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1

Gorbul, Taras, et Serhii Rusakov. « CULTURAL HERITAGE IN THE CONTEXT OF DIGITAL TRANSFORMATION PRACTICES : EXPERIENCE OF UKRAINE AND THE BALTIC STATES ». Baltic Journal of Economic Studies 8, no 4 (30 novembre 2022) : 58–69. http://dx.doi.org/10.30525/2256-0742/2022-8-4-58-69.

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The purpose of the article is to analyze digitization as a global trend of the early 21st century and to develop a cultural model for studying the scope of application of digital transformation practices as a new way to preserve and promote cultural heritage based on the experience of the Baltic States and Ukraine. The study of the impact of digital transformation practices in the field of cultural heritage in Estonia, Latvia, Lithuania and Ukraine has demonstrated the need to deepen ties between these countries by establishing a cultural dialogue, exchanging information and experience on the use of technological innovations in the field of cultural heritage, as well as increasing the value and content of joint cultural projects. Methodology. The theoretical basis and methodology of the study is the historical and cultural method, which contributed to the study of the historical dynamics of digitization; typological and comparative methods – for the study and analysis of cultural heritage objects as phenomena and artifacts. A special role is played by the cultural method, which is meaning-forming through the study of interdependent cultural processes – representation, identity, etc. Results. The authors, involving the professional community, which emphasizes the problem of the lack of a general electronic register of cultural heritage sites in Ukraine, as well as the lack of a strategy for digitizing such sites, draw attention to the fact that the situation began to change rapidly in 2022. It has been proved that the experience of Estonia (museum information system MuIS, five-year action plan for the digitization of cultural heritage for 2018-2023), Latvia (project "Digitization of cultural heritage content"), Lithuania (creation of the Council for the Digitization of Lithuanian Cultural Heritage, virtual electronic information system of cultural heritage VEPIS, museum information system LIMIS) will contribute to the strengthening of technological and cultural innovations in the field of protection and promotion of cultural heritage of Ukraine. Digitization is a task that requires significant financial and intellectual investments, but the authors prove that this direction can become a source of income for creative industries (economic value) and a resource for creating new meanings (symbolic value). Practical implications. The analyzed experience of the Baltic countries will be a valuable source of information for intensifying digital transformation in Ukraine. Deepening Ukraine's cultural ties with Estonia, Latvia and Lithuania in order to exchange experience in the field of cultural heritage is of practical importance, as a number of implemented Baltic projects will help Ukrainian specialists to increase the efficiency of using modern technological tools in the field of culture. The article pays attention to European and Ukrainian public and private cultural projects and initiatives that are being implemented to digitize the preservation and promotion of historical and cultural heritage. Value/originality. It is advisable to study the prospects of cultural heritage tokenization and NFT as a tool for preserving, supporting and promoting cultural heritage.
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Sotirova-Valkova, Kalina. « Technological and Legal Aspect in Digitalization of Movable Cultural Assets. Copyright and Intellectual Property Rights ». Cultural and Historical Heritage : Preservation, Representation, Digitalization 5, no 2 (2019) : 35–45. http://dx.doi.org/10.26615/issn.2367-8038.2019_2_004.

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The article presents the cycle of digitization of cultural heritage objects (movable cultural values stored in museums and galleries) with its three main stages: preparation, conversion and access. The focus is on the technological aspect, the preparation of the museum team and the standards used. In parallel, the legal framework of digitization is viewed as a serious, nationally specific and rarely presented topic related to copyright and intellectual property over the original and its digital derivative Keywords: digitization, cultural heritage, authorship and copyright, intellectual property rights, standards
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Ciurea, Cristian, et Florin Gheorghe Filip. « THE GLOBALIZATION IMPACT ON CREATIVE INDUSTRIES AND CULTURAL HERITAGE : A CASE STUDY ». Creativity Studies 12, no 2 (30 septembre 2019) : 211–23. http://dx.doi.org/10.3846/cs.2019.7753.

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The influences of multiculturalism, globalization and technological revolution on art galleries, libraries, archives, museums have led to major changes in the way they select, preserve, promote and valorize their cultural goods. The digitization of cultural heritage collections and the evolution of information technologies (cloud computing, mobile devices, Internet of things) have determined the progress of virtual exhibitions as a means of promoting and valorizing the cultural heritage physical objects. New business models have been developed to harness the cultural heritage of libraries and museums in the context of globalization and technological revolution and the premises for the development of a new category of entrepreneurs have been created. Studies have been conducted to find the ways to increase the number of visitors of cultural institutions with the help of promoting tools, such as virtual exhibitions and dedicated mobile applications. The paper presents several methodological aspects and conclusions based on a practical example.
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Mohanty, Lipika, et Sukanta Chandra Swain. « USE OF DIGITAL TECHNOLOGIES BY THE MSMES TO PRESERVE CULTURAL HERITAGE OF INDIA AND ACHIEVE SUSTAINABLE DEVELOPMENT GOALS ». ECS Transactions 107, no 1 (24 avril 2022) : 14343–54. http://dx.doi.org/10.1149/10701.14343ecst.

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Abstract: The objectives of this paper are to highlight the cultural heritage of India, to establish the involvement of Micro, Small and Medium Enterprises (MSMEs) in preserving cultural heritage of India, and to ascertain how use of digital technology can facilitate the functioning of MSMEs in preserving cultural heritage of India and achieving sustainable development goals (SDGs), particularly reducing poverty and eliminating hunger. It is basically a descriptive research based on secondary data collected from existing literature and analyzed to highlight how technology intervention in the functioning of MSMEs can preserve cultural heritage of India. It is found that India’s rich cultural heritage can be preserved through digitization. However, considering the changing nature of technology, the preservation process needs to be adaptable to changing technological set up. Keywords: Digitization, Technology, Culture, Heritage, Innovation, Diversity management, e-commerce, MSMEs.
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Chiarenza, S., A. R. D. Accardi et R. Inglisa. « TECHNOLOGICAL INNOVATION AND NEW PRESENTATION STRATEGIES FOR VIRTUAL MUSEUM EXHIBITIONS ». ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (21 août 2019) : 311–18. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-311-2019.

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<p><strong>Abstract.</strong> In recent years, the theme of museums and virtual exhibitions has been the subject of a wide debate and a significant number of researches and experiments. In a vast and articulated framework of experiences, this article intends to highlight new strategies related to the creation of digital museum paths based on a multidisciplinary approach. The research presented here intends to create a protocol for the construction of digital museums based on the definition of an ontology capable of integrating digital elaborations of 3D virtual models and exhibition projects with semantic relationships. The experimentation conducted has considered, in particular, some issues concerning drawn architectures. Thanks to a rigorous methodological approach and the use of new technologies for virtual and augmented reality, it has been possible to build a tool that allows improving the knowledge of the cultural heritage investigated through the customizable structuring of virtual exhibitions. It is a tool that, thanks to its flexibility and precision, can satisfy the widest user target, ranging from experts (professionals, designers, historians, researchers, etc.) to simple visitors (tourists, enthusiasts, etc.).</p>
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Torres Mas, Miguel, Víctor Manuel López-Menchero Bendicho, Julio López Tercero, Juan Torrejón Valdelomar et Herbert Maschner. « Proyectos de digitalización y realidad virtual en el patrimonio arqueológico. El caso del yacimiento de la Motilla del Azuer en Daimiel (Ciudad Real) ». Virtual Archaeology Review 13, no 26 (21 janvier 2022) : 135–46. http://dx.doi.org/10.4995/var.2022.15004.

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This article presents the virtualization project of the Motilla del Azuer archaeological site in Daimiel (Ciudad Real, Spain). This project is using new and unique tools for the research, documentation, interpretation and dissemination of this important prehistoric site. The incorporation of advanced technological tools in the field of archaeological and cultural heritage, such as digital documentation and virtual reality (VR), are creating new avenues for managing cultural legacies. Modern advances in 3D digitization and VR allow the application of these techniques on a wide range of cultural assets with different characteristics and chronologies, opening a broad spectrum of new possibilities in research, education, and public outreach. This is an expanding area of heritage management as it creates a positive impact on the economic, cultural and social activities of local communities and regions. Because of these positive impacts, more and more stakeholders such as institutions, administrations, and heritage organisations are taking an active interest in this sector of technological development. In the case of the Motilla del Azuer archaeological site, the digitization and virtualization work undertaken, along with other dissemination activities, have provided critical products for the presentation, interpretation, and promotion of this monument.La Motilla del Azuer is one of the most unique archaeological sites in Spain. Dating from the Bronze Age, it is a fortification with a central plan, formed by three lines of concentric walls distributed around a central tower (Fig. 2). Inside, the labyrinthine shape of the access systems is remarkable, made up of narrow corridors, stairs, ramps... This defensive enclosure allowed the protection and control of essential products for the people of the Bronze Age. Its true uniqueness is that it encloses monumental water well more than 15 m deep.La Motilla del Azuer is open to the public and receives thousands of visitors each year. But for conservation reasons, the number of people who can access the site is highly controlled. Likewise, due to its defensive nature and its age, it is a space through which it is difficult to circulate, which makes it impossible for people with reduced mobility to visit. For these and other reasons, the Daimiel City Council in collaboration with the US non-profit entity Global Digital Heritage and the Spanish company Myou Software, has developed a project to digitize the archaeological site and make it accessible through an installed VR system, located permanently in the Daimiel Museum, the interpretation centre for the site (Fig. 10). This facility is designed to be used both by people in wheelchairs or with reduced mobility, as well as all visitors to the museum, and provides a realistic virtual tour of the site. To achieve this level of realism, a detailed 3D digitization of the site using photogrammetry, laser scanning, and 3D spherical photography was undertaken, and a VR installation based on the use of an HTC Vive Pro device that has motion controllers for hands (HTC Vive controllers) and feet (HTC Vive Trackers) was developed. The primary software is called Myou Engine, an open-source 3D engine compatible with XR, developed by the Myou Software company. In order to increase the immersiveness as much as possible, the Myou Software company has also developed a control system called Natural Locomotion that works by moving the arms and legs (Fig. 11).The final result of the project has allowed the implementation of an innovative VR space that increases accessibility to the archaeological site, represents a new tourist attraction for the town, and promotes new ways of managing and enjoying archaeological heritage.
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Fluda-Krokos, Agnieszka. « The Cultural Heritage of Printing in the 15-18th Centuries as Digital Resources – a Reconnaissance ». Perspektywy Kultury 26, no 3 (1 octobre 2019) : 169–86. http://dx.doi.org/10.35765/pk.2019.2603.13.

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Digitization as an element of technological development has contributed to the removal of many information barriers related to access to the achievements of writing and printing culture. Thanks to numerous programs of developing and subsidizing work on intellectual property, digital libraries, museums and archives have been created, offering access to their collections online. Digital forms of priceless manuscripts, old prints, documents of social life and other manifestations of culture are not only a way of conservation and preservation of the originals or the presentation of library magazines, but also sources for research. The content of the Digital Library Federation – DLF, which associates 138 data providers, will be used as an example of digitized old prints along with ways of describing, searching, displaying results and special addons that make their use simple and effective. As a result of the research, 38,629 items marked as old prints were found in the database, supplied by 38 institutions, the most numerous being those provided by the Jagiellonian Digital Library and the Lower Silesia Digital Library, with the predominance of 18th and 17th century and Latin and Polish prints.
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Sklar, Monica, Katherine Hill McIntyre et Sharon Autry. « Preserving cultural craft heritage : Digitizing a traditional Syrian clothing collection ». Craft Research 12, no 2 (1 septembre 2021) : 317–33. http://dx.doi.org/10.1386/crre_00055_1.

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This project explores the importance of the preservation of diverse private collections of crafted artefacts, and specifically improving digital access. The focus is on the transformation of an assemblage of 100 Syrian garments held in the United States into a museum-quality, publicly accessible archive. Private collections that are not financially endowed face various challenges, including their culturally valuable content being inaccessible and underseen. The goal of archiving and exhibiting this collection of garments is to share Syria’s dress and craft history as a form of identity, community, economy, artistic expression and technological development. Each item is unique, representing an everyday life that no longer exists. As people moved to new geographical locations, craft traditions were not always carried with them. Consequently, the garments and accessories in this collection feature dyeing techniques, metalwork and symbolic representations of different generations of Syrian people from this ancient to present civilization. Throughout the research process, we learned to synthesize the core issues of contemporary craft heritage management, with an initial goal to build a new digital archiving method and template to benefit small or private collections outside of institutions. First, we determined how to do so using affordable and accessible tools, in line with manageable industry standards. Digital photography, metadata development, object labelling, and anecdotal interviews complement the existing collection information. The long-term goal is the dissemination of the collection through exhibitions, interactive websites, symposiums and publications. Museums are working harder to diversify their collections, and many private collections represent marginalized cultures or do not fit within the established parameters of public institutions. This study touches upon the disparate and specific needs of private versus public collecting, and how to bridge some of the gaps using standardized digitization techniques towards similar preservation and outreach goals.
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Bruno, Fabio, Michela Ricca, Antonio Lagudi, Pari Kalamara, Angelos Manglis, Anastasia Fourkiotou, Dimitra Papadopoulou et Aggeliki Veneti. « Digital Technologies for the Sustainable Development of the Accessible Underwater Cultural Heritage Sites ». Journal of Marine Science and Engineering 8, no 11 (23 novembre 2020) : 955. http://dx.doi.org/10.3390/jmse8110955.

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In recent years, the development in digital technologies such as Augmented Reality (AR) and Virtual Reality (VR) has evolved rapidly. These technologies are currently in the process of creating driving change in the Cultural and Creative Industries (CCIs), representing innovative means to share information, facilitating access and increasing the value and public awareness on Cultural and Natural Heritage. This is particularly relevant for underwater environments, where the most interesting cultural and naturalistic sites are accessible only to scuba divers, or not accessible at all, due to depth and/or environmental constraints. In addition, in underwater sites, guided diving tours are carried out by professionals that usually describe the area to be visited during the predive briefings; such step is needed due to the impossibility of underwater verbal communication without dedicated equipment, a practice very rarely adopted for recreational diving. So, these difficulties make it almost impossible to replicate under the sea, the guided tour approach that is usually offered in on-land museums. Considering such limitations, several technological applications are emerging to increase the accessibility underwater and enrich users’ experience both for divers and nondivers. This work aims to identify the potential of underwater sites (either cultural or natural) to support the development of sustainable tourism (economic, environmental, cultural and social) in the Mediterranean. Moreover, it focuses on supplying local/regional authorities and stakeholders with a multidisciplinary plan for managing Underwater Museums and Knowledge Centres, by promoting innovation in the diving industry and improving users’/tourists’ experience through value-added services and cutting-edge technologies.
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Dang, Qiong. « Literature Review on the Digital Museum in a Chinese Context ». Communication, Society and Media 1, no 2 (28 novembre 2018) : 149. http://dx.doi.org/10.22158/csm.v1n2p149.

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<em>Parry (2007) claims that “it would be an exaggeration to suggest that the computer has been the cause of the recent ‘reimagining’, ‘rethinking’, ‘reshaping’ and ‘reframing’ of the museum” (p. 140). Technological innovation creates new possibilities for the development of the museum, and the digital museum as one of its products plays a key role in the preservation and communication of cultural heritage. However, research on the digital museum is lacking in China. Therefore, this article is an attempt to determine the extent to which factors influence the construction of digital museums. In order to answer the research question, a systematic review has been utilized in order to comb the available literature in the Chinese context. As a result, 1829 articles have been retrieved and 205 articles have been accessed, and finally, 41 studies have been selected and reviewed. The results indicate that the development of the digital museum is influenced by technology, human resources, and funding. Then, suggestions and implications are put forward for further research.</em>
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Viscaino Naranjo, Fausto Alberto, Jorge Bladimir Rubio Peñaherrera et Freddy Patricio Baño Naranjo. « Mobile Technology as a Virtual Assistant at the Museum of the Isidro Ayora Fiscal School ». Journal of Science and Research : Revista Ciencia e Investigación 3, CITT2017 (23 février 2018) : 91–99. http://dx.doi.org/10.26910/issn.2528-8083vol3isscitt2017.2018pp91-99.

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The Isidro Ayora School located in the Latacunga Canton, between Quijano / Ordóñez and Tarqui streets, has a museum that is open to the citizens without any age difference, projecting during the tour in a traditional, monotonous and unconventional way all their art, By this factor the influx of public is very sporadic, which does not allow the development and recognition of the Museum. For the development of the research was applied the hypothetical-deductive method and the analytical, on the other hand was applied the methodology of application development for Smartphones Mobile-D; Through the collection of information that involves eld research, it was veri ed that the Museum does not have technological alternatives that allow the dissemination of the historical-cultural heritage, thus demonstrating that the creation of the virtual guide through mobile technology is the technological solution to improve The user’s experience in visiting and disseminating museums; So is the search for the use of new technologies helping to turn a forgotten environment into an interactive and friendly environment. With the implementation of Mobile Technology in the Museum of the Isidro Ayora School, visitors will be able to interact with the art articles displayed and visualize their information on any Android device through a multimedia library by simply scanning the QR code that each contains and In consequence it will allow the innovation, difusion and recognition of the Museum.
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Kamposiori, Christina. « Partnering through Collections in Digital Humanities : Looking at Researchers’ Needs ». Stedelijk Studies Journal 1 (2020). http://dx.doi.org/10.54533/stedstud.vol010.art07.

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Recent years have seen cultural heritage organizations undergo a cultural shift as part of an agenda with an increased focus on digital innovation and audience engagement. Opening up collections through digitization and making them accessible to scholars, students, and the general public has been a strategic priority for many institutions. Alongside the technological advances of the past decades, the proliferation of various types of digital information objects has brought large changes to traditional scholarship in the Arts & Humanities. The emergence of Digital Humanities has been a result of the possibilities offered by the digital age, while the characteristics of the field reflect the shifting nature and role of scholarship in a modern society. More specifically, interdisciplinarity, openness, and collaboration are some of the core characteristics of scholarship in the field that make it distinct from scholarly practice in more traditional Arts & Humanities areas.[1] Moreover, as part of the nature of Digital Humanities work, scholars create, use, and communicate various types of digital data in previously unimaginable ways.
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Salgado, Mariana. « Museums as Living Labs Challenge, Fad or Opportunity ? » Journal of Community Informatics 9, no 3 (2 mai 2013). http://dx.doi.org/10.15353/joci.v9i3.3161.

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On the basis of case studies in Finland, this paper describes and analyzes how the museum community has designed, integrated and implemented ICT in its organizations. The museum community has participated in the development of a conceptual framework for ICT services as well as the resources required to put them to use. Due to the similarity between this sort of work and the tasks performed at living labs, I believe that museums could benefit from dialoguing with living labs about their methods, networks and new technologies, indeed their entire ecosystems. Living labs include the public, private and civil sectors as key actors as they generate and test new products and services. They are spaces of innovation that engage these actors at the different phases of development. But most importantly, the use of living labs’ user-centered design methods is becoming much more widespread. Museums create and use products and services to further their mission of conserving, researching and communicating our common cultural heritage. This paper addresses how museums can make use of and benefit from living labs in their attempts to open their institutions to new audiences and enhance audience participation. This paper also discusses how communities can actively participate in the creation of museum programs and activities. The existing literature (Eriksson, Niitamo, Kulkki & Hribernik, 2006, Eskola, 2011) describes the work carried out at living labs and contrasts it with work done in museums in Helsinki where interactive pieces have been produced and implemented through a co-design process involving external collaborators, audience and museum staff. My hypothesis is that if cultural institutions like museums, exhibition halls, libraries and cultural centers acted like living labs, or took part in their activities, they could begin a dialogue with other strategic partners, including an array of research units, and the civil and private sectors. Rather than fostering innovation in their own spaces and based on their audiences’ needs, museums currently use technological solutions designed for other contexts, adapting theme to fit their needs. By changing the way that museums refer to themselves and their partnerships, it might be possible not only to shed light on possible collaboration strategies but also to review the role of museums in society and the future. Though the term “living lab” might be a fad, in the context of this publication it may help facilitate participation in and collaboration with the museum community. This paper also contrasts museums and living labs to highlight their common interest and possible points of convergence. As a result of my research, I believe that museums need to renovate in order to better incorporate ICTs with a user-centered design approach into their communities. User-centered design (UCD) is an approach and a process that heeds the needs, desires, and limitations of a product’s or service's end users at each stage of the design process. UCD has been widely applied due to its ability to help people appropriate and incorporate new technologies. UCD is a design philosophy and a process.
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Mello, Janaina Cardoso de. « Propriedade intelectual, comunidades tradicionais e patrimônio imaterial em museus de ciência e tecnologia │ Intellectual property, traditional communities and intangible heritage in museums of science and technology ». Liinc em Revista 10, no 2 (5 décembre 2014). http://dx.doi.org/10.18617/liinc.v10i2.718.

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RESUMO As concepções patrimoniais que muitas vezes aprisionavam o bem cultural imaterial na idéia de “usos e costumes sem valor para comercialização”, pois a essência da preservação seria mais importante do que sua mercantilização, têm caído por terra nas últimas décadas com as discussões de promoção de sustentabilidade, redução da informalidade econômica, combate à exclusão social e elaboração de políticas públicas. Propõe-se nesse trabalho que os museus de ciência e tecnologia no Brasil devem atuar na difusão e popularização da C,T&I junto à sociedade, envolvendo órgãos governamentais, instituições científicas/comerciais e universidades na extensão tecnológica direcionada às associações de artesãos para a informação/formação, a apropriação e o uso de instrumentais que garantam os direitos de Propriedade Intelectual na conquista da cidadania e elevação da qualidade de vida individual e coletiva. Considera-se que a existência de distintas formas/concepções de registro, quando atuam de forma colaborativa, congregando o museu como um importante aliado na popularização da C,T&I junto à sociedade, servem com maior eficácia à proteção dos produtos e modos de saber-fazer, complementando as lacunas presentes na legislação.Palavras-chave: Museus; Tecnologia; Propriedade Intelectual; Conhecimentos Tradicionais; Registro. ABSTRACT The patrimonial conceptions which often imprisoned intangible cultural goods in the idea of "uses and customs without value for marketing", because the essence of preservation would be more important than its commoditization, have fallen apart in recent decades due to discussions promoting sustainability, reduction of economic informality, combating social exclusion and public policy development. It is proposed in this work that museums of science and technology in Brazil should act in the dissemination and popularization of Science, Technology and Innovation (STI) in society, involving government agencies, scientific institutions/universities in technological extension and directed to artisans' associations for information and training, ownership and the use of instruments that guarantee intellectual property rights in attaining citizenship and the quality of individual and collective life. It is considered that the existence of different forms/designs of registry, when operating collaboratively, attracting the museum as an important ally in the popularization of STI can be more effective for the protection of products and know-how, complementing present gaps in legislation.Keywords: Museums; Technology; Intellectual Property; Traditional Knowledge; Record.
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Edmundson, Anna. « Curating in the Postdigital Age ». M/C Journal 18, no 4 (10 août 2015). http://dx.doi.org/10.5204/mcj.1016.

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It seems nowadays that any aspect of collecting and displaying tangible or intangible material culture is labeled as curating: shopkeepers curate their wares; DJs curate their musical selections; magazine editors curate media stories; and hipsters curate their coffee tables. Given the increasing ubiquity and complexity of 21st-century notions of curatorship, the current issue of MC Journal, ‘curate’, provides an excellent opportunity to consider some of the changes that have occurred in professional practice since the emergence of the ‘digital turn’. There is no doubt that the internet and interactive media have transformed the way we live our daily lives—and for many cultural commentators it only makes sense that they should also transform our cultural experiences. In this paper, I want to examine the issue of curatorial practice in the postdigital age, looking some of the ways that curating has changed over the last twenty years—and some of the ways it has not. The term postdigital comes from the work of Ross Parry, and is used to references the ‘tipping point’ where the use of digital technologies became normative practice in museums (24). Overall, I contend that although new technologies have substantially facilitated the way that curators do their jobs, core business and values have not changed as the result of the digital turn. While, major paradigm shifts have occurred in the field of professional curatorship over the last twenty years, these shifts have been issue-driven rather than a result of new technologies. Everyone’s a Curator In a 2009 article in the New York Times, journalist Alex Williams commented on the growing trend in American consumer culture of labeling oneself a curator. “The word ‘curate’,’’ he observed, “has become a fashionable code word among the aesthetically minded, who seem to paste it onto any activity that involves culling and selecting” (1). Williams dated the origins of the popular adoption of the term ‘curating’ to a decade earlier; noting the strong association between the uptake and the rise of the internet (2). This association is not surprising. The development of increasingly interactive software such as Web 2.0 has led to a rapid rise in new technologies aimed at connecting people and information in ways that were previously unimaginable. In particular the internet has become a space in which people can collect, store and most importantly share vast quantities of information. This information is often about objects. According to sociologist Jyri Engeström, the most successful social network sites on the internet (such as Pinterest, Flickr, Houzz etc), use discrete objects, rather than educational content or interpersonal relationships, as the basis for social interaction. So objects become the node for inter-personal communication. In these and other sites, internet users can find, collate and display multiple images of objects on the same page, which can in turn be connected at the press of a button to other related sources of information in the form of text, commentary or more images. These sites are often seen as the opportunity to virtually curate mini-exhibitions, as well as to create mood boards or sites of virtual consumption. The idea of curating as selective aesthetic editing is also popular in online markets places such as Etsy where numerous sellers offer ‘curated’ selections from home wares, to prints, to (my personal favorite) a curated selection of cat toys. In all of these exercises there is an emphasis on the idea of connoisseurship. As part of his article on the new breed of ‘curators’, for example, Alex Williams interviewed Tom Kalendrain, the Fashion Director of a leading American department store, which had engaged in a collaboration with Scott Schuman of the fashion blog, the Sartorialist. According to Kalendrain the store had asked Schuman to ‘curate’ a collection of clothes for them to sell. He justified calling Schuman a curator by explaining: “It was precisely his eye that made the store want to work with him; it was about the right shade of blue, about the cut, about the width of a lapel” (cited in Williams 2). The interview reveals much about current popular notions of what it means to be a curator. The central emphasis of Kalendrain’s distinction was on connoisseurship: exerting a privileged authoritative voice based on intimate knowledge of the subject matter and the ability to discern the very best examples from a plethora of choices. Ironically, in terms of contemporary museum practice, this is a model of curating that museums have consciously been trying to move away from for at least the last three decades. We are now witnessing an interesting disconnect in which the extra-museum community (represented in particular by a postdigital generation of cultural bloggers, commentators and entrepreneurs) are re-vivifying an archaic model of curating, based on object-centric connoisseurship, just at the point where professional curators had thought they had successfully moved on. From Being about Something to Being for Somebody The rejection of the object-expert model of curating has been so persuasive that it has transformed the way museums conduct core business across all sectors of the institution. Over the last thirty to forty years museums have witnessed a major pedagogical shift in how curators approach their work and how museums conceptualise their core values. These paradigmatic and pedagogical shifts were best characterised by the museologist Stephen Weil in his seminal article “From being about something to being for somebody.” Weil, writing in the late 1990s, noted that museums had turned away from traditional models in which individual curators (by way of scholarship and connoisseurship) dictated how the rest of the world (the audience) apprehended and understood significant objects of art, science and history—towards an audience centered approach where curators worked collaboratively with a variety of interested communities to create a pluralist forum for social change. In museum parlance these changes are referred to under the general rubric of the ‘new museology’: a paradigm shift, which had its origins in the 1970s; its gestation in the 1980s; and began to substantially manifest by the 1990s. Although no longer ‘new’, these shifts continue to influence museum practices in the 2000s. In her article, “Curatorship as Social Practice’” museologist Christina Kreps outlined some of the developments over recent decades that have challenged the object-centric model. According to Kreps, the ‘new museology’ was a paradigm shift that emerged from a widespread dissatisfaction with conventional interpretations of the museum and its functions and sought to re-orient itself away from strongly method and technique driven object-focused approaches. “The ‘new museum’ was to be people-centered, action-oriented, and devoted to social change and development” (315). An integral contributor to the developing new museology was the subjection of the western museum in the 1980s and ‘90s to representational critique from academics and activists. Such a critique entailed, in the words of Sharon Macdonald, questioning and drawing attention to “how meanings come to be inscribed and by whom, and how some come to be regarded as ‘right’ or taken as given” (3). Macdonald notes that postcolonial and feminist academics were especially engaged in this critique and the growing “identity politics” of the era. A growing engagement with the concept that museological /curatorial work is what Kreps (2003b) calls a ‘social process’, a recognition that; “people’s relationships to objects are primarily social and cultural ones” (154). This shift has particularly impacted on the practice of museum curatorship. By way of illustration we can compare two scholarly definitions of what constitutes a curator; one written in 1984 and one from 2001. The Manual of Curatorship, written in 1994 by Gary Edson and David Dean define a curator as: “a staff member or consultant who is as specialist in a particular field on study and who provides information, does research and oversees the maintenance, use, and enhancement of collections” (290). Cash Cash writing in 2001 defines curatorship instead as “a social practice predicated on the principle of a fixed relation between material objects and the human environment” (140). The shift has been towards increased self-reflexivity and a focus on greater plurality–acknowledging the needs of their diverse audiences and community stakeholders. As part of this internal reflection the role of curator has shifted from sole authority to cultural mediator—from connoisseur to community facilitator as a conduit for greater community-based conversation and audience engagement resulting in new interpretations of what museums are, and what their purpose is. This shift—away from objects and towards audiences—has been so great that it has led some scholars to question the need for museums to have standing collections at all. Do Museums Need Objects? In his provocatively titled work Do Museums Still Need Objects? Historian Steven Conn observes that many contemporary museums are turning away from the authority of the object and towards mass entertainment (1). Conn notes that there has been an increasing retreat from object-based research in the fields of art; science and ethnography; that less object-based research seems to be occurring in museums and fewer objects are being put on display (2). The success of science centers with no standing collections, the reduction in the number of objects put on display in modern museums (23); the increasing phalanx of ‘starchitect’ designed museums where the building is more important than the objects in it (11), and the increase of virtual museums and collections online, all seems to indicate that conventional museum objects have had their day (1-2). Or have they? At the same time that all of the above is occurring, ongoing research suggests that in the digital age, more than ever, people are seeking the authenticity of the real. For example, a 2008 survey of 5,000 visitors to living history sites in the USA, found that those surveyed expressed a strong desire to commune with historically authentic objects: respondents felt that their lives had become so crazy, so complicated, so unreal that they were seeking something real and authentic in their lives by visiting these museums. (Wilkening and Donnis 1) A subsequent research survey aimed specifically at young audiences (in their early twenties) reported that: seeing stuff online only made them want to see the real objects in person even more, [and that] they felt that museums were inherently authentic, largely because they have authentic objects that are unique and wonderful. (Wilkening 2) Adding to the question ‘do museums need objects?’, Rainey Tisdale argues that in the current digital age we need real museum objects more than ever. “Many museum professionals,” she reports “have come to believe that the increase in digital versions of objects actually enhances the value of in-person encounters with tangible, real things” (20). Museums still need objects. Indeed, in any kind of corporate planning, one of the first thing business managers look for in a company is what is unique about it. What can it provide that the competition can’t? Despite the popularity of all sorts of info-tainments, the one thing that museums have (and other institutions don’t) is significant collections. Collections are a museum’s niche resource – in business speak they are the asset that gives them the advantage over their competitors. Despite the increasing importance of technology in delivering information, including collections online, there is still overwhelming evidence to suggest that we should not be too quick to dismiss the traditional preserve of museums – the numinous object. And in fact, this is precisely the final argument that Steven Conn reaches in his above-mentioned publication. Curating in the Postdigital Age While it is reassuring (but not particularly surprising) that generations Y and Z can still differentiate between virtual and real objects, this doesn’t mean that museum curators can bury their heads in the collection room hoping that the digital age will simply go away. The reality is that while digitally savvy audiences continue to feel the need to see and commune with authentic materially-present objects, the ways in which they access information about these objects (prior to, during, and after a museum visit) has changed substantially due to technological advances. In turn, the ways in which curators research and present these objects – and stories about them – has also changed. So what are some of the changes that have occurred in museum operations and visitor behavior due to technological advances over the last twenty years? The most obvious technological advances over the last twenty years have actually been in data management. Since the 1990s a number of specialist data management systems have been developed for use in the museum sector. In theory at least, a curator can now access the entire collections of an institution without leaving their desk. Moreover, the same database that tells the curator how many objects the institution holds from the Torres Strait Islands, can also tell her what they look like (through high quality images); which objects were exhibited in past exhibitions; what their prior labels were; what in-house research has been conducted on them; what the conservation requirements are; where they are stored; and who to contact for copyright clearance for display—to name just a few functions. In addition a curator can get on the internet to search the online collection databases from other museums to find what objects they have from the Torres Strait Islands. Thus, while our curator is at this point conducting the same type of exhibition research that she would have done twenty years ago, the ease in which she can access information is substantially greater. The major difference of course is that today, rather than in the past, the curator would be collaborating with members of the original source community to undertake this project. Despite the rise of the internet, this type of liaison still usually occurs face to face. The development of accessible digital databases through the Internet and capacity to download images and information at a rapid rate has also changed the way non-museum staff can access collections. Audiences can now visit museum websites through which they can easily access information about current and past exhibitions, public programs, and online collections. In many cases visitors can also contribute to general discussion forums and collections provenance data through various means such as ‘tagging’; commenting on blogs; message boards; and virtual ‘talk back’ walls. Again, however, this represents a change in how visitors access museums but not a fundamental shift in what they can access. In the past, museum visitors were still encouraged to access and comment upon the collections; it’s just that doing so took a lot more time and effort. The rise of interactivity and the internet—in particular through Web 2.0—has led many commentators to call for a radical change in the ways museums operate. Museum analyst Lynda Kelly (2009) has commented on the issue that: the demands of the ‘information age’ have raised new questions for museums. It has been argued that museums need to move from being suppliers of information to providing usable knowledge and tools for visitors to explore their own ideas and reach their own conclusions because of increasing access to technologies, such as the internet. Gordon Freedman for example argues that internet technologies such as computers, the World Wide Web, mobile phones and email “… have put the power of communication, information gathering, and analysis in the hands of the individuals of the world” (299). Freedman argued that museums need to “evolve into a new kind of beast” (300) in order to keep up with the changes opening up to the possibility of audiences becoming mediators of information and knowledge. Although we often hear about the possibilities of new technologies in opening up the possibilities of multiple authors for exhibitions, I have yet to hear of an example of this successfully taking place. This doesn’t mean, however, that it will never happen. At present most museums seem to be merely dipping their toes in the waters. A recent example from the Art Gallery of South Australia illustrates this point. In 2013, the Gallery mounted an exhibition that was, in theory at least, curated by the public. Labeled as “the ultimate people’s choice exhibition” the project was hosted in conjunction with ABC Radio Adelaide. The public was encouraged to go online to the gallery website and select from a range of artworks in different categories by voting for their favorites. The ‘winning’ works were to form the basis of the exhibition. While the media spin on the exhibition gave the illusion of a mass curated show, in reality very little actual control was given over to the audience-curators. The public was presented a range of artworks, which had already been pre-selected from the standing collections; the themes for the exhibition had also already been determined as they informed the 120 artworks that were offered up for voting. Thus, in the end the pre-selection of objects and themes, as well as the timing and execution of the exhibition remained entirely in the hand of the professional curators. Another recent innovation did not attempt to harness public authorship, but rather enhanced individual visitor connections to museum collections by harnessing new GPS technologies. The Streetmuseum was a free app program created by the Museum of London to bring geotagged historical street views to hand held or portable mobile devices. The program allowed user to undertake a self-guided tour of London. After programing in their route, users could then point their device at various significant sites along the way. Looking through their viewfinder they would see a 3D historic photograph overlayed on the live site – allowing user not only to see what the area looked like in the past but also to capture an image of the overlay. While many of the available tagging apps simply allow for the opportunity of adding more white noise, allowing viewers to add commentary, pics, links to a particular geo tagged site but with no particular focus, the Streetmuseum had a well-defined purpose to encourage their audience to get out and explore London; to share their archival photograph collection with a broader audience; and to teach people more about London’s unique history. A Second Golden Age? A few years ago the Steven Conn suggested that museums are experiencing an international ‘golden age’ with more museums being built and visited and talked about than ever before (1). In the United States, where Conn is based, there are more than 17,500 accredited museums, and more than two million people visit some sort of museum per day, averaging around 865 million museum visits per year (2). However, at the same time that museums are proliferating, the traditional areas of academic research and theory that feed into museums such as history, cultural studies, anthropology and art history are experiencing a period of intense self reflexivity. Conn writes: At the turn of the twenty-first century, more people are going to more museums than at any time in the past, and simultaneously more scholars, critics, and others are writing and talking about museums. The two phenomena are most certainly related but it does not seem to be a happy relationship. Even as museums enjoy more and more success…many who write about them express varying degrees of foreboding. (1) There is no doubt that the internet and increasingly interactive media has transformed the way we live our daily lives—it only makes sense that it should also transform our cultural experiences. At the same time Museums need to learn to ride the wave without getting dumped into it. The best new media acts as a bridge—connecting people to places and ideas—allowing them to learn more about museum objects and historical spaces, value-adding to museum visits rather than replacing them altogether. As museologust Elaine Gurian, has recently concluded, the core business of museums seems unchanged thus far by the adoption of internet based technology: “the museum field generally, its curators, and those academic departments focused on training curators remain at the core philosophically unchanged despite their new websites and shiny new technological reference centres” (97). Virtual life has not replaced real life and online collections and exhibitions have not replaced real life visitations. Visitors want access to credible information about museum objects and museum exhibitions, they are not looking for Wiki-Museums. Or if they are are, they are looking to the Internet community to provide that service rather than the employees of state and federally funded museums. Both provide legitimate services, but they don’t necessarily need to provide the same service. In the same vein, extra-museum ‘curating’ of object and ideas through social media sites such as Pinterest, Flikr, Instagram and Tumblr provide a valuable source of inspiration and a highly enjoyable form of virtual consumption. But the popular uptake of the term ‘curating’ remains as easily separable from professional practice as the prior uptake of the terms ‘doctor’ and ‘architect’. An individual who doctors an image, or is the architect of their destiny, is still not going to operate on a patient nor construct a building. While major ontological shifts have occurred within museum curatorship over the last thirty years, these changes have resulted from wider social shifts, not directly from technology. This is not to say that technology will not change the museum’s ‘way of being’ in my professional lifetime—it’s just to say it hasn’t happened yet. References Cash Cash, Phillip. “Medicine Bundles: An Indigenous Approach.” Ed. T. Bray. The Future of the Past: Archaeologists, Native Americans and Repatriation. New York and London: Garland Publishing (2001): 139-145. Conn, Steven. Do Museums Still Need Objects? Philadelphia: University of Pennsylvania Press, 2011. Edson, Gary, and David Dean. The Handbook for Museums. New York and London: Routledge, 1994. Engeström, Jyri. “Why Some Social Network Services Work and Others Don’t — Or: The Case for Object-Centered Sociality.” Zengestrom Apr. 2005. 17 June 2015 ‹http://www.zengestrom.com/blog/2005/04/why-some-social-network-services-work-and-others-dont-or-the-case-for-object-centered-sociality.html›. Freedman, Gordon. “The Changing Nature of Museums”. Curator 43.4 (2000): 295-306. Gurian, Elaine Heumann. “Curator: From Soloist to Impresario.” Eds. Fiona Cameron and Lynda Kelly. Hot Topics, Public Culture, Museums. Newcastle: Cambridge Scholars Publishing, 2010. 95-111. Kelly, Lynda. “Museum Authority.” Blog 12 Nov. 2009. 25 June 2015 ‹http://australianmuseum.net.au/blogpost/museullaneous/museum-authority›. Kreps, Christina. “Curatorship as Social Practice.” Curator: The Museum Journal 46.3 (2003): 311-323. ———, Christina. Liberating Culture: Cross-Cultural Perspectives on Museums, Curation, and Heritage Preservation. London and New York: Routledge, 2003. Macdonald, Sharon. “Expanding Museum Studies: An Introduction.” Ed. Sharon MacDonald. A Companion to Museum Studies. Oxford: Blackwell Publishing, 2011. Parry, Ross. “The End of the Beginning: Normativity in the Postdigital Museum.” Museum Worlds: Advances in Research 1 (2013): 24-39. Tisdale, Rainey. “Do History Museums Still Need Objects?” History News (2011): 19-24. 18 June 2015 ‹http://aaslhcommunity.org/historynews/files/2011/08/RaineySmr11Links.pdf›. Suchy, Serene. Leading with Passion: Change Management in the Twenty-First Century Museum. Lanham: AltaMira Press, 2004. Weil, Stephen E. “From Being about Something to Being for Somebody: The Ongoing Transformation of the American Museum.” Daedalus, Journal of the American Academy of Arts and Sciences 128.3 (1999): 229–258. Wilkening, Susie. “Community Engagement and Objects—Mutually Exclusive?” Museum Audience Insight 27 July 2009. 14 June 2015 ‹http://reachadvisors.typepad.com/museum_audience_insight/2009/07/community-engagement-and-objects-mutually-exclusive.html›. ———, and Erica Donnis. “Authenticity? It Means Everything.” History News (2008) 63:4. Williams, Alex. “On the Tip of Creative Tongues.” New York Times 4 Oct. 2009. 4 June 2015 ‹http://www.nytimes.com/2009/10/04/fashion/04curate.html›.
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Newman, James. « Save the Videogame ! The National Videogame Archive : Preservation, Supersession and Obsolescence ». M/C Journal 12, no 3 (15 juillet 2009). http://dx.doi.org/10.5204/mcj.167.

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Résumé :
Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takeshita’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takeshita Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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Geoghegan, Hilary. « “If you can walk down the street and recognise the difference between cast iron and wrought iron, the world is altogether a better place” : Being Enthusiastic about Industrial Archaeology ». M/C Journal 12, no 2 (13 mai 2009). http://dx.doi.org/10.5204/mcj.140.

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Introduction: Technology EnthusiasmEnthusiasts are people who have a passion, keenness, dedication or zeal for a particular activity or hobby. Today, there are enthusiasts for almost everything, from genealogy, costume dramas, and country houses, to metal detectors, coin collecting, and archaeology. But to be described as an enthusiast is not necessarily a compliment. Historically, the term “enthusiasm” was first used in England in the early seventeenth century to describe “religious or prophetic frenzy among the ancient Greeks” (Hanks, n.p.). This frenzy was ascribed to being possessed by spirits sent not only by God but also the devil. During this period, those who disobeyed the powers that be or claimed to have a message from God were considered to be enthusiasts (McLoughlin).Enthusiasm retained its religious connotations throughout the eighteenth century and was also used at this time to describe “the tendency within the population to be swept by crazes” (Mee 31). However, as part of the “rehabilitation of enthusiasm,” the emerging middle-classes adopted the word to characterise the intensity of Romantic poetry. The language of enthusiasm was then used to describe the “literary ideas of affect” and “a private feeling of religious warmth” (Mee 2 and 34). While the notion of enthusiasm was embraced here in a more optimistic sense, attempts to disassociate enthusiasm from crowd-inciting fanaticism were largely unsuccessful. As such enthusiasm has never quite managed to shake off its pejorative connotations.The 'enthusiasm' discussed in this paper is essentially a personal passion for technology. It forms part of a longer tradition of historical preservation in the United Kingdom and elsewhere in the world. From preserved railways to Victorian pumping stations, people have long been fascinated by the history of technology and engineering; manifesting their enthusiasm through their nostalgic longings and emotional attachment to its enduring material culture. Moreover, enthusiasts have been central to the collection, conservation, and preservation of this particular material record. Technology enthusiasm in this instance is about having a passion for the history and material record of technological development, specifically here industrial archaeology. Despite being a pastime much participated in, technology enthusiasm is relatively under-explored within the academic literature. For the most part, scholarship has tended to focus on the intended users, formal spaces, and official narratives of science and technology (Adas, Latour, Mellström, Oldenziel). In recent years attempts have been made to remedy this imbalance, with researchers from across the social sciences examining the position of hobbyists, tinkerers and amateurs in scientific and technical culture (Ellis and Waterton, Haring, Saarikoski, Takahashi). Work from historians of technology has focussed on the computer enthusiast; for example, Saarikoski’s work on the Finnish personal computer hobby:The definition of the computer enthusiast varies historically. Personal interest, pleasure and entertainment are the most significant factors defining computing as a hobby. Despite this, the hobby may also lead to acquiring useful knowledge, skills or experience of information technology. Most often the activity takes place outside working hours but can still have links to the development of professional expertise or the pursuit of studies. In many cases it takes place in the home environment. On the other hand, it is characteristically social, and the importance of friends, clubs and other communities is greatly emphasised.In common with a number of other studies relating to technical hobbies, for example Takahashi who argues tinkerers were behind the advent of the radio and television receiver, Saarikoski’s work focuses on the role these users played in shaping the technology in question. The enthusiasts encountered in this paper are important here not for their role in shaping the technology, but keeping technological heritage alive. As historian of technology Haring reminds us, “there exist alternative ways of using and relating to technology” (18). Furthermore, the sociological literature on audiences (Abercrombie and Longhurst, Ang), fans (Hills, Jenkins, Lewis, Sandvoss) and subcultures (Hall, Hebdige, Schouten and McAlexander) has also been extended in order to account for the enthusiast. In Abercrombie and Longhurst’s Audiences, the authors locate ‘the enthusiast’ and ‘the fan’ at opposing ends of a continuum of consumption defined by questions of specialisation of interest, social organisation of interest and material productivity. Fans are described as:skilled or competent in different modes of production and consumption; active in their interactions with texts and in their production of new texts; and communal in that they construct different communities based on their links to the programmes they like. (127 emphasis in original) Based on this definition, Abercrombie and Longhurst argue that fans and enthusiasts differ in three ways: (1) enthusiasts’ activities are not based around media images and stars in the way that fans’ activities are; (2) enthusiasts can be hypothesized to be relatively light media users, particularly perhaps broadcast media, though they may be heavy users of the specialist publications which are directed towards the enthusiasm itself; (3) the enthusiasm would appear to be rather more organised than the fan activity. (132) What is striking about this attempt to differentiate between the fan and the enthusiast is that it is based on supposition rather than the actual experience and observation of enthusiasm. It is here that the ethnographic account of enthusiasm presented in this paper and elsewhere, for example works by Dannefer on vintage car culture, Moorhouse on American hot-rodding and Fuller on modified-car culture in Australia, can shed light on the subject. My own ethnographic study of groups with a passion for telecommunications heritage, early British computers and industrial archaeology takes the discussion of “technology enthusiasm” further still. Through in-depth interviews, observation and textual analysis, I have examined in detail the formation of enthusiast societies and their membership, the importance of the material record to enthusiasts (particularly at home) and the enthusiastic practices of collecting and hoarding, as well as the figure of the technology enthusiast in the public space of the museum, namely the Science Museum in London (Geoghegan). In this paper, I explore the culture of enthusiasm for the industrial past through the example of the Greater London Industrial Archaeology Society (GLIAS). Focusing on industrial sites around London, GLIAS meet five or six times a year for field visits, walks and a treasure hunt. The committee maintain a website and produce a quarterly newsletter. The title of my paper, “If you can walk down the street and recognise the difference between cast iron and wrought iron, the world is altogether a better place,” comes from an interview I conducted with the co-founder and present chairman of GLIAS. He was telling me about his fascination with the materials of industrialisation. In fact, he said even concrete is sexy. Some call it a hobby; others call it a disease. But enthusiasm for industrial archaeology is, as several respondents have themselves identified, “as insidious in its side effects as any debilitating germ. It dictates your lifestyle, organises your activity and decides who your friends are” (Frow and Frow 177, Gillespie et al.). Through the figure of the industrial archaeology enthusiast, I discuss in this paper what it means to be enthusiastic. I begin by reflecting on the development of this specialist subject area. I go on to detail the formation of the Society in the late 1960s, before exploring the Society’s fieldwork methods and some of the other activities they now engage in. I raise questions of enthusiast and professional knowledge and practice, as well as consider the future of this particular enthusiasm.Defining Industrial ArchaeologyThe practice of 'industrial archaeology' is much contested. For a long time, enthusiasts and professional archaeologists have debated the meaning and use of the term (Palmer). On the one hand, there are those interested in the history, preservation, and recording of industrial sites. For example the grandfather figures of the subject, namely Kenneth Hudson and Angus Buchanan, who both published widely in the 1960s and 1970s in order to encourage publics to get involved in recording. Many members of GLIAS refer to the books of Hudson Industrial Archaeology: an Introduction and Buchanan Industrial Archaeology in Britain with their fine descriptions and photographs as integral to their early interest in the subject. On the other hand, there are those within the academic discipline of archaeology who consider the study of remains produced by the Industrial Revolution as too modern. Moreover, they find the activities of those calling themselves industrial archaeologists as lacking sufficient attention to the understanding of past human activity to justify the name. As a result, the definition of 'industrial archaeology' is problematic for both enthusiasts and professionals. Even the early advocates of professional industrial archaeology felt uneasy about the subject’s methods and practices. In 1973, Philip Riden (described by one GLIAS member as the angry young man of industrial archaeology), the then president of the Oxford University Archaeology Society, wrote a damning article in Antiquity, calling for the subject to “shed the amateur train drivers and others who are not part of archaeology” (215-216). He decried the “appallingly low standard of some of the work done under the name of ‘industrial archaeology’” (211). He felt that if enthusiasts did not attempt to maintain high technical standards, publish their work in journals or back up their fieldwork with documentary investigation or join their county archaeological societies then there was no value in the efforts of these amateurs. During this period, enthusiasts, academics, and professionals were divided. What was wrong with doing something for the pleasure it provides the participant?Although relations today between the so-called amateur (enthusiast) and professional archaeologies are less potent, some prejudice remains. Describing them as “barrow boys”, some enthusiasts suggest that what was once their much-loved pastime has been “hijacked” by professional archaeologists who, according to one respondent,are desperate to find subjects to get degrees in. So the whole thing has been hijacked by academia as it were. Traditional professional archaeologists in London at least are running head on into things that we have been doing for decades and they still don’t appreciate that this is what we do. A lot of assessments are handed out to professional archaeology teams who don’t necessarily have any knowledge of industrial archaeology. (James, GLIAS committee member)James went on to reveal that GLIAS receives numerous enquiries from professional archaeologists, developers and town planners asking what they know about particular sites across the city. Although the Society has compiled a detailed database covering some areas of London, it is by no means comprehensive. In addition, many active members often record and monitor sites in London for their own personal enjoyment. This leaves many questioning the need to publish their results for the gain of third parties. Canadian sociologist Stebbins discusses this situation in his research on “serious leisure”. He has worked extensively with amateur archaeologists in order to understand their approach to their leisure activity. He argues that amateurs are “neither dabblers who approach the activity with little commitment or seriousness, nor professionals who make a living from that activity” (55). Rather they pursue their chosen leisure activity to professional standards. A point echoed by Fine in his study of the cultures of mushrooming. But this is to get ahead of myself. How did GLIAS begin?GLIAS: The GroupThe 1960s have been described by respondents as a frantic period of “running around like headless chickens.” Enthusiasts of London’s industrial archaeology were witnessing incredible changes to the city’s industrial landscape. Individuals and groups like the Thames Basin Archaeology Observers Group were recording what they could. Dashing around London taking photos to capture London’s industrial legacy before it was lost forever. However the final straw for many, in London at least, was the proposed and subsequent demolition of the “Euston Arch”. The Doric portico at Euston Station was completed in 1838 and stood as a symbol to the glory of railway travel. Despite strong protests from amenity societies, this Victorian symbol of progress was finally pulled down by British Railways in 1962 in order to make way for what enthusiasts have called a “monstrous concrete box”.In response to these changes, GLIAS was founded in 1968 by two engineers and a locomotive driver over afternoon tea in a suburban living room in Woodford, North-East London. They held their first meeting one Sunday afternoon in December at the Science Museum in London and attracted over 130 people. Firing the imagination of potential members with an exhibition of photographs of the industrial landscape taken by Eric de Maré, GLIAS’s first meeting was a success. Bringing together like-minded people who are motivated and enthusiastic about the subject, GLIAS currently has over 600 members in the London area and beyond. This makes it the largest industrial archaeology society in the UK and perhaps Europe. Drawing some of its membership from a series of evening classes hosted by various members of the Society’s committee, GLIAS initially had a quasi-academic approach. Although some preferred the hands-on practical element and were more, as has been described by one respondent, “your free-range enthusiast”. The society has an active committee, produces a newsletter and journal, as well as runs regular events for members. However the Society is not simply about the study of London’s industrial heritage, over time the interest in industrial archaeology has developed for some members into long-term friendships. Sociability is central to organised leisure activities. It underpins and supports the performance of enthusiasm in groups and societies. For Fine, sociability does not always equal friendship, but it is the state from which people might become friends. Some GLIAS members have taken this one step further: there have even been a couple of marriages. Although not the subject of my paper, technical culture is heavily gendered. Industrial archaeology is a rare exception attracting a mixture of male and female participants, usually retired husband and wife teams.Doing Industrial Archaeology: GLIAS’s Method and PracticeIn what has been described as GLIAS’s heyday, namely the 1970s to early 1980s, fieldwork was fundamental to the Society’s activities. The Society’s approach to fieldwork during this period was much the same as the one described by champion of industrial archaeology Arthur Raistrick in 1973:photographing, measuring, describing, and so far as possible documenting buildings, engines, machinery, lines of communication, still or recently in use, providing a satisfactory record for the future before the object may become obsolete or be demolished. (13)In the early years of GLIAS and thanks to the committed efforts of two active Society members, recording parties were organised for extended lunch hours and weekends. The majority of this early fieldwork took place at the St Katherine Docks. The Docks were constructed in the 1820s by Thomas Telford. They became home to the world’s greatest concentration of portable wealth. Here GLIAS members learnt and employed practical (also professional) skills, such as measuring, triangulations and use of a “dumpy level”. For many members this was an incredibly exciting time. It was a chance to gain hands-on experience of industrial archaeology. Having been left derelict for many years, the Docks have since been redeveloped as part of the Docklands regeneration project.At this time the Society was also compiling data for what has become known to members as “The GLIAS Book”. The book was to have separate chapters on the various industrial histories of London with contributions from Society members about specific sites. Sadly the book’s editor died and the project lost impetus. Several years ago, the committee managed to digitise the data collected for the book and began to compile a database. However, the GLIAS database has been beset by problems. Firstly, there are often questions of consistency and coherence. There is a standard datasheet for recording industrial buildings – the Index Record for Industrial Sites. However, the quality of each record is different because of the experience level of the different authors. Some authors are automatically identified as good or expert record keepers. Secondly, getting access to the database in order to upload the information has proved difficult. As one of the respondents put it: “like all computer babies [the creator of the database], is finding it hard to give birth” (Sally, GLIAS member). As we have learnt enthusiasm is integral to movements such as industrial archaeology – public historian Raphael Samuel described them as the “invisible hands” of historical enquiry. Yet, it is this very enthusiasm that has the potential to jeopardise projects such as the GLIAS book. Although active in their recording practices, the GLIAS book saga reflects one of the challenges encountered by enthusiast groups and societies. In common with other researchers studying amenity societies, such as Ellis and Waterton’s work with amateur naturalists, unlike the world of work where people are paid to complete a task and are therefore meant to have a singular sense of purpose, the activities of an enthusiast group like GLIAS rely on the goodwill of their members to volunteer their time, energy and expertise. When this is lost for whatever reason, there is no requirement for any other member to take up that position. As such, levels of commitment vary between enthusiasts and can lead to the aforementioned difficulties, such as disputes between group members, the occasional miscommunication of ideas and an over-enthusiasm for some parts of the task in hand. On top of this, GLIAS and societies like it are confronted with changing health and safety policies and tightened security surrounding industrial sites. This has made the practical side of industrial archaeology increasingly difficult. As GLIAS member Bob explains:For me to go on site now I have to wear site boots and borrow a hard hat and a high visibility jacket. Now we used to do incredibly dangerous things in the seventies and nobody batted an eyelid. You know we were exploring derelict buildings, which you are virtually not allowed in now because the floor might give way. Again the world has changed a lot there. GLIAS: TodayGLIAS members continue to record sites across London. Some members are currently surveying the site chosen as the location of the Olympic Games in London in 2012 – the Lower Lea Valley. They describe their activities at this site as “rescue archaeology”. GLIAS members are working against the clock and some important structures have already been demolished. They only have time to complete a quick flash survey. Armed with the information they collated in previous years, GLIAS is currently in discussions with the developer to orchestrate a detailed recording of the site. It is important to note here that GLIAS members are less interested in campaigning for the preservation of a site or building, they appreciate that sites must change. Instead they want to ensure that large swathes of industrial London are not lost without a trace. Some members regard this as their public duty.Restricted by health and safety mandates and access disputes, GLIAS has had to adapt. The majority of practical recording sessions have given way to guided walks in the summer and public lectures in the winter. Some respondents have identified a difference between those members who call themselves “industrial archaeologists” and those who are just “ordinary members” of GLIAS. The walks are for those with a general interest, not serious members, and the talks are public lectures. Some audience researchers have used Bourdieu’s metaphor of “capital” to describe the experience, knowledge and skill required to be a fan, clubber or enthusiast. For Hills, fan status is built up through the demonstration of cultural capital: “where fans share a common interest while also competing over fan knowledge, access to the object of fandom, and status” (46). A clear membership hierarchy can be seen within GLIAS based on levels of experience, knowledge and practical skill.With a membership of over 600 and rising annually, the Society’s future is secure at present. However some of the more serious members, although retaining their membership, are pursuing their enthusiasm elsewhere: through break-away recording groups in London; active membership of other groups and societies, for example the national Association for Industrial Archaeology; as well as heading off to North Wales in the summer for practical, hands-on industrial archaeology in Snowdonia’s slate quarries – described in the Ffestiniog Railway Journal as the “annual convention of slate nutters.” ConclusionsGLIAS has changed since its foundation in the late 1960s. Its operation has been complicated by questions of health and safety, site access, an ageing membership, and the constant changes to London’s industrial archaeology. Previously rejected by professional industrial archaeology as “limited in skill and resources” (Riden), enthusiasts are now approached by professional archaeologists, developers, planners and even museums that are interested in engaging in knowledge exchange programmes. As a recent report from the British think-tank Demos has argued, enthusiasts or pro-ams – “amateurs who work to professional standards” (Leadbeater and Miller 12) – are integral to future innovation and creativity; for example computer pro-ams developed an operating system to rival Microsoft Windows. As such the specialist knowledge, skill and practice of these communities is of increasing interest to policymakers, practitioners, and business. So, the subject once described as “the ugly offspring of two parents that shouldn’t have been allowed to breed” (Hudson), the so-called “amateur” industrial archaeology offers enthusiasts and professionals alike alternative ways of knowing, seeing and being in the recent and contemporary past.Through the case study of GLIAS, I have described what it means to be enthusiastic about industrial archaeology. I have introduced a culture of collective and individual participation and friendship based on a mutual interest in and emotional attachment to industrial sites. As we have learnt in this paper, enthusiasm is about fun, pleasure and joy. The enthusiastic culture presented here advances themes such as passion in relation to less obvious communities of knowing, skilled practices, material artefacts and spaces of knowledge. Moreover, this paper has been about the affective narratives that are sometimes missing from academic accounts; overlooked for fear of sniggers at the back of a conference hall. Laughter and humour are a large part of what enthusiasm is. Enthusiastic cultures then are about the pleasure and joy experienced in doing things. Enthusiasm is clearly a potent force for active participation. I will leave the last word to GLIAS member John:One meaning of enthusiasm is as a form of possession, madness. Obsession perhaps rather than possession, which I think is entirely true. It is a pejorative term probably. The railway enthusiast. But an awful lot of energy goes into what they do and achieve. Enthusiasm to my mind is an essential ingredient. If you are not a person who can muster enthusiasm, it is very difficult, I think, to get anything out of it. On the basis of the more you put in the more you get out. 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