Abstract
Since there has been a recent trend to establishing virtual museums, which various
institutions have swiftly responded to, the objective of this paper is to understand
the nature of virtual and/or digital museums by focusing on their particular
characteristics. In this approach, the paper proceeds from the assumption that museum
representations in the virtual space and/or virtual museums could extend conventional
or physical museum space, leading to enhanced visitor attraction and experience. The
paper thus focuses on the virtual museum as an interdisciplinary and
transdisciplinary object of investigation from the perspective of museology and
digital humanities and seeks to ascertain whether scholarly and practical impacts are
achieved. It also analyses the expected impacts on practical museum work and visitor
needs, especially with respect to the tasks museums are required to fulfil in times
of crisis.
Introduction
The increased importance attached to virtual museums has transformed them into a
major object of investigation, both in practice and in theory. In this context, this
methodological and theory-driven paper asks whether and how digital and/or virtual
museums could extend conventional and prevalent physical museum spaces. The paper
argues that a virtual museum could serve as an interdisciplinary and
transdisciplinary object of investigation
[1],
making special reference to the scholarly background of the disciplines of museology
and digital humanities and investigating the specific characteristics of virtual
museums.
Against this backdrop, the paper proposes that the digital virtual museum could
extend conventional museum space by providing enhanced visitor experiences in terms
of engagement and attraction. It investigates the manifold scholarly and practical
impacts of extending the physical museum space into the virtual world from the
theoretical perspectives of museology and digital humanities, as well as with respect
to practical approaches that are necessary for museums and their visitors and users.
In that context, the paper also relates to the relevance of virtual museums for
museums and their visitors, especially in times of crisis, hence, particularly in
times when those museums have to close their collections and exhibitions for various
reasons, for example, in the current pandemic situation.
At least in the German speaking world, the term “virtual museum” has been
subject of discussion since the 1990s, but is still awaiting a clear definition (see
Schweibenz [2016];
Biedermann [2017a]; and
Niewerth [2020]).
[2] Recently, German speaking regions call for a “digital museum,” while the
Anglophone world has argued in favour of a “virtual museum,” where both parties
define a virtual museum as a digital entity. This digital entity summarises digital
reproductions of museum objects
[3] respectively, drawing on “the characteristics of a
museum, in order to complement, enhance, or augment the museum through
personalization, interactivity, user experience and richness of
content”
[4].
To answer the research question as to how digital or virtual museums should extend
conventional museum space as an interdisciplinary and transdisciplinary object of
investigation, the paper first focuses on the characteristics of recent digital or
virtual museums, in order to find out how they engage with and attract museum
visitors compared with physical museum space. In this context, the focus lies on the
differences between, and similarities of, conventional and virtual museum spaces and
refers to state-of-the-art museology and museum studies and digital humanities
respectively.
Secondly, taking the previously mentioned into consideration, the paper sets out to
achieve an understanding of a virtual museum and its characteristics against the
backdrop of the responsible disciplines concerned with that field, especially from
the perspective of general museology [
Waidacher 1999a]
[
Desvallées and Mairesse 2010]. General museology differs from other object-centred
disciplines of the humanities as well as from the approach taken by museum studies in
the way it defines its object of knowledge. Museology defines this as a special
relationship of man to his environment, leading to the selection, preservation,
interpretation and exhibition of meaningful objects. This relationship is also
referred to as museality (see
Stránský [1971a];
and
Biedermann [2017b]). From the perspective of
‘general museology’, museality is a supratemporal quality expressed differently in
various times, its recent expression being the conventional or physical museum space
of the institutional museum displaying museum objects physically to engage
visitors.
Consequently, the paper presents perspectives in order to achieve an understanding of
the virtual museum as extended museum space from the perspective of digital
humanities [
Jannidis et al. 2017]
[
Kurz 2015]
[
Terras et al. 2013], exploring strategies to digitally augment physical
museum space. In this context, the paper draws on the approach taken by the
University of Graz. Both disciplines are concerned with the topic of a virtual museum
and, in that context, subsequently define the virtual museum as an interdisciplinary
and transdisciplinary object of investigation with respect to the fundamental
theoretical and practical aspects concerned.
On this basis, I also address the challenges of establishing a virtual museum, or
museum (re)presentations in virtual space, as interdisciplinary and transdisciplinary
objects of investigation, and I consider practical approaches to establishing a
virtual museum.
Finally, the paper expounds on the relevant impacts of virtual museums with regard to
the underlying research question as to how digital virtual museums could extend
conventional and prevalent physical museum space. Impacts also include practical
aspects of museum work as well as those relating to visitors and users. All these
impacts are key to addressing new target groups, along with the crucial aspect that
virtual museums can provide access to museum collections and their communication
strategies even in times when museums have to close their doors to the public, for
example, during the current Coronavirus crisis, which is just one of several possible
scenarios.
In its conclusion, the paper subsumes the relevant research desiderata in the field,
especially in terms of establishing a virtual museum as an interdisciplinary and
transdisciplinary field of application for the disciplines of general museology and
digital humanities, finally also presenting a vision of what a virtual museum
(considering the theoretical aspects in question) could look like.
Characterising a virtual museum
At least in German speaking regions, the term “virtual museum” has been
controversially discussed since the 1990s [
Schweibenz 2016]
[
Biedermann 2017a]
[
Niewerth 2020], thus challenging the well-established museum
definition proposed by the International Council of Museums (ICOM)
[5]. The ICOM’s museum definition refers to physical museums’ objects as being
selected, preserved, interpreted and exhibited. Concerning virtual museums, sceptics
have argued for physical museum space and physical engagement with the real object,
which cannot be virtualised and thus substituted by a digital one, just as virtual
restaurants cannot serve a real meal. From that perspective, virtualising physical
museum space would also mean virtualising the actual creative and physical encounter
between people of the present and authentic witnesses of the past. This assumption
posits that the museum visitor’s encounter with the physical world cannot be
transposed to the virtual world. That is the reason why “virtual museum” was
interpreted as an oxymoron term.
Finally, a methodological expedient defines representations of museum collections in
virtual space and the originating “e-tangibles” (see
Parry [2007] 68) as additional forms of museum communication that
neither substitute nor compete with the real and physical museum, but rather address
various other communication needs of visitors (see
Biedermann [2017a]).
While German-speaking regions call for a “digital museum,” the Anglophone world
argues in favour of the term “virtual museum.” However, both define it as a
digital entity which summarises digital reproductions of museum objects (see
Wikipedia)
[6] and “draws on the characteristics of a museum, in order
to complement, enhance, or augment the museum through personalization,
interactivity, user experience and richness of content”
[7].
Recent digital entities that summarise digital reproductions of museum
objects
[8] appear specifically as museum online databases or web portals. Consequently,
many museums are digitising, or have already digitised their collections
systematically, and their visitors have access to considerably more museum objects
via the world wide web than was the case only a few years ago. Basically, they draw
on museum collections and museum object data digitally enriched and represented in
various forms in the virtual space. They appear as museum databases providing open
access to museum object data and digital images of museum objects, as well as digital
online exhibitions focusing on various topics.
[9]
Additionally, various web portals serve as open access meta-databases (see web portal
Europeana
[10]; web portal Deutsche digitale Bibliothek
[11]). In that
context, semantic web technologies and digital museum standards are significant for
museums (see LIDO
[12] and CIDOC-CRM
[13]). Standards for museum vocabularies are in progress (museumvok;
[14] Getty Arts & Architecture Thesaurus
[15]). Moreover, museum websites, newsletters, social media outlets, and digital
forms of museum communication now reflect a rather modified perspective and method in
the visitor’s perception and therefore extend conventional museum space to encompass
modified space.
Additionally, digital museum features enhance conventional museum space by means of
augmented and virtual reality. Augmented reality can present “some of the untold stories behind one of the museum’s most iconic
collections”
[
Costello 2019], by giving insight into hidden paint layers [
Topcu 2019] or how animals could have seen the basis of their “skin and bones” (National Museum of Natural History,
Smithsonian Institution).
[16] Augmented reality can also bring specimens to life [
Costello 2019]. Conversely, virtual museum space also integrates tools
to augment museal reality, whereby virtual museums, galleries and cultural heritage
tours can all complement, enhance and augment conventional museum space, especially
through interactivity and user experience.
[17]
Moreover, 3D techniques expand the field of digital museum features in virtual space
by 3D scanning of objects. These scans create virtual copies of museum objects that
serve the purpose of digitally turning the object or zooming in, which is not
possible in the case of original museum objects. 3D prints of these objects enhance
the user experience in physical museum space, because of the possibility to touch and
handle them. Virtual museum space also provides online access to 3D copies of museum
objects
[18] and to 3D tours of conventional museum space. This is why applied 3D
techniques also broadly augment conventional museum space by immersive methods and
provide a virtual reality to enable manifold possibilities of interactive visitor
engagement (see
Carrozzino and Bergamasco
[2010]).
Virtualising museums from the perspective of museology
Prevalent conventional physical museums operate in the interest of classical
museology and its object of investigation, which is known as museality [
Waidacher 1999a]
[
Stránský 1971a, 14–39]
[
Stránský1971b, 40–66]
[
Desvallées and Mairesse 2010, 53–66]. Museality is a “relation between man and his reality by which he realises and decides in
accordance with society which parts of the surrounding natural and arranged world
are able to act as witnesses to this reality and are thus worthy to be
systematised, researched, mediated and traded as bearers of this relation”
[
Waidacher 1999a, 723].
[19] Currently, the conventional
museum still dominates scientific discourse relating to museum documentation and
presentation.
According to the theory of museality, to give just one example, the vehicle in which
heir to the Austro-Hungarian throne Archduke Franz Ferdinand and his wife Sophie were
assassinated on 28th June 1914, is an authentic witness of this event. It is a
“Gräf & Stift Double Phaeton” car, which is currently on display at the
Museum of Military History in Vienna (Heeresgeschichtliches Museum Vienna). That
vehicle bears witness to the event that triggered the outbreak of the First World
War; it has a special function as an object of memory concerning the persons involved
– especially the murdered heir to the throne and his wife. At the same time, the
object is emblematic – it symbolises the outbreak of WWI. Hence, it serves as a
bearer of museality and possesses effective legitimacy to act as a museum object.
Needless to say, this artefact could transport many more stories than the one
mentioned above (see also Heeresgeschichtliches Museum Vienna).
[20] Nevertheless, the intrinsic aim, goal and purpose of any conventional museum
space – as the display showing the Archduke’s vehicle exemplifies – is the actual
creative encounter between a present-day person and an authentic object of
history.
Nonetheless, from the perspective of museology it is a central and defining point
that museum objects can serve as authentic witnesses of an event or a process.
Moreover, they relate to persons, dates and places, and therefore, the object is an
item of evidence for something or somebody. A scientific and hermeneutical process
verifies this evidence and defines an object as bearer of museality. At the same
time, this object becomes a “nouophor” – a bearer of sense
and meaning [
Waidacher 1997, 20]. The unique aspect of the concept
museality lies in its time independence, which means that it appears independent of
time by changing forms of its expression. Consequently, it deserves a mirror of
historical circumstances. At the same time, museality determines the object of
interest as part of the discipline museology and defines museology as belonging to
the humanities (see
Biedermann [2017b]).
Museology focuses on objects as sources and acts from a meta-perspective in terms of
other object-centred disciplines of the humanities (such as art history, ethnology or
archaeology) and natural sciences (such as geology, zoology, physics and so on). The
objects thus act as evidence for various events and are especially significant – both
with regard to their materiality [
Pearce 1992, 1–10]
[
Buchli 2002] and symbolic meaning [
Pearce 1992]
[
Marstine 2006, 1–36]
[
Carbonell 2012]. As a result, objects are able to tell numerous
stories depending on the focus of the display and the storytelling.
Both the approaches of museology and museum studies focus on questions of digitising
and virtualising forms of museum communication (see
Parry
[2010];
Hoptman [1994];
Langner [2015];
Navarrete
and Owen [2016];
Whitelaw [2015]). In that
context, they reflect the claim to authenticity of conventional museum spaces (see
Parry [2007]).
However, amongst other examples, the digital presentation of the Archduke’s vehicle
shows that forms of digital presentations are generally becoming more important for
conventional museums, which have been enlarging their digitisation and virtualisation
programmes for many years.
Virtualising museums from the perspective of the digital humanities
Particularly in German speaking regions, research in the field of digital humanities
focuses on the information content of humanistic sources and primarily on modelling
that content. Basically, this means describing and managing as well as visualising
(meta)data by means of information transformation and exchange for the purpose of
information intercommunication (see
Arthur and Bode
[2014];
Büttcher, Clarke and La Cormack
[2016];
Carter [2013];
Jannidis, Kohle and Rehbein [2017];
Kurz [2015];
Schreibmann
and Siemens [2016];
Terras, Nyhan and Vanhoutte
[2013]).
Hence, in the German language-related context outlined above, the field of digital
humanities is also beginning to highlight the museum as object of investigation (see
Rehbein and Kunze [2019]) with a focus on
digitising, enriching, standardising, formalising and contextualising museum object
data. Moreover, digital humanities are supporting the discipline of museum
presentation by using visualising techniques and offering open access to relevant
data, which broadens the field to address new research questions.
This approach applies digital standards of museum object documentation such as LIDO,
which is compliant to the CIDOC-CRM.
[21] The University of Graz’s approach in this
area is to transform and to visualise the data in the university’s asset management
system, named GAMS
[22].
Against this backdrop, digital humanities’ projects have recently developed
“virtual museums” which show special “rooms.”
[23] Various other institutions have realised projects related to virtual museums,
such as using the example of dictionaries.
[24] Currently, several research focuses pursued by various universities are on
objects and cultural heritage.
[25] Other projects focus on the digitisation of cultural heritage (project
Zafar)
[26] and 3D reconstructions using virtual research infrastructures (for example,
using castles in Prussia).
[27]
The digital humanities systematise various interpretations of 3D copies, and
reconstructions are also a matter of interest (see
Münster
[2016]). In this context, the technique of photogrammetry plays an important
role in 3D scanning and copying museum objects. The University of Graz, which plays
no small role in those pioneering achievements, has designed an online platform as a
“virtual museum” for its digitised object collections
on GAMS – an asset management system for the humanities (GAMS virtual
museum;
[28]
Stigler and Steiner [2017]). In that way, the object
of study of digital humanities is gradually extending from text sources to cultural
heritage and historical objects within the interior and exterior museum space (see
Reisinger [2013]; see also the project
DiTAH).
[29]
The University of Graz’s approach in the context of digital humanities is based on
semantic annotation, processing for tagging and analysing texts realised by special,
almost XML-based standards (such as TEI – Text Encoding Initiative),
[30] as well as visualising structured content by means of serialisations (such as
XML, RDFa or JSON-LD).
[31] In this approach, controlled vocabularies
use knowledge systems to structure information, and subsequently to exchange data
(for example, RDF, SKOS and OWL).
[32] These technologies enrich
the semantic web as “open linked data” (see
Berners-Lee [2006]). Annotated and structured data
therefore provide the basis to generate new research questions. The structured data
is then transformed (supported by XSLT)
[33] and thus
prepared for presentation (supported by XSLT-FO;
[34] see
Institut für Dokumentologie und Editorik;
[35] see
Sahle [2013]). In that way, special
aspects of combined data
[36] can be addressed
[37] to make
them generally and easily accessible (see
Perstling
[2013];
Thaller [2013];
Vogeler [2005]).
Digital humanities are also seeking for solutions to facilitate long-term archiving
(see
Thaller [2013]) and long-lasting access to
cultural heritage data in form of digital research infrastructures (see GAMS
[38],
WissKI
[39] and the project “Objekte im Netz”).
[40]
More recently, digital humanities have started to focus not only on 3D techniques
like photogrammetry and 3D scanning of museum objects and cultural heritage sites,
but on augmented reality as well. The project titled “Virtual
Museum of the Archaeological Collection” at the University of Graz is an
example of this. As part of this project, both the objects and historical exhibition
space are documented with the aid of 3D techniques (“virtual
museum of the archaeological collection”
[41]).
Virtual Museums as an interdisciplinary and transdisciplinary object of
investigation and extended museum space
Virtualising physical museum space has effects on conventional museums, especially in
terms of their presentation and communication strategies. The focus of museum
communication always lies on the audience as a major subject of interest, as well as
on digital forms of museum communication. At the same time, those digital processes
and projects mentioned above are in the process of modifying conventional museum
space and transferring communication strategies to the digital and/or virtual world
as a kind of “public museum ecosystem”
[
Hartig 2019]. Neither the conventional museum space nor its modified
counterpart correspond to virtual space, as they generate two different kinds of
perception. Consequently, the experience of physical space in conventional museums,
which a virtual museum obviously lacks, needs to be configured to serve as an
extended museum experience in virtual space – and vice versa.
As a consequence, the virtual museum requires extended methods based on the theory of
classical museology and on digital humanities to define tasks for and impacts of
museums in the virtual space. From a scientific point of view, these “new”
challenges give rise to an interdisciplinary field in the discourse between the poles
of museology and digital humanities and information technologies respectively. The
question of characteristics and criteria of virtual museums are thus becoming a
mutually transdisciplinary object of investigation within current discourse, which
needs to be viewed against the backdrop of current projects and with regard to
state-of-the-art virtual museums.
While debating on a virtual museum within an interdisciplinary and transdisciplinary
discourse between the poles of digital humanities and museology, it is vital to
understand the particular characteristics of museum objects, as opposed to texts.
From a museological perspective, texts are documents of the mind and especially
determined by the content of information they transfer [
Waidacher 1999b, 5]. By contrast, a museum object is a singular man-made artefact or a
selected natural object, a semiophor, or bearer of symbols (see
Pomian [1988]), and more explicitly – as already
mentioned – as a nouophor [
Waidacher 1998], or bearer of sense and
meaning. The value of a museum object is thus inextricably linked to its context
information and its special object history. Hence, it is determined by the extent of
its documented ‘object biography’. Museum documentation thereby defines an object,
not only in terms of its materiality – by way of primary documentation (see
Waidacher [1999b]), but also in terms of being a
material witness concerning special events or circumstances – by way of secondary
documentation [
Waidacher 1999b], which also refers to the immaterial
aspects of museum objects to be documented.
In this context, the question arises of how to characterise a virtual museum and how
to define its appearance from an interdisciplinary point of view. The
interdisciplinary challenge is therefore to bridge the gap between real and virtual
museum spaces, but not by substituting one for the other through simulation,
comparable with Plato’s allegory of the cave. Conversely, a video call suffices to
interconnect and transfer information but is not able to substitute a physical
encounter – as aptly demonstrated and emotively experienced during the ongoing recent
Coronavirus crisis. After all, a photograph or hologram is not a physically present
person, but merely a (virtual) representation of that person. The challenges
concerning authenticity and space are obviously central to this discourse.
In that sense, several research questions arise from the perspective of digital
humanities. The challenges to be faced in this regard concern the extension of
conventional museum space into virtual space by enabling an enhanced visitor
experience. This enhanced experience is created by communicating the specialities of
the institution museum, which is grounded in the museum object as a bearer of sense
and meaning and as an expression of museality. This is precisely why the basic
objective of virtualising physical museum space is to communicate museum objects,
(hidden) (hi)stories and contexts by using methods and tools of digital humanities in
a way that conventional museums are not able to.
As a consequence, the challenges of digital humanities regarding a virtual museum
first of all face the processes of modelling the object metadata for presentation and
visualisation in physical as well as virtual spaces. From the perspective of
museology, these challenges refer to the circulation of museum objects within the
process of documenting or collecting metadata. This process corresponds to
registering, making an inventory and cataloguing the items as well as collecting data
relating to the entire object history in the context of ‘biography’, including the
immaterial aspects of the museum object. From the perspective of applied museology,
these processes are operated by a museum management system, for example, a database.
As regards digital methods, this means information modelling, describing,
standardising and formalising metadata, as well as managing and ordering
knowledge.
Collecting the basic data of museum objects – from a museological perspective, the
so-called primary documentation – means to register data that refers to the
materiality of the object, such as its material, form, technique, measurements and so
on. Primary documentation also means gathering information in terms of primary events
to which the object is linked, such as producers, developers, artists and users as
historic subjects. Museum curators, exhibit designers and museum staff act as a
“museum’s instance” which corresponds in most classic museum spaces to the
museum’s interpretational sovereignty from a scientific point of view. In a further
step, all of the gathered data is modelled and describes the objects and the object
data as metadata. All in all, digital methods are used to manage and order
knowledge.
Museum documentation also collects data relating to dates and place names of objects.
To again cite the example of Franz-Ferdinand’s motorcar, the 28th June 1914 is a
relevant date that is primarily associated with this object. However, it is also
related to the 15th December 1919, the date on which the owner of the object, Count
Harrach, a friend of the Imperial Family, donated this vehicle to the heir to the
throne.
In the context of structuring object data in a logical order, various challenges
concerning the standardisation of data can arise. Art historians often use the term
“indeed” or “probably” to express the time ‘around 1900’ to which an
object is related. However, this classification is unreadable for machines because
they need relatively accurate dates to process the data. To render date-related data
machine-readable, and thus traceable, using search engines, the curators have to
define concrete dates according to documentation guidelines, for example instead of
“indeed around 1900” they use 1895 as the earliest and 1905 as the latest
date of production. Specifying information, of course, goes hand in hand with the
hermeneutical process of researching object biographies. Consequently, such
documentation guidelines should be used for an entire collection and virtual museum
respectively.
The secondary documentation process collects data describing the object as a bearer
of sense and meaning, as a nouophor and an expression of museality. This results from
the hermeneutic process of investigating an object as an expression of museality and
describes the object from a synchronic as well as a diachronic perspective.
Consequently, an object can have associations, for instance, to birth, baptism,
marriage, death or – like the vehicle described – to assassination and war. In
addition, the vehicle plays an important role in the discourse of memory culture as
well as in the context of the recent commemoration of the outbreak and end of World
War I and their anniversaries (1914/18-2014/18).
Furthermore, objects have relations to museum-related administrative workflows such
as loans, conservation activities and displays, which is primarily relevant to
collection management. These basic and deepened object data, which are the results of
primary and secondary documentation, build the foundation for visualisations in
virtual space (for example managed by digital transformations, like XSLT
[42]).
The first step in collecting data is managed by surfaces of databases or
repositories, or in the case of smaller museums or projects, by Excel spreadsheets or
word templates. These templates are mapped to already existing XML-based museum
documentation standards like LIDO or also to TEI by using transformations and with
the help of special programmes and (open source) software (see Oxygen
[43] and Oxgarage
[44]). In terms of museum data, the digital humanities use the data harvesting
standard LIDO
[45] which is compliant to the CIDOC-CRM,
[46] an ontology to describe museum objects referenced by events and properties.
The digital research infrastructure WissKI is based on CIDOC-CRM ontology.
[47]WissKI is
built as a graph database to manage primary research data and for special use in
museum management systems.
Museum objects are especially relevant in terms of their meaning and the events and
persons they bear witness to. Consequently, there are unlimited options of relations
between objects and events, persons, times and places, just as in the case of
categories which describe these object relations. This means enhancing controlled
vocabulary by using museological criteria, which particularly requires the
establishment of museological thesauri. Such thesauri form structured concepts of
object meaning in systems of controlled vocabulary. The XML standard SKOS is one
possible and useful digital standard (see SKOS)
[48] to map controlled vocabulary. SKOS categorises each concept by means of an
identifier, which references the concept of the thesauri and contributes to
representing the object meaning. By integrating these concepts into semantic web
technologies (referring to SKOS), data is also accessible as “linked open data,”
thereby enriching the semantic web.
Different categories of sources, like index cards and images can reveal the history
or the biography of museum objects. They show the provenance of objects and parts of
the stories stored in objects. Digital collection complexes in virtual space enable
all this information to interlink and link to the object in a structured manner. In
this way, visitors can enjoy a multi-perspective view of the unique object. This also
applies to the “open GLAM initiative” (see Open GLAM)
[49] and to the claim of open access to memory-related institutional data, in
particular with regard to galleries, libraries, archives and museums.
Requirements for digital humanities not only apply to the workflow of museum
documentation, but also to the presentation method. To exemplify the University of
Graz’s digital humanities approach, transformations of modelled data form the basis
for data visualisations realised by XSLT-stylesheets, which support data output in
various forms and formats (like PDF, XHTML, SVG, SMIL)
[50]
also at least printed on paper. These transformations map collected data on webpages,
for example, and in terms of databases, interfaces are provided to support web
presentations. These presentations map object biographies by linking objects to their
metadata, to images and additional context information, and provide multi-perspective
access to view the items. In this way, it is possible to create undreamt-of links to
objects and collections which are not displayed or displayable, or which are
dislocated, taking account of their very specific relations.
In contrast to the medium text, which, from the perspective of digital humanities,
often requires the separation of form and content [
Sahle 2013], the
museum object calls for concentration on the single authentic object in combination
with its metadata to which the object is intrinsically linked. As regards virtual
museums, the aspect of museum documentation or data gathering is of special
importance due to the need to build a basis for all other virtual communication
strategies of digital storytelling, 3D techniques and augmented reality. On the basis
of museum documentation, the object requires special tools to manage story-telling in
order to offer narratives. Virtual space enables objects to be brought together,
which for various museological reasons cannot be displayed (together) in conventional
museum space. In addition, virtual museum presentations provide narrative access to
objects on virtual guided tours, also giving narrative approaches to museum objects
by linking object data, images and various groups of objects. The digital humanities,
and in this context, informatics, thus also develop tools for the presentation of
virtual guided tours (see: e.g. StoryMapJS).
[51]
In the digital museum age, digital images which include metadata standards to
describe and deliver images (see III-F)
[52] are state-of-the-art.
High-resolution images allow users to zoom in on a virtual object, which would not be
possible in physical museum space. In order to do that, digital humanities use the
standard III-F.
The use of 3D-techniques in particular can bring new insights to the investigation of
materiality and object biographies, which can be useful in a certain way, both for
research purposes and for communicating objects. Special tools not only support zoom
factors for high-resolution images, but also 3D object data. Such tools need to
include an audio response, multimedia offers and 3D animations based on 3D scans to
consequently augment conventional museum reality to extended forms of museum
presentation in today’s digital age. Various different surfaces and responsibly
designed media allow visitors to access museum data using various forms of output
mediums.
Such tools can also contribute to engaging visitor attention [
Bitgood 2016], because of the greater mental effort involved in browsing
through object stories of one’s own accord, additionally supported, for instance, by
audio and image animations, 3D-object visualisations and virtual guided tours in
online exhibitions and – vice versa – in physical museum space as well.
As regards physical museum space, all of these tools can help combine object
biographies and the context information of objects in accordance with the visitor’s
personal interests and needs. For that purpose, digital media used in the classic
museum space can complement conventional museum labels. Extending conventional museum
spaces by means of digital technologies can be achieved in displays using replicas
printed in 3D. These replicas address groups of visitors, such as children, who
perceive certain effects by touching the 3D copies and experience these objects in
that particular mode of perception. Moreover, the aspect of augmented reality can
enhance visitor experiences of museum objects by using immersive technologies that
involve the visitors in the content.
Immersive methods (see
Dowling [2019]) are a means
of special communication also used in physical museum exhibitions to engage in a
narrative or storytelling process, thus provoking a condition of flow. This status
can also be evoked in the virtual world by means of various tools, offering, for
example, digital storytelling using augmented reality methods (for technical
implementation, see
Yuan [2019]).
Impacts of virtual museums
All of these possibilities of linking and enriching the web with museum object
metadata also serve the purpose of extending conventional and modified museum space
to create a kind of “public museum ecosystem”
[
Hartig 2019], and hence to offer extended visitor and user experiences
in the virtual space. Conversely, conventional museum space is able to integrate
virtual museum experiences such as 3D techniques and augmented reality. However, in
that way a museum representation in virtual space can rely on the extended space of
museal experience. As a result, the extended museum space of a virtual museum has
manifold impacts in terms of museology, digital humanities, museums and visitors.
In terms of museology, virtual museum space serves to extend conventional physical
museum space in multiple ways: by enriching museum object data digitally,
communicating with visitors with the help of social media, offering access to digital
object databases and online exhibitions, or providing 3D views on objects in the
virtual world. Furthermore, an extended conventional museum space virtually maps
manifold object data and their stories, such as museum object-related contextual
information. It communicates narratives and relationships of and between museum
objects and collections. A virtual museum integrates various forms of communication
used within physical museum space, such as guided tours, lectures and presentations
offered by museum staff, thus augmenting conventional museum space by using its own
3D views. Also, a virtual museum represents the classic museum space
three-dimensionally and links all possible museum object stories, images, 3D views,
and storytelling tools to provide users with a virtual reality-assisted museum space
based on museum objects and their relations to society, which always build the point
of reference. Against this backdrop, it becomes clear that virtual museum reality
strives to extend the theoretical approach of general museology into virtual space,
as well as clarify aspects of authenticity and space to which a museum object is
linked.
In terms of digital humanities, standards in museum object documentation and data
enriching need to be extended by including museological aspects. Furthermore, a
virtual museum uses a wide array of (immersive) digital methods and tools for special
visualisation requirements which need to be further developed as regards the aspect
of museology. Impacts for digital humanities or informatics also concern data storage
and the provision of access to object data. Establishing a virtual museum means
storing a large amount of data in terms of high-resolution images, videos or 3D
copies as well. It must be able to support the process of dealing with complex user
queries concerning various knowledge systems and object stories. On this basis, it is
possible to manage complex collection analyses with reference to the uniqueness of
museum objects.
An issue that goes hand in hand with that is the amount of time needed to load data
and to process complex queries, which can influence visitor behaviour when browsing
through the collections, and subsequently also the decision and will to visit a
conventional museum. Managing personal and institutional data as well as image data,
which involves applying for special licences, are hard facts (see Creative Commons
licences).
[53]
As a result, visitors and users browse through virtual museum space, selecting and
experiencing museum object reproductions, virtually combined with manifold museum
object information, context data and storytelling narratives. Users gain virtual
access to the aspect of authenticity of museum objects, which means linking up
objects and object data, and depicting and representing object relations related to a
specific relevant event, to which an object bears witness. This access is independent
of opening hours and physical accessibility, and at the same time, it does not
replace the original object’s authenticity.
The aspect of open access to museum collections in the form of a virtual museum
reality is of special relevance in times of crisis, which the ongoing recent global
Coronavirus crisis has clearly shown, as long as users have access to the internet.
International museum organisations have requested museums to enlarge their digital
communication strategies to provide museum visitors with information about their
collections. For example, UMAC (the international committee for university museums
and collections in the context of ICOM international) provided webinars to the
professional university museum community to enable discussion on the impacts of the
lockdown especially for university museums (UMAC ICOM).
[54] One year on, many initiatives have found their way to various users, such as
the virtual museum of the University of Cantabria (Luis Quintanilla, Art and Memory).
[55]
Consequently, it is of great importance to mention the manifold effects this has had
on museums. Museums can use a virtual museum as a tool to communicate museum object
data, context information, storytelling and narratives, in order to provide access to
their collections, which is crucial for museums in times of crisis, as the
Coronavirus crisis has revealed. Museums can grant access to their collections even
in times of official administrative closures, in times of war or at any other time
when museums are forced to close their collections to the public. Moreover, in terms
of the (military) destruction of museum objects or attacks in areas of conflict,
virtual museum space could enable access to museum object and collection data, and at
the same time facilitate (at least) digital preservation. Even in times of a
long-term shutdown and museum closures, exemplified by the present Coronavirus
crisis, which is only one of various other options, virtual museum space has manifold
effects on museum employees. As a research infrastructure, virtual museums could
grant online access to museum employees to enable them to work from home on their
museum communication projects. Additionally, a virtual museum could provide virtual
visits to the museum, such as a digital video call, to complement the personal
encounter. Conversely, all of these tools can influence the attractiveness of the
real and physical encounter in times of physical visiting. By integrating these tools
into physical museum presentations, they could help to deepen museum communication
between museums and their visitors within physical museum space.
Of course, museums are challenged in times of crisis, especially with a view to heavy
losses of entrance fees. On the other hand, museums would be obliged to consider
concepts of gaining money by visiting virtual museums like other providers of digital
services do. As the Coronavirus crisis has shown, the Internet and online
possibilities have played an enormous social role in terms of replacing physical
interactions between persons in order to phone, shop, to obtain medical attendance,
schooling and university teaching, to access online sports programmes offered by
local fitness gyms, and to enable museums and visitors to communicate with each
other. However, none of these tools are able to replace real experiences or physical
encounters – both mediums are different and aim to serve different manners of
perception. These digital tools were a time-limited possibility due to the necessity
of physical distancing. What the crisis has also shown is that some target groups
were focused on the virtual world and perfectly happy to consume digital and virtual
offers. For museums though, it is possibly interesting to note that some non-museum
visitor target groups were much more attracted to digital museum features than to
physical museum spaces. It is against this specific backdrop that museums should
consider which impact a virtual museum can have on the audience and how museums can
benefit from those effects.
Conclusion
The virtual museum refers especially to the processes of collecting, gathering,
structuring and visualising data of museum objects or rather of the cultural
heritage. This means to manage data, reference objects to scientific knowledge
systems, map the information to XML-standards, visualise information and provide
access to objects that are linked to their appropriate metadata and context
information. For a standardised museum documentation process, a museum database
providing all the needs of the digital humanities and of museology is essential, as
the use of Excel spreadsheets or Word templates have turned out to be impractical for
museum work.
The aim of a virtual museum is therefore to ensure that all visualisations take
object biographies into account and that they link data to the very uniqueness of the
objects and their relations in order to present a multi-layered view of those
objects. In addition, virtual museums should also seek to impart narratives and thus
address visitors emotionally in both the virtual and conventional museum space. This
is done by integrating digital and immersive tools and methods in the process of
representing conventional museum space in the virtual world. The extension of
conventional museums into virtual space thus results in an interesting and attractive
space where the joy of discovery is possible in an extended museum experience.
Finally, it is important to point out that despite all of the impacts a virtual
museum may have, it is definitely a challenge to implement it. In that sense, the
digital museum documentation standards mentioned above have many advantages in terms
of data harvesting, but the process of modelling and mapping the data is a very
complex and time-consuming one. For the practical museum documentation process, it is
of special importance that a database is able to fulfil all of the purposes of
recording data, processing and linking information. Currently, the only digital
infrastructure available is WissKI which can fulfil all the requirements mentioned
above, in accordance with the international museum documentation standard CIDOC CRM.
However, that gap between theory and practice can be bridged by exploring the virtual
museum as an interdisciplinary and transdisciplinary field of investigation.
This approach to virtual museums as an interdisciplinary and transdisciplinary object
of investigation in the extended virtual museum space specifies further research
desiderata specifically linked to the digital world. These desiderata address visitor
studies and types of visitor behaviour in virtual space, for example, surfing and
consumer behaviour, and questions as to which contents visitors would like to
experience or even if they would be willing to spend money on visiting virtual
museums.
Evaluations of classic museum spaces showing their effectivity need to be extended to
the virtual museum to question their ability to affect and to engage visitor
attention. Methods used by empirical social studies such as psychology and
communication sciences are thus combined with computer-supported methods and analyses
such as eye-tracking.
In conclusion, a virtual museum space provides manifold potential for museology and
digital humanities to extend interdisciplinary and transdisciplinary methods and
offers multiple impacts for museums and visitors to improve their presentation and
communication strategies, not only in times of crisis. One important factor is that
virtual museums are also able to target new groups of visitors and users, which would
have to be investigated in detail in terms of their special needs.
Until these requirements of virtual museums are achieved using interdisciplinary and
transdisciplinary methods, the virtual museum will remain a
gedankenexperiment, an interdisciplinary and transdisciplinary object
of investigation.
Works Cited
Arthur and Bode 2014 Arthur, P. L. and K. Bode. 2014.
Advancing digital humanities: research, methods,
theories. Basingstoke: Palgrave Macmillan.
Biedermann 2017a Biedermann, B. 2017a. “‘Virtual museums’ as digital collection complexes. A
museological perspective using the example of Hans-Gross-Kriminalmuseum
(University of Graz).”
Museum, Management and Curatorship, Vol 32, No 3, 2017:
281-297. doi:
http://dx.doi.org/10.1080/09647775.2017.1322916.
Biedermann 2017b Biedermann, B. 2017b. “The theory of museology. Museology as it is – defined by two
pioneers: Zbyněk Z. Stránský and Friedrich Waidacher.”
Museologica Brunensia 05/02 2017: 51-64.
doi:10.5817/MuB2016-2-6.
Bitgood 2016 Bitgood, St. 2016. Attention and Value: Keys to Understanding Museum Visitors. London:
Routledge.
Buchli 2002 Buchli, V., ed. 2002. The Material Culture Reader. Oxford: Berg.
Büttcher et la. 2016 Büttcher, S., Ch. Clarke and
G.V. La Cormack. 2016. Information retrieval: Implementing and
evaluating search engines. Cambridge, MA: MIT Press.
CIDOC-CRM CIDOC-CRM (Conceptual Reference Model
developed by Documentation Standards Working Group within the context of ICOM):
http://www.cidoc-crm.org/
Carbonell 2012 Carbonell, B. M., ed. 2012. Museum Studies: An Anthology of Contexts. New York:
Wiley.
Carrozzino and Bergamasco 2010 Carrozzino, M. and
Bergamasco, M. 2010. “Beyond virtual museums: Experiencing
immersive virtual reality in real museums.” In
Journal
of Cultural Heritage, vol. 11, iss. 4, October–December 2010. pp. 452-458,
Elsevir,
https://doi.org/10.1016/j.culher.2010.04.001)
Carter 2013 Carter, B. 2013. Digital humanities: current perspective, practices and research. Bingley:
Emerald.
Desvallées and Mairesse 2010 Desvallées, A. and F.
Mairesse. 2010. Key Concepts of Museology. Paris: Armand
Collin.
Dowling 2019 Dowling, D. O. 2019. Immersive Longform Storytelling. Media, Technology,
Audience. New York: Routledge.
Hoptman 1994 Hoptman, G. 1994. “The Virtual Museum and Related Epistemological Concerns.” In Sociomedia: Multimedia, Hypermedia, and the Social Construction of
Knowledge, edited by E. Barret, 141–160. Cambridge, MA: The MIT
Press.
Jannidis et al. 2017 Jannidis, F., H. Kohle and M.
Rehbein, eds. 2017. Digital Humanities. Eine Einführung.
Stuttgart: J.B. Metzler.
Kurz 2015 Kurz, S. 2015. Digital
Humanities: Grundlagen und Technologien für die Praxis. Wiesbaden:
Springer Vieweg.
Marstine 2006 Marstine, J. 2006. “Introduction.” In New Museum Theory and
Practice. An Introduction, edited by J. Marstine, 1–36. Malden, MA:
Blackwell.
Münster et al. 2016 Münster, S., M. Pfarr-Harfst, P.
Kuroczynski and M. Ioannides, eds. 2016. 3D Research Challenges
in Cultural Heritage II. How to Manage Data and Knowledge Related to
Interpretative Digital 3D Reconstructions of Cultural Heritage. Springer
online 2016. doi:10.1007/978-3-319-47647-6.
Navarrete and Owen 2016 Navarrete, T. and J. M.
Owen. 2016. “The Museum as Information Space: Metadata and
Documentation.” In
Cultural Heritage in a Changing
World, edited by K. J. Borowiecki, N. Forbes, A. Fresa, 111–123. Springer
Open.
http://link.springer.com/book/10.1007%2F978-3-319-29544-2.
Niewerth 2020 Niewerth, D. 2020. “Virtuelle Museen.” In: D. Kasprowicz, S. Rieger (ed.), Handbuch Virtualität, 521–532. Wiesbaden: Springer.
Parry 2007 Parry, R. 2007. Recoding the Museum. Digital Heritage and the Technologies of Change.
London: Routledge.
Parry 2010 Parry, R. 2010. Museums
in a Digital Age. London: Routledge.
Pearce 1989 Pearce, S. M. 1989. Museum Studies in Material Culture. London: Leicester University
Press.
Pearce 1992 Pearce, S. M. 1992. Museums, Objects and Collections. A Cultural Study. Leicester: Leicester
University Press.
Perstling 2013 Perstling, M. 2013. Multimediale Dokumentation und Edition mehrschichtiger Texte: Das
steirisch-landesfürstliche Marchfutterurbar von 1414/1426. PdD Diss.,
University of Graz.
Pomian 1988 Pomian, K. 1988. Der
Ursprung des Museums. Vom Sammeln. Berlin: Wagenbach.
Reisinger 2013 Reisinger, N. 2013. “Musealisierung als Theorem der Museologie. Zur Musealisierung von
Großobjekten und Landschaften am Beispiel der Eisenbahn und des ‘Südbahnmuseums
Mürzzuschlag.’”
Curiositas: Jahrbuch für Museologie und museale
Quellenkunde, 2012–2013, no. 2013: 55–68.
Schreibmann and Siemens 2016 Schreibmann, S. and
R. G. Siemens. 2016. A new companion to digital
humanities. Chichester, West Sussex, UK: Wiley Blackwell.
Schweibenz 2016 Schweibenz, W. 2016. “Virtuelle Museen. Konzept, Begriff und Grundlagen des virtuellen
Museums.” In Handbuch Museum. Geschichte, Aufgaben,
Perspektiven, edited by Markus Walz: 198-200. Stuttgart: J. B. Metzler.
Steiner and Stigler 2017 Steiner, E. and J. Stigler.
2017.
GAMS and Cirilo Client. Policies, documentation and
tutorial. Graz.
http://gams.uni-graz.at/docs.
Stránský 1971a Stránský, Z.Z. 1971a. “Der Begriff der Museologie.” In Muzeologické sešity,
supplementum 1. Einführung in die Museologie: 14-39. Brno.
Stránský1971b Stránský, Z.Z. 1971b. “Grundlagen der Allgemeinen Museologie.” In Muzeologické
sešity, supplementum 1. Einführung in die Museologie: 40-66. Brno.
Terras et al. 2013 Terras, M., J. Nyhan and E.
Vanhoutte, eds. 2013. Defining digital humanities: a
reader. Farnham: Ashgate.
Thaller 2013 Thaller, M. 2013. “Probleme der digitalen Langzeitarchivierung und eine mögliche Antwort: Zum
Digitalen Archiv NRW.” In Digital und Analog. Die
beiden Archivwelten, edited by C. Kauertz: 15-31. Bonn: Hablet.
Vogeler 2005 Vogeler, G. 2005. “Digitale Edition von Urkunden.” In: Geschichte in die
Hand genommen, edited by G. Vogeler; 209-226. München: Utz.
Waidacher 1997 Waidacher, F. 1997. “Sachen und Wörter oder von der Mühe, Erinnerung zu bewahren.”
In Der Milde Knabe oder die Natur eines Berufenen. Ein
wissenschaftlicher Ausblick, Oskar Pausch zum Eintritt in den Ruhestand
gewidmet, edited by G. Geldner: 19-29: Wien: Böhlau.
Waidacher 1999a Waidacher, F. 1999a. Handbuch der Allgemeinen Museologie. Wien: Böhlau.