Author Archives: Estefania Tocado Orviz

About Estefania Tocado Orviz

Ph.D Candidate at the Spanish and Portuguese Department Georgetown University

What Experience is More Real: That of a Virtual Museum or an Institutional Museum? The Google Art Project and the Guggenheim Museum Bilbao.

“The Art Museum invites criticism of each of the expressions of the world it brings together; and a query as to what they have in common.  To the “delight of the eye” there has been added… an awareness of art´s impassioned quest, its age-old struggle to remold the scheme of things.  Indeed an art gallery is one of the places which show man at his noblest.” (15)

André Malraux. The Voices of Silence (1951)

Abstract

Deriving from my readings of Jean Baudrillard´s Simulacra and Simulation, Jay David Bolter and Richard Grusin´s Remediation: Understanding New Media, Marc Augé´s Non-Places: An Introduction to Supermodernity, and Emily Magnuson´s article “Virtual Museums” I aim to elucidate what experience is considered to be more “real,” visiting a virtual museum or a physical museum.  Using as case studies the Google Art Project and the Guggenheim Museum in Bilbao, I postulate that both are considered to be what Augé´s calls non-places, that is to say, non-anthropological spaces.  Moreover, Bolter and Grusin regard non-places (physical and cybernetic) as hypermediated spaces.  Converging these concepts, I propose that virtual users and active participants of the Google Art Project and the Guggenheim Bilbao are who, in their personal engagement with the piece of art in these highly remediated spaces, are responsible for creating the real.  In the era of the hyperreal as defended by Baudrillard, by evoking an immediate and authentic emotional response as proposed by Bolter and Grusin, the visitor achieves a sense of reality.  This is a gateway to establish an open dialogue with the work of art, participating in a distributed global agency and art network system.

Background

Walter Benjamin in his important essay “The Work of Art in the Age of Mechanical Reproduction”[i] questions the loss of the aura in the work of art and its authenticity as a result of reproducing the photographic image.  For Benjamin, the uniqueness of the work of art is bounded to the fabric of tradition (4).  However, as he states, there are two fundamental reasons that explain the decay of the aura.  On the one hand, for the contemporary masses it is important to bring things closer spatially and humanly as provided by reproducibility, accepting the loss of its original aura.  On the other hand, to destroy the aura of a piece of art is the mark of perception that points out the “sense of the universal equality of things.”  Therefore, reproducibility promotes the extraction of its uniqueness and impacts how it is conceived and perceived in reality.  In consequence, the adjustment of reality to the masses and the masses to reality is a process of constant readjustment and with unlimited scope as Benjamin foresaw (4).

Some years later André Malraux, as President Charles de Gaulle’s Minister of Culture, used the photographic image as the way to engage art and cultural history in his book The Voices of Silence (1951).  He deducted that Western Culture was governed by an imaginary museum, that is to say, a conceptual museum that was structured as an abstract projection of an ideal “cultural encyclopedia” of specific works of art used as models (Irvine Malraux 1).  Malraux also postulated the role of the postmodern museum as a collector of diverse cultures and histories presenting them in unity and establishing an open dialogue with a specific collection or exhibition from its predecessors and its contemporaries.  He asserted “By the mere fact of its birth every great art modifies what arose before it” (ctd in Irvine 3).  Also, Brian Arthur in his book The Nature of Technology defends, in a technological context, the importance of the contribution of the prior art in the creation of new art, “an invention is a new combination of prior art” (9).  So it has been clearly established that a work of art is in a constant negotiation with the world of art, the history of art, and its materiality as well as being a good that carries cultural, social, and symbolic value.

For Malraux the museum was a medium to promote democratic and nationalist cultural identity, and it was instantiating the idea of an imaginary museum where the museum functions as the interface of the cultural encyclopedia (3).  As Martin Irvine asserts, the museum function does not work as a neutral or pre- or non-technological state, but as a network of functions and meditations implemented in a historical continuum of technical systems that also include the architectural design of the museum (Irvine The Work of Art 2).  With the Google Art Project, Malraux´s concept of the “Imaginary museum” or the “Museum without walls” has been put into practice on a virtual / technological large scale.  At the same time, Malraux’s emphasis on the institutional museum as a carrier of cultural identity and history is still nowadays an extremely relevant component on the construction and location of a museum as seen in the case of the Guggenheim museum in Bilbao.

Introduction

The Google Art project brings in the democratizing idea of opening a virtual museum that would allow the global audience to visit some of the most prestigious museums in the world while eradicating the elitism and nationalism that normally accompanies the institutional museum.  On the other hand, a museum such as the Guggenheim in Bilbao promotes an experience that goes beyond the museum’s physical limits thus extending the museum function to the entire city of Bilbao.  Therefore, is the experience of visiting an institutional museum more real than seeing it in Google Art Project?  Emily Magnuson argues in her article “Virtual Museums” that, despite the original concern about the role of the Google Art Project as a potential competitor of the physical museum and besides being an excellent project, it still does not respond to a larger question introduced by Malraux:  Does the advent, and now exploitation, of the reproducible image make our ability to apprehend art any more, or less, real?  What do we really gain or lose in this virtual reality?”  Along the lines of Magnuson´s question, the purpose of my essay is to explore what makes the experience of the virtual user while navigating the Google Art Project as well as the visitor who experiences a visit to the Guggenheim museum in Bilbao more or less real.  Using the postmodern theories of Jean Baudrillard and Jay David Bolter and Richard Grusin, I propose that due to the fact that there is not a referential and empirical reality but multiple realities, that is to say the hyperreal as Baudrillard defends, the real becomes what the viewer / visitor experiences as immediate, authentic, and emotionally attaching, as Bolter and Grusin postulate.

According to Jean Baudrillard in his book Simulacra and Simulation (1981), the real is no longer referential and empirical but the result of miniaturized cells, matrices, and memory banks that can replicate it an unlimited amount of times:  “The real is produced from miniaturized cells, matrices, and memory banks, models of control – and it can be reproduced an indefinite number of times from these.  It no longer needs to be rational because it no longer measures itself against either an ideal or negative instance.  It is no longer anything but operational.  In fact, it is no longer really the real, because no imaginary envelops it anymore.  It is the hyperreal, produced from the radiating synthesis of combinatory models in a hyperspace without atmosphere” (2).  Therefore, for Baudrillard there is not one code of the real but a multiple production of the real.  Reality is not based on a previous referential model to simulate.

In opposition to Baudrillard, Bolter and Grusin in their book Remediation argue in relationship to hypermedia and transparent media that these two are opposite manifestations of the same desire:  the desire to get past the limits of representation and to achieve the real.  Instead, the real is defined in terms of the viewer´s experience; it is that which would evoke an immediate (and therefore authentic) emotional response (53).

The Guggenheim as a Cultural and Social Hypermediated Non-Place

As Martin Irvine defends, the museum is an institution that is a social construction (an abstract implementable function) in a physical space that serves as a medium for cultural transmission.  Therefore, cultural institutions are always nodes in systems of mediations, validating and validated by media technologies and other institutions, social classes, and the political economy of culture (Irvine 2).  As representative of a cultural institution with a wide global network and distributed agency, the Guggenheim Museum in Bilbao opened its doors in 1997, rapidly becoming an architectural symbol of a worldwide globalized design due to its innovative use of curves that captured the light of the Nervion River.  The building was designed by Canadian-American architect Frank Gehry under the auspices of the Basque Government and the Salomon R. Guggenheim Foundation.  The Guggenheim Foundation also has with museums in Venice, its most emblematic museum in New York City´s Upper East Side, and its latest project in Abu Dhabi.  As French anthropologist Marc Augé has asserted in his book Non-Places: An Introduction to Supermodernity, there is an intrinsic relationship between globalization and its architectural manifestation:  “Leading architects have become international stars, and when a town aspires to feature in the world network it commissions one of them to produce an edifice that will stand as a monument, a testimony providing its presence in the world, in the sense of being wired into the system.” (15)

Frank Ghery affirmed that the reminiscence of the curves of fish in his innovative museum design were thought to capture the light, contributing in this way to integrate the Nervión river and the city of Bilbao into the building:  “the randomness of the curves are designed to catch the light” (Wikipedia).  The arrival of the museum revitalized this northern city in the Basque Country which had a long tradition in steel manufacturing and shipbuilding and had suffered from decay in its local economy.  The Guggenheim provided the city of Bilbao with symbolic capital expanding its museum function as a cultural interface and its culturally remediated space[ii] function throughout the city.  According to Pierre Bordieu, “symbolic capital” is to be understood as economic or political capital that is… recognized and legitimate, a credit which under certain conditions, and in the long run, guarantees “economic” profit (The Production of Belief 262).  This symbolic capital was also translated into “economic profit” as to promote the city to the status of a cultural and global center for Modern Art as part of the Guggenheim Foundation Art Museums.  It also promoted an Urban Renaissance with the restoration of several renowned buildings in Bilbao.  The construction of a new walking boulevard next to the river opened the city to the Guggenheim and the museum to the urban space where people can gaze at the river, the city, and the Basque mountains.  Basque culture, gastronomy, and identity were internationally represented through the reflection of the Guggenheim.  Then, the museum function of the Guggenheim was implemented by what Bordieu calls “the objectified state” becoming the holder and owner of cultural goods objectified in material objects and media, such as paintings and monuments, that could also be conducted as economic capital for the Basque government and the city of Bilbao.  (Bordieu Forms of Capital 243-6)

Integrating Bilbao in a global network of museums and promoting Basque and Spanish artists in the museum also encouraged that the international artwork exhibited in the museum mediated the global into the local and vice versa.  While enjoying the worldwide permanent exhibitions of Richard Serra among many others, visitors can go to the museum restaurant and enjoy some delicious Basque Txakoli white wine and some “pintxos,” the local equivalent of one-person Spanish tapas.  Marc Augé affirms that these architectural projects refer, in principle, to the historical or geographical context.  However, they are quickly captured by worldwide consumption:  the influx of tourists who come from all over the world to sanction their success, making of this large-scale projects (Tschumi at La Villette, Pei at the Louvre, and Ghery in Bilbao…) have their own particular local and historical justifications, but in the final analysis having their prestige coming from worldwide recognition (15-6).

https://www.youtube.com/watch?v=naWIQhV057Y

Using Linda Kelly´s description of a “connected museum,” the Guggenheim could be considered a connected museum because it offers physical, mobile, and online spaces that offer the visitors a flexible, mobile, vibrant, and changing environment providing them with the instruments to have a personalized experience of the museum.  By placing the visitor in the center of the museum visit, the visitors are no longer passive recipients of information but active participants of the museum’s extensive function (69).   Consequently, in terms of its physicality, the Guggenheim successfully engages in a symbiotic union between the exterior and the interior allowing the visitor to become an actor/ actant[iii] of a larger distributed network of agency that goes beyond the museum and city walls.

The museum has 11,000 m2 of exhibition space distributed in nineteen galleries.  The most well known is the Fish Gallery, 130 meters long and 30 meters wide, which is right underneath the tower thus simulating that the Gallery is embracing the tower and incorporating it into the building.  The grand entrance of the atrium provides the visitor with a monumental feeling that is emphasized by the different volumes of the stone, the curves, the titanium, and the tall crystal walls.  The area is articulated around 300 m2 of space and 50 meters of height.  The outside terrace is accessible from the atrium and has a view of the river and the garden, and it is linked to the monumental tower that integrates the De la Salve Bridge as part of the overall building (Wikiarquitectura).  Augé asserts this type of globalized architecture aims to transmit the illusions of a current dominant ideology and plays part in the aesthetic of transparency and reflection, height and harmony, the aesthetic of distance, which deliberately or not, supports those illusions and expresses the triumph of a system in the main strongholds of the planetary network acquiring a utopian dimension.  This architecture alludes to a planetary society that …aims to be a society of transparency (16-17).  So, how does the Guggenheim provide their visitors in this utopian dimension, this aim for transparency, this interfaceless interface, and this experience of “real” while walking in the museum?  Marc Augé argues that in the era of Supermodernity there are two different kinds of spaces, what he calls “places” and “non-places.”  Places are anthropological spaces that can be defined as relational, historical, and concerned with identity, and the opposite are non-places[iv].  According to Augé a museum would be considered a non-place (62).  Non-places are normally hypermediated spaces where individuals tend to have little interaction with other individuals[v] and therefore interact with the space using written text and narratives (McKay 163).

Despite hosting large numbers of visitors and employees, a museum of large dimensions such as the Guggenheim does not promote social and human interaction and is therefore considered a non-anthropological space.  However, the museum’s interfaceless interface is used as a surface[vi] to transparent media as first encountered in the atrium where tourists are welcomed to use the Zero Space room “Zero Espazioa.” As Alexander R. Galloway affirms, an interface is not something that appears before you but rather a gateway that opens up and allows passage to some place beyond (30).  Consequently, as Galloway states, the Zero Space opens the door to guests to interact with laptops and plasma screens that guide them to the virtual visit of the Guggenheim.  With curated routes to visit the museum as well as detailed information about temporary and permanent exhibitions, the virtual visit opens the window to the “real” visit.  After being informed what are the best ways to explore the space in the digital world, guests are ready to start their journey.

Throughout the museum other forms of media are offered to the visitor:  audio guides, the Guggenheim iPhone app, plasma screens with detailed information about the current exhibitions, multimedia information points, and designated educational spaces where the visitor has educational tools such as panels, interactive software, audiovisuals, audio clips, illustrations, images, and reading rooms.  The focus of each educational space varies from the social to the political, economic, artistic, or architectural perspective with interactive materials available for the users making of this museum a highly hypermediated space (Guggenheim).  As Bolter and Grusin affirm, non-places are sites for experiencing the reality of mediation:  “Frequentation of non-places today provides an experience – without the real historical precedent – of the solitary individual combined with non-human mediation, between the individual and the public authority” (179).  Like the Guggenheim, non-places are hypermediated spaces where the strategies of remediation are put into practice.  Either by using a transparent digital application to get to the real thus denying the fact of mediation or by generating the real by multiplying mediation to create a feeling of fullness and satiety of experience in people, both strategies desire to make individuals evoke it as reality (53).

This evocation to reality is also indebted to the excellent execution of a detailed, remediated, and curated work.  All artwork that integrates the permanent and the temporary collection is displayed in an open negotiation with all other works of art, overcoming the physical boundaries of the Guggenheim and integrating the urban city into the museum space.  This stimulates a synergetic relationship between the architectural limitations and the physical space provided to the visitor.  The museum is a space hypermedia and transparent media and both aim to get past the limits of representation and to achieve the real so the active involvement of the sightseers is necessary.  The permanent collection integrates the eight sculptures ofweathering steel by Richard Serra´s The Matter of Time that allows the visitor to perceive the evolution of a relative simplicity of the double ellipse to the complexity of the spiral (Guggenheim).  The famous Puppy that welcomes visitors at the entrance of the museum as well as the Tulips is by Jeff Koons.  You can also find works by Eduardo Chillida and José Manuel Ballester among others.  The temporary exhibition presently on display includes artwork produced by Yoko Ono and Ernesto Neto.  All artwork exhibited either in the outside area or the inside space becomes part of a larger narrative that incorporates the city and the visitor should incorporate and personalize it.  As Tim Boon asserts, the visitor must construct their own narrative when experiencing the museum:  “Narrative theorists argue that people make sense of their everyday experience by constructing narratives, that is, by linking separate components into connected strings of meaning.  These are often related to stories and narratives that are already familiar to them. (…) It is clear that the kinds of sense making that visitors enter into in museums may also be thought of as the construction of narratives, as they incorporate what they encounter into how they already think” (422).  In consequence, the idea of spatial storytelling defended by Michel de Certeau[vii] is applicable to the act of creating a new narrative when walking in a museum such as the Guggenheim which requires an active visitor to interact and create meaning to the art pieces exposed.  Meaning is created in every encounter between the visitor and the work of art as stated by Roland Barthes[viii], affirming that meaning is not imminent and pre-existing in a cultural product but “instead it is created anew in every encounter between the reader / viewer / listener and text (ctd Boon 421).

So active visitors of the Guggenheim are demanded to create their own meaning of the artwork as well as a narrative with the collections and the inner and outer space.  In this aim, the city of Bilbao conforms an additional factor which emerges as a symbol of a globalized network.  The reality of the experience should be drawn from the viewer´s involvement, practice, and capability to apprehend art in a more or less real way.  According to Baudrillard, we live in the era of the hyperreal so no referential reality exists.  Therefore I believe that the audiences of the Guggenheim would take as real the experience that makes them feel an immediate, authentic, and emotional response with the artwork.  The overall impression of the individual´s reality is a product of what he / she apprehends and engages into open dialogue with and, by extension with the museum and the city, creating, in this way, their own personal narrative.  The Guggenheim´s museum function goes far beyond the limits of the city of Bilbao and positions it in a global network of holders of symbolic value.

The Google Art Project as a Cultural and Social Hypermediated Non-Place

The Google Art Project was first launched in 2011 by the head of the project Amid Sood.  He claimed that he wanted to offer the opportunity to millions of people who do not have direct access to art galleries to experience it on the web.  While growing up in India, he did not have the chance to live near a main urban and cultural center so he wanted to make it possible to upcoming generations.  His idea of a virtual gallery which would grant large masses to experience some of the best art institutions of the world also contributed to broadening the world of art´s spectrum on the Internet.

http://www.youtube.com/watch?v=4ZdCByYeNRU

http://www.ted.com/talks/amit_sood_building_a_museum_of_museums_on_the_web

As claimed by Marshall McLuhan´s Understanding Media, when a new medium is invented, its role is that of a container for previous media format (ctd in Galloway 31).  Since its beginnings, the Google Art Project was a media hybrid[ix] that implemented existing software such as Google Street View, Picassa, and Giga-Pixel high-resolution photographs to create its technical architecture (Wikipedia).  The digitized and high-resolution photographs allow the virtual visitor to zoom in and explore the work of art in great detail.  This fact completely dispossesses the work of art of its original “aura” as stated by Benjamin as well as from its symbolic value (Bourdieu) and nationalistic overtones (Malraux).  The format of the website, as Irvine affirms, removes all sense of scale and historical context since all images are of the same size and presented in a horizontal plane giving the illusion of equality (Irvine 29).  The disposition of the images displays a similar idea of that promulgated by Malraux and “the imaginary museum.”

This imaginary virtual museum does not make distinctions of volume, size, color, time period, or artist creating a visual impact similar to that of a collage.  The “infinite scroll” vertically or horizontally creates the illusion of an invisible interface.  It is also relevant that it also promotes, to my understanding, a feeling of what Russian Formalist Victor Shklovsky calls “defamiliarization.”  For Shklovsky “Art is thinking in images” and therefore the purpose of art is “to impart the sensation of things as they are perceived and not as they are known.”  Art is a way of experiencing the artfulness of the object; the object is not important… Art creates a “vision” of the object instead of serving as a means for knowing it (3-5).  In the case of the Google Art Project, the user is aware of this unfamiliarity produced by placing the work of art in a decontextualized format and, therefore, virtual users are expected to perceive the work of art as a “vision”; a product of their perception.  In consequence, their understanding of what is the “reality” of their experience is based on their ability to capture the artfulness of the art piece and transcend the virtual space as well as being able to evoke an immediate feeling, an authentic emotional response that goes beyond the virtual platform.  Shklovsky affirms that when a work is created “artistically” then its perception is impeded and the greatest possible effect is produced through the slowness of the perception.  As a result of this lingering, the object is perceived not in its extension in space, but, so to speak, in its continuity (5).   Effacing the piece of art as continuity and attaching it some emotional and personal value makes of the virtual perception a path to equate the physical-mental journey undertaken in an institutional museum.

In the spectrum of its meta-museum function, the Google Art Project has recently provided their users with all of the necessary tools to be involved in the piece of art as continuity far beyond the Google Art Project interface.  The portal has made significant changes to improve their main table of contents, allowing the user to tweet, post on Facebook, email, or share in other social interfaces their favorite piece of art as well as their customized art gallery.  Also, their new faster navigation and new search features make it easier to filter data, artworks, and related events.  Adding new partners has contributed to adding 40,000 pieces of art and about 250 museums in more than 40 countries have joined this common project (Lardiois).  With the idea of implementing the museum function far beyond its gateway and placing the work of art in a continuity opened to new dialogues, other educational instruments have been added so direct access to YouTube Videos and Google Art Project Cultural Institute documentaries and videos are available.

http://www.youtube.com/watch?v=qVpqTd2ndYY

An excellent example can be seen when entering into one of their major featured projects, such as the one dedicated to “Women in Culture,” offering the user multiple windows to works of art and museum collections related to the topic all around the world as well as the latest lectures in this case featuring the recently hosted “Profiles in Peace” by the Georgetown Institute for Women, Peace and Security.

https://www.google.com/culturalinstitute/exhibit/profiles-in-peace/gQPYyL5F?projectId=women-in-culture

Bolter and Grusin propose that the cyber space is also a hypermediated non-place as it occurs with physical museum such as the Guggenheim.  The critics maintain that the Internet shares all the characteristics of highly mediated non-places such as museums, airports, or shopping malls, as it fits smoothly into our contemporary networks of transportation, communication, and economic exchange (179).   Moreover, they state that the cyberspace mediates as a digital network as the telegraph and the telephone did before.  As the virtual reality, it remediates visual spaces of painting, film, and television, and as a social space it remediates historical places as cities and parks and as non-places as theme parks and shopping malls (183).  In the specific case of the Google Art Project, this mediates for visual spaces, above all for the art gallery function, becoming a meta-museum, but also as a space for remediated television or film platforms used as extensive educational instruments (posting related videos and documentaries).  It also remediates the involvement of a social space in relationship to urban places, pointing out at the same time that the city is a media space as seen with Google Street View and non-places throughout the incorporation of social interfaces such as Facebook and Tweeter on their platform.  In this manner, The Google Art Project is an entryway to a virtual reality that the user would consider as belonging to the hyperreal and therefore not being referential of the code of the real.  On the contrary, as a hypermediated non-place refashions earlier media and extends its continuity embedded in material and social environments as defended by Bolter and Grusin, granting the virtual participant with the ability to decide what evokes in his interface with the work of art an emotional response that would be considered as “real.”

Conclusion

My aim in my essay has been to analyze what makes the experience of a virtual user while navigating the Google Art Project and an active participant engaging in the visit of the Guggenheim museum in Bilbao more or less real.  The final word is given to the user and visitor as to decide the effects that the work of art has produced in the establishment of an open conversation with the piece of art and its extended network.  For Baudrillard, we inhabit the era of the hyperreal where there is not a factual reality and therefore we are subjected to experience the hyperreal.  However, for Jay David Bolter and Richard Grusin, in the virtual world the real becomes what the viewer / visitor experiences as immediate, authentic, and emotionally attaching.

For many the cyberspace is the product of the hyperreal while for others it is just the product of a series of remediation of previous media.  Nevertheless, in my opinion what accounts to be relevant is how the active participant of this larger network becomes a new node in this major distributed system of the art world.  By conforming its own narrative after a visit to theGuggenheim or to the Google Art Project a sense of the emotional attachment to a specific piece of art, an entire collection or even a major topic (as seen in the example given above with “Women in Culture”) becomes part of the code of the real, of the individual perception of what is real.  As for me, this “real” involvement started some years ago with Claude Monet´s “Argenteuil Basin with a Single Sailboat” (1874) hosted at the National Gallery of Ireland.  During my time studying at Trinity College Dublin, I would often visit this breathtaking painting, sit down in front of it, and initiate a dialogue that has continued through the years.

 

[i] In Walter Benjamin, Illuminations (1969).

[ii] Augé affirms that real cities and towns are themselves media spaces (Bolter and Grusin 173)

[iii] I use the term under the scope of Bruno Latour´s “Actor-Network Theory.”

[iv] Augé also considers non-places spaces such as airports, theme parks, grocery stores, shopping malls, stadiums etc.

[v]  See A. McKay article: “Affective Communication: Towards the Personalization of a Museum Exhibition” Co Design 3.1 (2007): 163-173.  He affirms that people in a non-place are a collection of solitary individuals (as opposed to a social group) each of who typically interacts with the non-place using written text and narratives (163).

[vi] I borrow the term from Alexander R. Galloway The Interface Effect. Cambridge-UK, Malden-MA: Polity, 2012. p. 30.

[vii] For more detailed information, please see: Tim Boon “A Walk in the Museum with Michel de Certeau: A Conceptual Helping Hand for Museum Practitioners” Curator The Museum Journal 54.4 (2011): 419-29. pp. 424-26.

[viii] Please see Roland Barthes.  S/Z. New York: Hill and Wang, 1974.

[ix] I borrow the term from Lev Manovich´s book chapter: “Hybridization.” Software Takes Command. London-New York: Bloomsbury Academic, 2013. p.163.

Works Cited

Arthur, Brian. The Nature of Technology: What It Is and How It Evolves. NY: Free Press, 2009.

Augé, Marc. Non-Places: An Introduction to Supermodernity. London-New York: Verso, 1995.

Baudrillard, Jean. “The Precession of Simulacra.” Media Theory and Cognitive Techonologies. Georgetown U. 2005-2014. Web. 29 April 2014.

Benjamin, Walter. “The Work of Art in the Age of Mechanical Reproduction.” Illuminations. New York: Schoken Books, 1969.

Bolter, Jay David and Richard Grusin. Remediation: Understanding New Media. Cambridge-MA, London-England: The MIT Press, 2000.

Boon, Tim. “A Walk in the Museum with Michel de Certeau: A Conceptual Helping Hand for Museum Practitioners.” Curator The Museum Journal 54.4 (2011): 419-429.

Bourdieu, Pierre. “The Production of Belief: Contribution to an Economy of Symbolic goods.” Media, Culture and Society 2 (1980): 261-293.

—. “The Forms of Capital.” Ökonomisches Kapital, kulturelles Kapital, soziales Kapital.” in Soziale Ungleichheiten (Soziale Welt, Sonderheft 2). Ed, Reinhard Kreckel. Goettingen: Otto Schartz & Co. 1983.183-98.

Galloway, Alexander R. The Interface Effect. Cambridge-UK, Malden-MA: Polity, 2012.

Google Cultural Institute.  Google Art Project. 2014. Web. 28 Apr. 2014.

Google Art Project-YouTube. Art Project-Teaser. 3 Apr. 2012. Web. 28 Apr. 2014.

Guggenheim Museum Bilbao. The Salomon R. Guggenheim Foundation (SRGF), 2014. Web. 28 Apr. 2014.

Irvine, Martin. “The Work of Art in the Age of Technical Reproducibility.” Media Theory and Cognitive Technologies Georgetown U. 2005-2014. Web. 22 April 2014.

—. “Maulrax and The Musée Imaginaire.” Mediation, Image, and Institution in Benjamin and Malraux. Media Theory and Cognitive Technologies Georgetown U. 2005-2014. Web. 30 Apr. 2014.

Kelly, Lynda. “The Connected Museum in the World of Social Media.” Museum Communication and Social Media: The Connected Museum. Ed. Kirsten Drotner and Kim Christian Schrøder. New York-London: Routledge, 2013. 54-71.

Lardinois, Frederic. “Google Art Project Gets a Redesign With Improved Navigation And Search Tools.” Technical Crunch. 10 June 2013. Web. 13 Apr. 2014.

Latour, Bruno. “The Trouble with Actor-Network Theory.” Media Theory and Cognitive Technologies Georgetown U. 2005-2014. Web. 30 Apr. 2014.

Magnuson, Emily. “Virtual Museums.” Media Theory and Cognitive Techonologies. Georgetown U. 2005-2014. Web. 25 Mar. 2014.

Malraux, André. The Voices of Silence. Garden City-New York: Doubleday, 1953.

Manovich, Lev. Software Takes Command. London-New York: Bloomsbury Academic, 2013.

McKay, Alison. “Affective Communication: Towards the Personalization of a Museum Exhibition” Co Design 3.1 (2007): 163-173.

Slovsky, Victor. “Art as a Technique.” Russian Formalist Criticism: Four Essays. Trans. and ed. Lee T. Lemon and Maron J. Reis. Lincoln –Nebraska, 1995. 5-22.

Steves, Rick. “Basque Country: Bilbao and the Guggenheim Museum.” YouTube. 12 Jan. 2011. Web. 30 Apr. 2014.

Sood, Amit. “Building a Museum of Museums on the Web.” TED. March 2011. Web. 30 Apr. 2014.

Wikipedia Contributors. “Google Art Project.” Wikipedia. The Free Encyclopedia. 3 May 2014. Web. 29 Apr. 2014.

—. “Guggenheim Museum Bilbao.” Wikipedia. The Free Encyclopedia. 29 April 2014. Web. 29 Apr. 2014.

Wikiarquitectura Contributors. “Guggenheim Bilbao.”  Wikiarquitectura. The Free Encyclopedia. Web. 1 May 2014.


 

Final Research Project

Estefanía Tocado

Final Research Project Outline

Thesis: My thesis evolves around the question: What is more real to experience a virtual museum or to visit an institutional museum?  Therefore, I proposed that both spaces provide the visitor or the virtual user with a mediated reality in a hypermediated non-place (both the virtual and the physical museum).  None of them is more real than the other.  They are experienced in a different way.  I would use as case studies the Google Art Project and the Guggenheim Museum in Bilbao, Spain.

Main Theoretical Framework: The concept of place and non-place by Marc Augé, the ideas of remediation, immediacy, and hypermediacy by Bolter and Grusin, and the theory of Simulacra and Simulation (hyperreal) by Baudrillard.

Secondary Theory:

Benjamin, Walter. “The Work of Art in the Age of Reproducibility.” Walter Benjamin: Selected Writings 1938-1940. Vol. 4. Cambridge-MA, London-England: Belknap Harvard UP, 2003.251-283.

Bordieu, Pierre. “Forms of Capital.” Soziale Ungleichheiten. Ed. Reinhard Kreckel.  Trans. Richard Nice. Goettingen: Otto Schartz & Co., 1983. 183-98.

Ciolfi, Luigina and Liam J. Bannon. “Designing Hybrid Places: Merging Interpretation, Design, Ubiquitous Technologies and Geographies of the Museum Space.” CoDesign 3. 3 (2007): 159-180.

Debord, Guy. The Society of Spectacle. New York: Zone Books, 1994. Print.

Davis, Stuart. Writing and Heritage in Contemporary Spain: The Imaginary Museum of Literature. Woodbridge, UK-Rochester, NY: Tamesis Books, 2012. Print.

Maulraux, André. The Voices of Silence. New York: Doubleday, 1953. Print.

Manovich, Lev. Software Takes Command: Extending the Language of New Media.London-New York: Bloomsbury Academic, 2013. Print.

MCKay, A. “Affective Communication: Towards the Personalization of a Museum Exhibition.” CoDesign 3.1 (2007): 167-173.

Murrey, Janet H. Inventing the Medium: Principles of Interaction as a Cultural Practice. Cambridge-MA, London-UK: The MIT Press, 2012. Print.

Slovsky, Victor. “Art as a Tehcnique.” Russian Formalist Criticism: Four Essays. Trans. and ed. Lee T. Lemon and Maron J. Reis. Lincoln-Nebraska, 1995. 5-22.

Wyman, Bruce et al. “Digital Storytelling in Museums: Observations and Best Practices.” Digital 54.4 (2011): 461-468.

From the Web:

http://www.tate.org.uk/context-comment/blogs/google-art-project-behind-scenes-

http://www.washingtonpost.com/wp-dyn/content/article/2011/02/01/AR2011020106442.html

http://techcrunch.com/2013/06/10/google-art-project-gets-a-redesign-with-improved-navigation-and-search-tools/

http://www.ted.com/talks/amit_sood_building_a_museum_of_museums_on_the_web

http://www.nytimes.com/2012/04/12/arts/design/google-art-projects-expanded-offerings.html?pagewanted=all&_r=1&

http://blog.frieze.com/virtual-museums/

https://www.google.com/culturalinstitute/project/art-project

http://en.wikipedia.org/wiki/Google_Art_Project

http://www.youtube.com/user/GoogleArtProject

 

 

 

 

 

Annotated Bibliography for the Final Research Project

Estefanía Tocado

What is more real: The Virtual museum or the Institutional Museum?

 Augé, Marc. Non-places: An Introduction to Supermodernity. London-New York: Verso, 1995. Print.

Augé analyzes the effects of a globalized society in relationship to what he considers to be a triple decentering process that affects the city (identified in the urbanization and architecture of the city), the household, and the individual.  This globalization has anthropological consequences related to the individual and collective identity since this is constructed in negotiation with otherness.  He particularly studies the erasure of spatial frontiers.  Therefore, he focuses on what he calls “empirical non-places” which are places of circulation, consumption, and communication.  The place / non-place pairing is based on the level of sociality and symbolization of a particular space.  According to Augé, if a space can be defined as relational, historical, and concerned with identity it is a place.  If it cannot, then it is a non-place.  Non-places are often spaces such as hospitals, airports, and shopping malls.  As Augé asserts, places and non-places never exist in a pure form so they reconstitute and resume themselves and the human relations generated in these spaces.  Moreover, a place and a non-place are never totally completed like palimpsests that are constantly juxtaposing and overlapping new identities and relations where traces of past identities and relations are built upon.

In relationship to my project, I am interested in using Augé’s ideas in relationship to the Guggenheim museum in Bilbao.  The museum design is a product of a globalized architecture created by Frank Gehry who is recognized as very reputable architect.  This building has embedded the whole city within its walls revitalizing and incorporating it into a globalized market and providing it with cultural capital (Bordieu The Forms of Capital 243).  It has extended the museum function to the city of Bilbao.  As Augé defends, particularly large-scale worldwide architecture, such as the Guggenheim, restores the meaning of time and talks to us about the future.  It also questions time in relationship to artistic creation and history, continuity and discontinuity, local and global, place and non-place, emerging in art and in the artistic creation.  I defend that the Guggenheim falls into what Augé defines as a “space that it is not in themself an anthropological place.”  The Google Art Project, as a space pertaining to cyberspace, is therefore also a non-place.  As with all non-places, the Guggeheim and the Art Google Project are hypermediated.  In the case of the virtual museum,  is especially visible that it is hypermediated space due to the implementations of social interfaces such as Facebook, Twitter, and YouTube that allow the user to expand and share his artistic interests on the web.  In relationship to spatial issues and hypermediation, I would also like to explore limitations of the physical space and the professional curating function provided by the institutional museum in opposition to the virtual-social interface and the virtual user-curator functions of the Google Art Project.

Baudrillard, Jean. “The Precession of Simulacra.” Simulacra and Simulation. Trans. Sheila Faria Glaser. Michigan: Michigan UP, 1988. 1-20.           

Baudrillard focuses on how reality is mediated to us so the code of “real” does not exist.  Simulation is not based on referential being or a model, but it is generated in the same way as the simulated action or thing without an origin or initial reality.  Matrices that reproduce this code an indefinite number of times produce the real.  Therefore, it is not longer real.  He calls it the “hyperreal.”  Combinatory models in the hyperspace lack a referential / empirical reality to rely on which produces the hyperreal.  The hyperreal is sheltered by the imaginary and its lack of distinction between the real and the imaginary.  Therefore, simulation is based on the absence and not the presence of an empirical reality.  It also negates the validity of a sign as a value.  Moreover, he questions the veracity of images and religion as defended by iconoclasts.  Baudrillard argues that, at this point in history, the image has no relation to any reality because it is a pure simulacrum.  It is also interesting to point out that he argues about the relationship between the hyperreal and the imaginary as the imaginary (he uses the example of Disneyland) serves as a simulation to make the individual think that the real is somewhere else, that is to say, that it is no longer about a false representation of reality (and its ideology) but concealing the fact that the real is no longer real, saving the reality principle (13).

I would like to apply Baudrillard´s theory on the real and hyperreal to the issue of the virtual museum.  Google Art project provides the user with a personalized experience of what it is to visit a museum.  The user can create their own particular collection, send it to his or her friends and family, or share it on the web.  The false illusion that is based on a previous model, the institutional museum, promotes the idea of Google Art project as being part of the hyperreal and therefore based on a referential / empirical model proposed in the code of the real world (the so called national institutionalized museums).  The fact that users can choose from a vast number of museums to visit and gather their own personal collection encourages the idea of living an experience more real than the real visit to a physical museum.  On the other hand, the institutional museum, despite being conceived as part of the code of the real, is also being mediated by its own physical restrictions (architectural) as well as by the work of curators, designers, and history of art experts.  The impression of experiencing a museum visit as something occurring in the framework of the real is also an illusion.  Thus it does not matter how many times we visit the same museum, our visit is always the product of a specific moment in time subjected to specific spatial arrangements, special exhibitions, a particularly designed visit tour, or the appearance of disappearance of a determined work of art.  Keeping all these factors in mind, I would like to explore the virtual visit and its technological construction (with the help of Manovich´s Software Takes Command) and interface in an open dialogue with a physical visit to an institutional museum (I will also use the Guggenheim museum as an example).  I would also like to intersect Baudrillard´s postmodern theory with the structuralist ideas of Victor Slovsky in his essay: “Art as Technique” exploring the defamiliarization effect produced by art in the virtual and physical museum context as well as the neo-marxist ideas of Walter Benjamin and his concept of the artwork possessing a unique “aura.”

Bolter, Jay David and Richard Grusin. Remediation: Understanding Media. Cambridge-MA, London-UK: The MIT Press, 2000. Print.

Bolter and Grusin debate the logic of transparent immediacy in the virtual reality where the medium is designed to disappear.  In this attempt to create an interface that is “interfaceless,” there is a wish to erase the traces of mediation to make the virtual reality closer to the code of the real (5).  The concept of remediation is characterized by adapting from one medium to another, and in the digital world the medium cannot be completely effaced so the new medium remains dependent on previous ones despite wanting to give a transparency illusion to the user.  Hypermediacy is constituted by its multiplicity making various acts of representation visible.  While immediacy suggests a unified visual space, hypermediacy offers a heterogeneous space that offers the opportunity to open multiple windows to other media representations (34).  The hypermediacy of non-places are mediated spaces that, according to Augé and cited by Bolter and Grusin, are also defined as pure conceptual experiences, experiences of enjoyment of media the same way as it happens in cyberspace.  Cyberspace is a non-place with the same characteristics as a physical non-place, and therefore exists in the conjunction of the network of multiple nodes and connections.  The same way as virtual reality remediates the visual spaces of painting, film, and television, the social space remediates historical places such as cities or non-places such as museums.  Like other mediated spaces, cyberspace refashions and extends earlier media which are the product of material and social environments (183).

In relationship to my project, I am interested in applying Bolter and Grusin´s theories of remediation and transparent immediacy in the context of the institutional and visual museum infrastructure and architectural design.  Both are spaces where hypermedia is a common denominator.  Therefore I would like to explore if there are similar individual experiences in the interaction between the work of art and the virtual user / visitor of a museum and link it to Baudrillard´s ideas on the hyperreal.  Also, I would like to explore the similarities between both the Google Art Project and the Guggenheim as hypermediated non-places and the implications that this has in terms of curating and engaging the physical museum with digital technologies.

 Secondary Bibliographical Sources

Benjamin, Walter. “The Work of Art in the Age of Reproducibility.” Walter Benjamin: Selected Writings 1938-1940. Vol. 4. Cambridge-MA, London-England: Belknap Harvard UP, 2003.251-283.

Bordieu, Pierre. “Forms of Capital.” Soziale Ungleichheiten. Ed. Reinhard Kreckel. Trans. Richard Nice. Goettingen: Otto Schartz & Co., 1983. 183-98.

Ciolfi, Luigina and Liam J. Bannon. “Designing Hybrid Places: Merging Interpretation, Design, Ubiquitous Technologies and Geographies of the Museum Space.” CoDesign 3. 3 (2007): 159-180.

 Debord, Guy. The Society of Spectacle. New York: Zone Books, 1994. Print.

Davis, Stuart. Writing and Heritage in Contemporary Spain: The Imaginary Museum of Literature. Woodbridge, UK-Rochester, NY: Tamesis Books, 2012. Print.

Maulraux, André. The Voices of Silence. New York: Doubleday, 1953. Print.

Manovich, Lev. Software Takes Command: Extending the Language of New Media. London-New York: Bloomsbury Academic, 2013. Print.

MCKay, A. “Affective Communication: Towards the Personalization of a Museum Exhibition.” CoDesign 3.1 (2007): 167-173.

Murrey, Janet H. Inventing the Medium: Principles of Interaction as a Cultural Practice. Cambridge-MA, London-UK: The MIT Press, 2012. Print.

Slovsky, Victor. “Art as a Tehcnique.” Russian Formalist Criticism: Four Essays. Trans. and ed. Lee T. Lemon and Maron J. Reis. Lincoln-Nebraska, 1995. 5-22.

Wyman, Bruce et al. “Digital Storytelling in Museums: Observations and Best Practices.” Digital 54.4 (2011): 461-468.

Understanding Google Art Project

Estefanía Tocado

http://www.youtube.com/user/GoogleArtProject

http://www.youtube.com/watch?v=LzMXbvBsALo#t=14

As Brian Arthur asserts, an invention is a new combination of prior art (9).  By implementing and hybridizing existing software and relying on combinatorial modes and systems of relations such as Google Street View, Picassa, and Giga-pixel high resolution photographs, the Google Art project launched its portal in 2011.  The technical architecture was based on existing software which had been implemented with specific purposes, such as in the artwork view service Google Scholar and YouTube, to allow the user to find further information on a specific artist, collection, or paintings of a given time period (Wikipedia).  Amid Sood, the head of the Google Art Project, said that the idea of granting the opportunity to millions of people to have access to a large number of prestigious museums in the world was what first motivated him.  As he has asserted, growing up in India made it difficult to be able to visit institutional museums if you were not living close to a cultural center or city.

http://www.ted.com/talks/amit_sood_building_a_museum_of_museums_on_the_web

The project first relied on a virtual gallery tour, a strategy long used by institutional museums to attract visitors to their home pages.  Second, the project created the artwork view, another idea already proposed by Malraux and his imaginary museum.  These high resolution pictures of pieces of art which allow the viewer to see magnified details has also been promoted by respected museums that sold collections of such pictures at the museum stores or other locations.  Third, the virtual user was given the chance to create its own artwork collection, replacing the curating work done by the institutional museum.  In this way Google Art Project has become a meta-museum and interface that remediates the symbolic value attributed to the piece of art to exclusively adjust to the personal needs of a virtual visitor.  By promoting digital reproducibility and eradicating the idea of the aura attributed by Walter Benjamin to the piece of art, Google Art project also dispossesses it, to some extent, of the cultural and national embedded value (this last would be in conflict with Malraux’s view of the museum as a space for promoting national identity).

A second stage of the project has the goal of becoming an educational instrument, creating videos and resources for teachers and students as well as video and audio content for their virtual tours (Wikipedia).  The user can make more restricted and detailed searches and filter more information than when it was first started thanks to the slideshow format, the table of contents divided by collections, artists, and artworks, and the customized user gallery.  The main table of contents also allows the user to tweet, post on Facebook, email, or share on Google+ any of the works of art instantly promoting a vision of the Google Art Project as a social interface.  Other improvements made recently are a major redesign with faster navigation and new search features that make it easier to filter data, artworks, and related events.  Also, the project has bought together new partners adding up to 40,000 pieces of art and about 250 museums in more than 40 countries (Lardinois).  Many of the previous complaints regarding the difficulties in searching artwork or artists have been addressed in this last makeover.  However, other concerns that still exist are the content selection, the intended audience, or security risks for worldwide museums (Wikipedia).  The project team continues to find solutions for these issues and implements further processes to contribute to the networking of their platform.  By hybridizing and granting access to a wider interrelated network of systems, the project seeks to improve and expand the Google Art Project experience and the users authority over the use of the museum not only as a educational ground but also as a social interface.

   Works Cited

Arthur, Brian. The Nature of Technology: What It Is and How It Evolves. NY: Free Press, 2009.

Lardinois, Frederic. “Google Art Project Gets a Redesign With Improved Navigation And Search Tools.” Technical Crunch. 10 June 2013. Web. 13 April 2014.

Sood, Amit. “Building a Museum of Museums on the Web.” TED. March 2011.Web. 13 April 2014.

Wikipedia Contributors. “Google Art Project.”Wikipedia. The Free Encyclopedia.Web. 14 April 2014.

Looking at my neighborhood with fresh eyes

my building

Street parking

Street parking

Estefanía Tocado

While I was walking around my newly discovered neighborhood, I could not have been more surprised by how ambient intelligence is full of invisible data traces (Starbucks Wi-Fi, smart phone signals, street parking paid from your smart phone, and hidden recording cameras).  This entire invisible infrastructure erases the boundaries between the public and the private spaces, integrating both in the urban space (Offenhuber-Ratti 39).  Many of these recording systems were functionally integrated into the architectural structure of street lights, traffic lights, and façade decorations of embassy buildings. As the integration into the city space is so well achieved, they are disguised under ornamental features that complement buildings, street lights, and windows.  So the first layer of visible distributed cognition were the Wi-Fi signs on Starbucks and Books a Million windows which offered their costumers free access to the Internet.  Other less accessible signs of the distributed cognition were hidden cameras in bank cash machines, under the traffic lights that regulate the traffic of Dupont Circle, as well as in the street lights and the corners of the buildings facing the intersection such as those at the Hotel Dupont.  Besides security reasons, traffic light cameras could potentially record traffic patterns and identify traffic problems and approaching vehicles as Carlos Ramos et al. suggest (16).

embassy

Diane J. Cook says that ambient intelligence has great benefits for the users by customizing their environments and unobtrusively meeting their needs, but she also raises the question of whether there is a bad use of data collection or when ambient intelligence performs corrective actions that are wrong (286-7).  In relationship to her statement, it is worth mentioning that for the first time this last Sunday I realized about the number of cameras that follow me in my building, starting from the front and back entrances to other cameras placed in the ground floor.  I was also surprised by the amount of distributed cognition on the buildings on my street.  The majority of them had hidden at least one camera at their front entrance, and they had others integrated in the gardens as in the case of the Moldavian embassy.  After my discovery I experienced a bit of the “big brother” syndrome that Cook adequately mentions in her article as well as issues of personal privacy and security.  As Ramos affirms, ambient intelligent environments involve real world problems so they deal with cases where some information may be correct, some other incorrect or missing (16).  Therefore, the potential loss of information and how it is managed is a fact to question or to take into consideration.  However, people navigating thorough Dupont Circle’s multiple street intersections did not seem to be concerned about it or even aware of it.  Most of their attention was directed towards reading their smart phones as opposed to being aware of what was happening around them.  Even less attention was paid to other forms of distributed intelligence.   Surprisingly enough, many of them continued texting while crossing the crosswalk.  The accessibility of an internet signal (e.g. Wi-Fi) was not even a question.  Distributed cognition and ambient intelligence has silently become such an integral part of the city lifestyle that most of its inhabitants do not even observe it.

hotel dupont

Works Cited

 Cook, Diane J.,  Juan C. Augusto, and Vikramaditya R. Jakkula. “Ambient Intelligence: Technologies, Applications, and Opportunities”” Pervasive and Mobile Computing 5, no. 4 (August 2009): 277-98.

Ramos, Carlos, Juan Carlos Augusto and Daniel Shapiro, “Ambient Intelligence-The Next Step for Artificial Intelligence.” IEEE, Intelligent Systems, 2008

Offenhuber, Dietemar and Carlo Ratti, “Reading the City: Reconsidering Kevin Lynch´s Notion of Legibility in the Digital Age” in The Digital Turn: Design in the Era of Interactive Technologies, ed. Zane Berzina, Barbara Junge, and Walter Scheiffele (Zurich: Weissensee Academy of Art, Park Books, 2012), 216-224.

Invisible and Unmediated Meta-Interfaces: Simulation and Implementation of the Physical World

Estefanía Tocado

 As Leo Manovich affirms, the permanent extendibility of the computer metamedium has generated a software epistemology and a computerized society (337).  In a society where everyone owns a smart phone, a laptop, or a tablet, the use of these gadgets is fully integrated into our everyday life, any time and anywhere.  Therefore, as Janet Murray states, participation in digital media increasingly means social participation (56).  That can be clearly seen in the development of social spaces such as Facebook as well as other spaces such as digital newspapers or shopping online.  The need to have a digital artifact that grants us access to that virtual world is also letting us interactively participate in our society.  It seems to me that one of the reasons why Apple products have been so widely popular, besides their great marketing campaign and polished design, is because they enable the interface and the manipulation to appear as being very intuitive, unmediated, invisible, and transparent.  Janet Murray affirms that the computer is a participatory medium where the users expect to manipulate digital artifacts and make things happen in response to their actions (55).   

What makes Apple products so attractive is that this apparent conceptual inertia is achieved through the properties of the media software, their interface, the very tools that make it possible for the user to access, navigate, create, and modify media documents (Manovich 335).  This accessibility and impression of being a transparent medium is based on the fact that the computer metamedium contains two different types of media:  simulations of previous physical media extended with new properties (iBook) or new computational media (3D).  Apple laptops as well as iPads and iPhones rely very much on simulating previous culturally integrated systems, such as a book or a calendar for example, and implementing them with additional media-specific software that allows the user to perform more actions in the virtual medium than he would be able to do in the “real world.”  Another interesting feature is that the user could be able to share data externally from his calendar with other gadgets through the iCloud or internally with other programs.  Murray affirms that computational artifacts do not exist as fixed entities but as changing and altered sets of bits governed by conditional rules (53).  These sets of rules perform numerous combinatorial processes but the user, most of the times, continues having the feeling that the medium has disappeared.  Therefore, as Bolter and Grusin point out, computer designers search to provide a virtual experience that is “interfaceless” where no recognizable tools appear so the user moves in the virtual space naturally as he would do in the physical world (23).  I would suggest that Apple has taken this approach to its highest degree moving away from engineering and function driven interface to a natural and logically deducted connection between the human being and the digital artifact generating the illusion of immediacy and transparency.

 Works Cited

Bolter Jay David and Richard Grusin. Remediation: Understanding Media. Cambridge,

MA: The MIT Press, 2000.

Manovich, Leo. Software Takes Command. New York: Bloomsbury, 2013.

Murray, Janet. Inventing the Medium: Principles of Interaction Design as a Cultural Practice. Cambridge, MA: MIT Press, 2012.

What is More Real: the Virtual Museum or the Institutional Museum?

Estefanía Tocado

Walter Benjamin´s concern with the loss of the “aura” attributed to artwork closely related to its uniqueness and undetectable fabric tradition, was with the loss of the aura attributed to the artwork (4).  Therefore, technical reproduction, especially in the case of photography and film image, made artwork accessible to the masses at the cost of losing its authenticity.  Moreover, photographic reproductions allowed the dissociation of cultural objects from its material origins (“Malraux” Irvine 3).  On the opposite side of the debate and strongly influenced by Benjamin´s ideas, Malraux organized the project of an imaginary museum that would function as an abstract projection of a “cultural encyclopedia,” a term later used and investigated by Umberto Eco (2).  So the piece of art through photography and art books would promote a sense of national identity.  Mostly, this nationalistic discourse would promote and implement its cultural and artistic patrimony as symbolic capital.

With the Google Art project, Malraux´s idea of a museum without walls has been put into practice on a large scale.  However, this project lacks Malraux´s nationalistic tone.  On the contrary, the virtual museum opens the door to a global audience erasing the social elitism associated with the museum.  Nevertheless, is the experience of visiting a museum (institution) more real than seeing it on Google Art?  As Emily Magnuson postulates in her article about Virtual Museums and the Google Art project:  “While the project… appears to be a very good thing, it still begs a larger question that was introduced by Malraux:  does the advent, and now exploitation, of the reproducible image make our ability to apprehend art any more, or less, real?  What do we really gain or lose in this virtual reality?”

According to Baudrillard, simulation is not a referential thing or substance but the generation by models of the real without origin or reality:  the hyperreal (1).  To simulate is to pretend something that it is not possessed, therefore absent.  The real does not need to be rational because it is not confronted to an ideal or a negative instance.  All referents are abolished blurring all the boundaries between the false and the real, the real and the imaginary (2-3).  Taking into consideration Baudrillard´s postulations as well as answering Magnuson´s question, it seems to be me that the reproducibility of the image in virtual reality does not make our ability to apprehend a specific piece of art any more or less real because there is not a real referent to compare against.  That original reality attributed to the photographic image or the piece of art does not exist.  The romantic idea of the aura and the authenticity attributed to the piece of art comes to the audience as mediated on the virtual world as it is in an institutional museum.  In the physical museum, the artwork has been selected by a curator, has been displayed in a specific room, establishing in that manner an open dialogue with the other works of art exposed.  Moreover, each individual piece has been catalogued according to its creator, forcing the entire collection of that specific artist to enter into a larger dialogue with all the other works that are present in the museum.  Finally, all artwork exposed has to establish a symbiotic relationship with the physical space of the museum and its architectural limitations.  Therefore, the visitor captures a specific moment when they visit the museum which is not a reflection of a tangible reality, but only what they have experienced and perceived while being there.  In the case of a virtual museum such as Google Art, its team has chosen what artwork should be part of their catalogue, how to display them, how to organize them, and how to present them to the audience.  Nevertheless, there is a major difference.  While the virtual project lacks the symbolic capital and cultural value attributed to the museum (the institutionalized state that Bourdieu refers to), the museum implements it and promotes it as a representation of a cultural capital and in many cases as a sign of national identity.  So the artwork actually represents the objectified state in the form of cultural goods.

Returning to Magnuson´s last question, it is unclear if we lose or win in this virtual reality.  While the virtual user has the ability to become its own curator and choose how to experience a specific collection, what order to follow, and what pieces of art to meticulously observe, it also loses some of the emotional experience of visiting an important museum.  Personally I believe that with the virtual museum we are winning the opportunity to make art more accessible to a larger audience, but above all to establish an open and individualistic conversation with the piece of art that cannot be experienced in an institutionalized museum.  In the virtual world, we can study in detail a specific work of art, stare at it, and find ways to make it ours; make it more personal.

 

Works cited

 Baudrillard, Jean. “The Precession of Simulacra.” Media Theory and Cognitive Techonologies. Georgetown U. 2005-2014. Web. 25 March 2014.

Benjamin, Walter. “The Work of Art in the Age of Mechanical Reproduction.” Illuminations. New York: Schoken Books, 1969.

Bourdieu, Pierre. “The Production of Belief: Contribution to an Economy of Symbolic goods.” Media, Culture and Society 2 (1980): 261-293.

—. “The Forms of Capital.” Ökonomisches Kapital, kulturelles Kapital, soziales Kapital.” in Soziale Ungleichheiten (Soziale Welt, Sonderheft 2). Ed, Reinhard Kreckel. Goettingen: Otto Schartz & Co. 1983.183-98.

Irvine, Martin. “Malraux and the muse imaginare.” Media Theory and Cognitive Techonologies Georgetown U. 2005-2014. Web. 25 March 2014.

Magnuson, Emily. “Virtual Museums.” Media Theory and Cognitive Techonologies. Georgetown U. 2005-2014. Web. 25 March 2014.

 

 

The Cultural Integration of the iPhone with Social Life

Estefanía Tocado

According to Lev Manovich, “cultural software” refers to certain types of software that support actions we normally associate with “culture” (21).  Some of these actions are accessing, appending, sharing, and remixing artifacts online such as watching a video or posting comments on a blog as well as communicating with other people (23).  An iPhone provides these actions to any user who directly has access to this cultural software anytime and anywhere.  As Manovich states, all media has been liberated from its physical storage, the cinema, and the word interface to freely mix in the virtual reality (The Language 83).  It is interesting to point out, as Bolter and Grusin affirm, that when one medium is represented in another it is called remediation (45).  The act of remediation in a smart phone is making available many of the features that a user would have in a PC in a lighter, portable, and accessible with one hand device.

Despite giving us the illusion of being of transparent immediacy, that is to say that the virtual reality is immersive and therefore the medium is meant to disappear and be “interfaceless,” the iPhone is very much a hypermediated device.  Although the buttons are tactile and Siri provides voice activation and data searching on the web, the user still has the need to work with menus and categories to obtain information.  As the union between image and the word, the iPhone represents one of the latest implementations of the marriage between TV and computer technologies in a most accessible and portable way (Bolter and Grusin 31).  The promotion to access multiple ways of communication, such as facebook or twitter, at any time and the integration of the iPhone in our everyday life create the illusion of continuous unmediated access to the virtual world.  As Frederic Jameson would say, it would support the idea of living in a “perpetual present” in which there is not a clear borderline between the real space and time to that on the web.  Another interesting factor is the bodily incorporation of the iPhone.

 

For many of us it is quite common to walk around campus holding our phone while texting, emailing, or chatting with friends on the web.  It could be argued that it is a cyborgian extension of our hand and arm which provides a physical medium, that of the material iPhone itself, but moreover it seems to be very much a bodily device that has been incorporated as well as socially and culturally merged and accepted.  According to Bolter and Grussin, the logic of hypermediacy expresses the tension regarding the visual space mediated and as a “real” space that lies beyond mediation.  However, as they also assert, present technology does not search for transparency any longer because it is not felt as necessary or subtracting from the authentic and “real” (I would call it “hyperreal” in Baudrillard´s terms) experience (41).  Therefore, the integration of the iPhone and other related devices such as tablets have been culturally socialized to be an integral part of our everyday life, erasing the boundaries between the real and the virtual worlds.

 

Works Cited

Bolter Jay David and Richard Grusin. Remediation: Understanding Media. Cambridge, MA: The MIT Press, 2000.

Manovich, Leo. Softare Takes Command. NY: Bloomsbury, 2013.

—. The Language of New Media. Cambridge, MA: The MIT Press, 2001.

Computers and Everyday Life

Estefanía Tocado

After watching the amusing example of the study lamps at Harvard University CS50 Introduction Computer Science Lectures, you rapidly understand the importance of the mathematical binary code structure of computers and also the intrinsic relationship between binary math and binary logic as the interface form between code and electronics (Irvine 3).  However, as Daniel Hillis affirms, one of the most important things about a computers essential nature is that it transcends technology (8).

As Peter J. Denning states, the computational model of representation and transformation refocuses computation from computers to information processes (9).  Therefore, as Denning defends, for a long time the approach of representing algorithms as the heart of computing and computational thinking has left aside other information processes also relevant in the computational field where no algorithms are used (9).  The importance of computation is that it is not about math or machines, but rather it is a form of symbolic implementation and representation that can be implemented and repeated in other processes (Irvine).  Moreover, Andrew Hodges argues that with the appearance of the universal Turing machine he was modeling the action of human minds (3).  It is this change in how humans conceive computers that will enable our current integration of technological devices such as Apple technology as important tools of our everyday life.
As a user of Apple gadgets, I have become accustomed to direct and fast access to all my data on the ICloud.  ICloud gives you access to this enormous database just by owning one Apple.  Once you open an account and have entry to this storage database, all Apple devices synchronize at the same time allowing you to listen to any music, view photos, or use data that you have recently purchased either on your IPad, iPhone, or Macbook.  Similarly, Google docs or Dropbox work in a comparable way.  They allow customers to access and use their stored documents at any time from any device with an internet connection.  Denning asserts that the subject of computation also embraces other areas whose definitions are not clear yet such as cloud computing which will have to continue to be analyzed and studied (10).

In the present time when technology has been incorporated into most of our everyday lives, computation is no longer about machines but about how these machines contribute to our lives in forms of social communication, working tools, and cultural representations of our society, community, families, and friends in a more globalized and interconnected world.  Another great way to use artificial intelligence / robotics is for teaching purposes (the new TA´s) as seen in the attached news.  This is just the beginning.

http://rt.com/news/iran-praying-robot-children-888/

http://www.telegraph.co.uk/technology/news/10632937/The-robot-teacher-connecting-with-autistic-children.html 

 Works Cited

Denning, Peter. “What is Computation.” Ubiquity. Nov. 2010. Web. 4 March 2014.

Harvard University CS50 Introduction Computer Science Lectures. Web. 3 March 2014.

Hillis, Daniel W. “Preface: Magic in the Stone.” The Pattern on the Stone: The Simple Ideas that Make Computers Work. NY: Basic Books, 1999.

Hodges, Andrew. “Turing: A natural philosopher” Alan Turing: one of The Great Philosophers. 1997. Web. 4 March 2014.

Irvine, Martin. “Computation: A very Basic Introduction to Foundational Concepts.” Media Theory Communication, Culture, and Technology Department, Georgetown U, Feb. 2014. Web. 4 March 2014.

 

 

Frankenstein, Culture, and Technology

Estefanía Tocado

Regis Debray affirms that mediology would like to bring to light the function of medium in all of its forms, over a long time span (since the birth of writing), and without becoming obsessed by today´s media (1).  He also asserts that cultures are constituted by synchronic communication through the transmission of history in an interrelated web of cultural, political, and economic factors making the medium an embedded part of our social value system (Irvine 23).  Interestingly enough Bruno Latour refutes Heidegger’s idea that:  “Technology is entirely unique, insuperable, omnipresent, superior, a monster born in our midst” (30).  Heidegger´s idea, strongly influenced by the romantic period, regards technology as a product of a deviant, that is to say a product of something outside culture.  If we look at Mary Shelley´s novel Frankenstein and its later filmic adaptations, we encounter the first cyborg, half human and half technological.  His appearance incarnated the intromission of electric power into a constructed human being composed of pieces of other dead human bodies.  Rapidly, Frankenstein was regarded as a monster. For English Victorian society monstrosity was often related to vampires and evil creatures that would endanger a human being´s integrity, especially that of women, as seen in many gothic novels of the time (a clear sign of the sexual repression exercised especially on women).  At the same time the construction of a parallel discourse of otherness would promote the deviation of certain cultural and social anxieties towards this threatening element reinforcing the established cultural and social norms.  Monstrosity as well as technologies are the agents that dismantle a set of cultural and social values acquired by society as reliable and dependable.

Latour affirms the first meaning of mediation is translation, understood as a means of displacement, drift, invention, and the creation of a link that did not exist before and, to same degree, modifies two elements or agents (32).  Using the example provided before, Frankenstein incarnated this displacement between what is human and what is technological thus modifying both.  In the effort of challenging the binaries built around input and output, society in opposition to technology, the action of examining both as interdependent to a larger network of distributed agency and meaning would challenge this dichotomy (Irvine 5).  By focusing on the relations and how these are implemented and distributed, the value deposited on a number of cultural, social, political, and religious constructions and discourses are challenged and put into question.  In order to continue to do so it is important to bring to light misattributed agency and causality for technology in order to disarticulate ideological discourses built around technology effects (Irvine 13).  The fear of technological effects and an interdisciplinary approach to humanism and science, between culture and technology, is based on external factors that promote a hierarchy and a monopoly in the act of mediation.  By exposing the multiple levels of distributed agency, meaning, and implementation, certain established discourses and institutions are called into question and forced to justify its positioning.

Works Cited

Debray, Régis. “What is Mediology?” Le Monde Diplomatique (1999): 32. Trans. Martin Irvine.

Irvine, Martin. “Intro to Mediology and Actor Network Theory: How to Hack Black Boxes.” Media Theory Communication, Culture, and Technology Department, Georgetown U, Feb. 2014. Web. 25 February 2014.

Latour, Bruno. “On Technical Mediation-Philosophy, Sociology, Genealogy.” Common Knowledge 3. 2 (1994): 29-64.