Museum Media. Группа авторов
Mark S. 2004. “History, Memory, and Historical Distance.” In Theorizing Historical Consciousness, edited by Peter Seixas, 86–108. Toronto: University of Toronto Press.
Shaw, Jonathan, Ben Squire Scholes, and Christopher Thurgood. 2008. “Space and Place – Imperial War Museum North.” Journal of Place Management and Development 1(2): 227–231.
Stewart, Susan. 1993. On Longing. Durham, NC: Duke University Press.
Wasson, Haidee. 2005. Museum Movies: The Museum of Modern Art and the Birth of Art Cinema. Los Angeles: University of California Press.
Winter, Jay. 2006. Remembering War: The Great War between Memory and History in the Twentieth Century. New Haven: Yale University Press.
Young, James E. 1992. “The Counter-Monument: Memory against Itself in Germany Today.” Critical Inquiry 18(2): 267–296.
Young, James E. 2000. At Memory’s Edge: After Images of the Holocaust in Contemporary Art and Architecture. New Haven: Yale University Press.
Andrew Hoskins is Interdisciplinary Research Professor at the University of Glasgow. His research focuses on digital memory Studies, (hyper)connectivity theory, media/memory ecologies, and diffused war. He is founding editor-in-chief of the Sage journal Memory Studies, founding coeditor of the Palgrave Macmillan book series Memory Studies, and founding coeditor of the Routledge book series Media, War and Security. He holds an AHRC Research Fellowship (2014–15) for “Technologies of Memory and Archival Regimes: War Diaries Before and After the Connective Turn,” and leads the ESRC Google Data Analytics Project, “The Role of Internet Search in Elections in Established and Challenged Democracies” (http://voterecology.com). His latest book, Risk and Hyperconnectivity: Media, Memory, Uncertainty, coauthored with John Tulloch, is forthcoming from Oxford University Press.
Amy Holdsworth is Lecturer in Film and Television Studies in the School of Culture and Creative Arts at the University of Glasgow. She is the author of Television, Memory and Nostalgia (Palgrave Macmillan, 2011) and has contributed articles to Screen, Cinema Journal, Journal of British Cinema and Television, and Critical Studies in Television.
3
MUSEUMS AND THE CHALLENGE OF TRANSMEDIATION
The Case of Bristol’s Wildwalk
Nils Lindahl Elliot
Can the design of a museum so blur the boundaries between its own genre and those of other media – for example, the media of mass communication, or indeed the newer digital media – so as to transform the museum into something akin to a peripatetic version of those media? Is such a transformation not only feasible but desirable? And if it is, what challenges do designers face in the quest for what can be termed the “mediazation” of museums?
I understand mediazation in much the same way as John B. Thompson (1990), that is, as the process by which a growing number of spheres of modern culture have come to be affected directly and indirectly by the media of mass communication and, more recently, by the technologies associated with the so-called digital culture. While the political sphere offers perhaps the most obvious example of the process in question, mediazation has affected countless other fields, ranging from everyday consumption and lifestyle choices to the structuring of the leisure industry itself.
Museums are no exception. Museum designers have long sought to find ways of incorporating changing techniques and technologies of mediated representation within existing genres of display. In one recent intervention, the director of the Clevedon Museum of Art put mediazation in dramatic focus when he suggested that “Every museum is searching for this holy grail, this blending of technology and art.” He did so in reference to his own institution’s much celebrated incorporation of tablet computers as a means by which visitors could locate artworks within the institution and engage in a variety of interactive practices (Bernstein 2013).
For every generation of museum designers, and for every generation of new technologies, different design challenges may be identified which appear to be prompted by the latest innovations. In fact, the innovations at once reflect and affect social semiotic ecologies whose delicate interrelations go far beyond technology in any narrowly instrumental sense of the term. In this chapter I illustrate this point by engaging in a case study of a museum that was conceived at the crossover of the so-called electronic and digital revolutions. Wildscreen opened in July 2000 in Bristol, England, as part of an all-new £94 million complex of technology, science, and nature-related visitor attractions. The complex, initially known as @Bristol, was built at Canon’s Marsh, in Bristol’s harborside: it included Explore, a hands-on science center; an IMAX cinema, the first of its kind in the west of England; and Wildscreen itself, a science museum with a focus on natural history and biodiversity.
FIGURE 3.1 Wildwalk, Bristol, UK.
Photo: Mark Boyce, February 3, 2007.
Wildscreen was very much a hybrid science museum, combining modes of representation and display typically found in natural history museums – for example, fossil casts and accounts of the nature of the evolutionary process – with consoles of the kind associated with science centers and participatory science museums (Figure 3.1). At the same time, Wildscreen had numerous living animals on display, and included a walk-through botanical house, one part of which evoked the kind of immersive simulacra of tropical forests often found in the newest generations of zoos.
The most radical aspect of the attraction was its least obvious one to the visiting public: it was conceived as a walk-through version of a wildlife documentary. The museum’s originator, the late Christopher Parsons, was an internationally acclaimed wildlife documentary producer, and he proposed to create what he called an “electronic zoo,” in a reference to the changes made possible in part by the incorporation of charge-coupled devices (CCDs) in video and television. Wildscreen’s architects later described the attraction as “the museum counterpart to the BBC’s Natural History Unit” (Hopkins Architects 2000), which Parsons himself led between 1979 and 1983. This unit, known by its acronym as the NHU, is the BBC department responsible for the production of BBC wildlife documentaries, including the blockbuster documentaries presented by Sir David Attenborough from 1979 onward.
In the year it opened, large numbers of visitors traveled to see @Bristol thanks to a massive publicity campaign and the project’s association with Britain’s millennium celebrations. However, after the first year, it became clear that @Bristol would fail to attract the required number of visitors – a number which Gillian Thomas, @Bristol’s chief executive during the building and opening phase, described as a “modest” 200,000 visitors per attraction per year.1 A name change from Wildscreen to Wildwalk and a shift in emphasis from the then futuristic “@ Bristol” to the almost pleonastic “At-Bristol” failed to improve attendance levels. By 2006, Wildwalk was attracting fewer than 150,000 visitors, and a significant proportion of these visitors were school groups.2 While this was by no means an insignificant figure, it was financially unsustainable for an institution whose running costs were comparatively high thanks to the display of living animals and a climate-controlled botanical house.
The IMAX theater also failed to produce the required attendance level. Once the start-up funds for the overall complex were used up, At-Bristol was forced to carry two underperforming attractions. Its classification as a science center meant that the complex could not benefit from the state subsidies given in the United Kingdom to museums, and so, in early 2007, the trustees of the charity that ran At-Bristol decided to sacrifice Wildwalk and the IMAX and to focus all available resources on the Explore science center.
It seems likely that, if there had been a different funding regime for science centers, Wildwalk