigational tool) between-subjects factorial experiment (N = 126) found that while each affordance is associated with distinct psychological benefits (customization with sense of agency and control, interactivity with reciprocity, and navigability with perceived reality), combining them on the same interface tends to undermine these benefits. In addition, power usage moderates the effectiveness of each affordance on the interface. Theoretical and practical implications are discussed.
Article
Museums, galleries and other cultural organisations have been swift in their adoption of the Web and virtual visits to museum Web sites have become popular. For many smaller museums the cost of developing and maintaining a Web site is difficult to justify, particularly where the economic benefit to the museum is hard to demonstrate. Many sites are therefore developed as unofficial, in-house projects—often without financial support. Evaluation is essential for determining whether a Web site is meeting the needs of its users and should be part of an ongoing process, from initial conception to long-term maintenance and development. This contribution focuses on the evaluation of Web sites as a way of addressing some of the limitations inherent in the non-professional development environment, placing it within the context of current museum Web development practice. The paper presents a case study illustrating Web evaluation issues from a computing perspective, using methods appropriate to the non-professional development environment. Four evaluation methods are examined in detail: direct observation, log analysis, online questionnaires, and inspection methods. The experience of applying each method, the benefits and limitations of each method and the relative effectiveness of the methods are analysed.
Article
Experts share their views on media studies mobile augmented reality through related mobile applications, and interaction design. The Augmented Reality (AR) Trail Guide is one such mobile application that is designed by Isaac Kulka for the Argon Browser. The application offers two views, such as a familiar Google-style map, with points of interest marked on its surface and an AR view, which shows these points located in space. The AR Trail Guide, developed in the Augmented Environments Lab at Georgia Tech demonstrates a new realm in AR design that goes beyond the existing commercial applications. These new areas include designing for experiences in cultural heritage, personal expression, and entertainment. Media studies play a key role in providing historical information about the development and significance of such interactive design and their uses.
Article
Abstract On February 1, 2011, Google launched its much-heralded Art Project in partnership with 17 museums from Europe and the U.S. Despite the limited content and a long wish-list of enhancements, the Google Art Project offers a glimpse of innovative new ways for museums to use and be used on the Web, collaboratively.
Article
In contemporary art, the curator plays an important role in the production of artistic meaning through exhibition-making. Although sociology has tended to see this work as the exercise of tacit or embodied knowledge, curatorial knowledge and plans may be elaborated and altered by the situated actions of exhibition installation. While curators know a successful installation “when they see it,” this depends on the indexical particularities of artworks and environments which cannot be predicted in advance. In demonstrating the practical ways in which culture is mobilized in situations of object (inter)action, this paper emphasizes the “making” in artistic meaning-making. KeywordsCultural sociology-Distributed cognition-Actor-network theory-Object-interaction
Article
This paper presents the first part of the research on user–Web interaction: a multidimensional model, methodology, and general findings. The objectives of this study are three-fold: (1) to explore factors of user–Web interaction in finding factual information and what happens during this interaction; (2) to develop a conceptual framework for studying user–Web interaction; and (3) to apply a process-tracing method for conducting holistic user–Web studies. The proposed model consists of three components: user, interface, and the World Wide Web. User–Web interaction is viewed as a communication process facilitated through an interface. A process-tracing technique has been designed to capture the processes of user-Web interactions. Twenty-four graduate students participated in this study. Prior to the interaction, each participant was given a questionnaire to report his/her computer and Web experience, the State Trait Anxiety Inventory (form Y1 and form Y2) to measure affective states, and an individually administered Embedded Figure Test to measure cognitive style. Each participant used the Web to find answers to two factual questions. Both the processes (continuous screen shots) and the concurrent verbalizations of thoughts were recorded in synchronized video–audio data. The findings provided rich information on users’ cognitive, affective and physical behaviors. The proposed model is used to present the findings of user behavior in connections with interfaces and the Web.